UNIVERSITY OF TARTU
Faculty of Social Sciences
School of Economics and Business Administration
Yesudassen Pillay Mauree
“IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?”
Master’s Thesis
Supervisor: Prof. Ricardo Alfredo Mendes Pereira Vicente
Tartu, 2022
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
I have written this Research paper/Master’s Thesis independently. Any ideas or
data taken from other authors or other sources have been fully referenced.
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Abstract
This master’s thesis investigates the relationship between GDP growth and video games
revenues’ growth by testing for the presence of Granger-causal relationships between GDP
growth rates and video game revenue growth rates through the application of VAR models,
IRF curves, and the Toda-Yamamoto (1995) Granger Causality method; using Video Games
Revenues’ annual Growth Rates (Total and by segment) and GDP Growth Rates of North
America, Europe & Central Asia, East Asia Pacific, and South Asia from 1972 to 2019. Our
analysis shows no general evidence of GDP growth rates Granger-causing Video Games
Growth rates, except in the region of North America for the console segment and video games
industry. We also find strong evidence that the mobile gaming revenue is granger-caused by
GDP growth in Europe & Central Asia and South Asia. IRF curves further show a short-run
inverse relationship between GDP-growth rates and video games growth rates across segments
in North America, which points to the industry being recession-resistant in that area.
Keywords: Video games, Recession-proof, Granger Causality, Vector Autoregressive Model,
Toda-Yamamoto Causality Test.
CERCS: S180
Acknowledgments
I would like to express my heartfelt gratitude to my esteemed supervisor Prof. Ricardo Alfredo
Mendes Pereira Vicente for his patience, expertise, and invaluable guidance. I am immensely
thankful to Prof. Jaan Masso and Prof. Mustafa Hakan Eratalay for their feedback and
knowledge which were instrumental in the writing of this paper. Additionally, I would like to
thank the University of Tartu for allowing me the opportunity to undertake my master’s degree.
I am also very grateful to my family for their emotional and mental support throughout the
duration of this course. Finally, I would like to thank video games for being an ever-present
source of inspiration.
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Table of Contents
1.
Introduction: A case for video games................................................................. 1
2.
Literature review ................................................................................................. 3
2.1 A general overview ................................................................................................ 3
2.2 Gaming hours vs Labor hours ............................................................................. 6
2.3 The Lipstick Effect ................................................................................................ 6
2.4 The habit-forming nature of video games .......................................................... 7
2.5. Vice Industries & recession resilience ................................................................ 8
3.
Data and Empirics ............................................................................................... 9
4.
Methodology ....................................................................................................... 12
5.
Results and Discussions ..................................................................................... 17
6.
Conclusions ......................................................................................................... 26
7.
References ........................................................................................................... 27
8.
Appendix ............................................................................................................. 32
List of Figures
Figure 1: Video Games Revenue over the years ....................................................... 1
Figure 2: IRF for Video Games Industry, arcade and handheld ......................... 19
Figure 3: IRF for Console, Mobile, and PC............................................................. 20
List of Tables
Table 1.
GDP Growth Rates ........................................................................... 10
Table 2.
Video Games Revenue Growth Rates .............................................. 11
Table 3.
ADF Test for Stationarity and max I(0) .......................................... 12
Table 4.
lag selection as per FPE, AIC, HQIC, and SBIC ........................... 13
Table 5.
Johansen Cointegration test results ................................................. 14
Table 6.
Heteroskedasticity Tests ................................................................... 16
Table 7.
Selected Results from Augmented VAR .............................................17
Table 8.1-8.9. Granger Causality Tests .............................................................. 22-23
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
1. Introduction: A case for video games
“We would like to convince you that there is indeed a market in which money can be made in
the near future.” – Ralph Baer (The Father of Video Games), 1968
Video games are big business. While they were originally seen as a fad that would
quickly die out when they were first introduced to the consumer market in the early 1970s, the
video game industry boasted a whopping $159.3 Billion estimated revenue in 2020, dwarfing
the Movie and Music industries by around 4 and 3 times respectively (Newzoo, 2020). Even
more impressively, the latest DFC intelligence report (March 2022) estimates that around 40%
of the world population (around 3 billion people) play some form of video game. These
numbers are expected to increase further as the global covid-19 pandemic persists.
The industry has also been growing rapidly for the past couple of decades, consistently
and increasingly exceeding analyst expectations – 2016 estimates for 2020 revenue were 90
billion USD, while actual industry values in the said year were 76.8% higher. The industry is
hence set to hit the 200 billion USD mark by 2023. (Statista, 2020).
Figure 1: Video Games Revenue over the years
Source: Bloomberg Finance 2019, Statista 2020
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
The historical importance of video games and their contributions to society therefore shouldn’t
be overlooked. As video games become increasingly accepted as a form of art and
entertainment in contemporary culture, it can be argued that their influence on society grows
accordingly (Ivory, 2015). Since their inception, video games have generally been regarded as
significant drivers of progress, often acting as catalysts for the development of numerous new
technologies, from 3D graphics computing to game controllers routinely being repurposed for
military and space exploration purposed by the US Army and NASA. Sherry (2015) explores
the different ways in which video games can be used as an educational tool to promote learning
at different ages. Likewise, Dale and Green (2015) investigate the claims that video games
positively influence perceptual and cognitive measures and concluded that they did result in
better spatial selective attention. Olson (2015) further writes about how educational video
games geared towards health and medical purposes are useful in instructing users on nutrition,
emergency health procedures, or managing illnesses, while persuasive games can help gamers
be more productive and overcome addictions to substance.
Considering the impact and growth of the industry, there have been numerous claims of the
latter being immune to recessionary turmoil (as discussed in the literature review). However,
there also seems to be a significant gap in the literature when it comes to the empirical study
of the economics of video games, and the recessionary-resistant features it allegedly has.
This paper aims to empirically determine whether the claim that the video games industry is
unaffected by recessions is empirically sound. Hence, we set out to find if video game revenue
growth is affected by GDP growth (considering that recessions are characterized by periods of
negative GDP growth), and if this is the case for the industry as a whole or specific segments
only (ie. Arcade, Handheld, Console, Mobile and PC gaming). We only consider direct video
game revenue streams from the sale of hardware and software, and disregard indirect revenue
from esports and merchandising. Furthermore, this study does not factor in Virtual Reality
gaming due to its novelty and subsequent lack of data.
The structure of this paper is as follows: the next section deals with the literature review on
the video games industry’s wider economic impact, followed by an analysis of prior research
pertaining to the effects of video games on the labor market, as well as theories regarding
recession-resistant industries and habit-forming good.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
We then move on to a presentation of the data used in our study and document the application
of lag-augmented VAR models to test if GDP growth rates Granger-cause Video Games
Revenue Growth Rates. We find evidence of counter-cyclicity in North America for the video
games industry and the console segment, implying that the industry thrives during recessions.
Our results overall support the general claim that the video games industry is recession-proof
for the rest of the segments and geographical areas, except for the mobile game industry in
Europe & Central Asia and South Asia. We end our analysis by discussing our results and
drawing parallels with prior papers and existing economic theory relating to recession-proof
industries.
2. Literature review
2.1 A general overview:
From philosophers to science-fiction writers, the virtual experiences offered by video games
have often been regarded as having the potential to drastically change the way humans interact
inside and outside of the virtual space. Søraker (2010) explores the question of how activities
in Massively Multiplayer Online games such as Second Life and World of Warcraft affect how
people act, communicate, and overall exist in the real world, by analyzing how multiplayer
games influence the gamer’s philosophical concept of well-being, while also drawing on
psychological research regarding arbitrary concepts of wellness.
In his 2011 novel Ready Player One, Cline imagines a world ravaged by climate change,
pollution, and overpopulation where humanity retreats into an alternate reality in the form of
an ultra-realistic Virtual Reality online game, complete with its own economy and societal
system. While seemingly whimsical, such works of fiction remind us that as technology
evolves and video games become more realistic, the potential effects of video games on humans
as a species grow past what we presently may deem rational. With the advent of the metaverse
and the move towards WEB 3.0, numerous business and tech analysts, JP Morgan (2022)
predict that this vision of the future grows ever more into an eventuality.
More recently, politician Alexandria Ocasio-Cortez broadcasted herself playing the video
game “Among Us” with popular internet personalities on the streaming platform “Twitch”
during the 2020 US presidential elections campaign. While unconventional, this can be seen as
a novel way for politicians to interact and cultivate relatability with their target demographics.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
The event ended up being watched by around 439,000 users concurrently, leaving Cortez with
the title of third most-watched twitch individual streamer as of October 2020. Analysts have
qualified this event as significant in the outcome of the elections, encouraging many youths to
cast their votes for the democratic party (The Guardian, 2020).
Indeed, it can be argued that Gaming Streamers and Youtubers are the new ‘rockstars’. Youtube
gaming has roughly doubled in size from 2018 to 2020, with around 100 billion hours of
gaming-related content being watched on the website in the last year, 10 billion of which were
from live-streaming from gamers (Wyatt, 2020). Other platforms such as Twitch and Mixer
offer highly skilled competitive gamers a platform to transform themselves into internet
entertainers rather than only competing in e-sports tournaments. Forbes 2020 estimates for the
top-earning pro-gamers showcase figures as high as $17 million with Tyler Blevins (a.k.a
“Ninja”) at the top spot, followed by the likes of PewDiePie ($15 million) and Preston
Arsement ($14 million). Therefore, it is evident how much influence these gaming entertainers
have on ever-growing crowds of gaming fans; and the significant economic and political power
that such popularity entails.
Speaking of pro-gamers and esports- while esports figures are not considered in the Pelham
Smithers data presented earlier, the esports gaming industry is growing rapidly together with
the video games industry, with a revenue of around $1.06 billion in 2020 (Statista, 2020). I
chose not to include esports data for the sake of caution, but it is to be noted that the use of
conservative figures undervalues the enormity of the video game industry by excluding brand
deals, licensed movie spin-offs, merchandising, and so on.
Hence, considering that the video games industry has experienced consistently positive growth
figures since as far back as 1995 regardless of recessionary years (Bloomberg, 2019), as well
as the aforementioned discussion about its tremendous potential and impacts on the economy
and society as a whole: is it unsurprising that news outlets and industry analysts have frequently
put out sensationalist headlines about the video games industry being recession-proof.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
“Is the video game industry recession-proof?” - NBC News, March 2008
“Analyze This: Is the Video Game Industry Recession-Proof?” - Gamasutra, 2008
“Play on -Video games have proved to be recession-proof—so far, at least” - The Economist,
2008
“Pandemic Video-Game Boom Sends Sales Forecasts Soaring” - Bloomberg, 2020
“Is Gaming Recession-Proof? Record Revenue For $160 Billion Industry With 2.7 billion
Players” - Forbes, 2020
“Fully Charged - The Video Game Industry Is Consolidating” - Bloomberg, 2021
“Gaming Industry Sees Big Growth While People Stay Home” - Forbes, 2021
These are but a few of the hundreds of news headlines that have popped up over the years,
especially during times of economic downturn. And understandably so- despite recessionary
events, video game revenue seems to showcase an ever-positive trend. It is hence surprising
that despite the question of whether video games are recession-proof is so often asked- there
seems to be a significant gap in the literature on the topic in the field of academia.
Huntemann (2010) briefly depicts the discourse around the video game industry in the period
2000-2010 and argues that when it comes to the industry’s resilience to a recession, it is mostly
hits-driven (that is, the industry performance depends on the quality of the products it churns
out, and recessionary years have potentially coincidentally also been hit-years). Furthermore,
they conclude that while video game revenue has mostly resisted the economic downturn at the
end of the decade, it still experienced a deep fragmentation of its demographic and market
segments.
While a plethora of academic papers exists on in-game video game economies such as the
works of Castronova (2002), Hamidi (2018) & Bilir (2020), a lack of research on real-life video
game economics is very much observed, and the inner workings of the video game industry
from an economics perspective are still relatively unexplored. For the sake of this paper, the
use of economic research on recession-proof industries and recession-related concepts is hence
necessary, as these may apply to the video games context.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
2.2 Gaming hours vs Labor hours
Using Engel leisure curves, Aguiar et al. (2017) found that over the years, younger male
workers significantly decreased their amount of labor hours supplied compared to older male
workers or female workers due to an increase in leisure hours directly attributed to video
gaming consumption. Furthermore, as innovations in video games increased the quality of the
product, the fall in labor hours increased steeply compared to other demographics.
Likewise, Pasharov and Paklina (2019) found a positive relationship between video games'
popularity and unemployment rates, despite the subsequent fall in the income of gamers.
This dynamic between labor and gaming hours can arguably happen the other way around:
during recessions, layoffs and falls in wages result in a fall in labor hours supplied and a rise
in unemployment. It is hence reasonable to infer that this increase in free time or leisure hours
is likely to drive up the demand for leisure and entertainment in the form of video games,
despite the expected fall in income.
2.3 The Lipstick Effect
Economic theory tells us that economic recessions are often associated with a relative increase
in consumer spending on inferior goods (such as lower quality staples), and morale boosters
(such as the consumption of uplifting media during a time of economic turmoil.) In this regard,
the “Lipstick Effect” was coined by the honorary chairman of cosmetic company Esteé Lauder,
who remarked that the sales of lipstick increased significantly during the 2001 recession,
especially after the 9/11 attacks on the World Trade Centre. Lauder later brought up that a
similar upward shift in lipstick consumption occurred following the 2008 recession. (Chan
2021)
As such, the lipstick effect stipulates that those affordable luxuries experience an increase in
demand compared to less affordable luxuries, due to the “feel good” or “morale-boosting”
factor that they provide.
Using real-world data and five different experiments studying the dynamics of unemployment
and consumer spending priorities, the psychological impacts of recessions on mating
preferences, and the comparison of the impact on beauty products versus inferior goods (lowcost indulgences), Hill et al (2012) argue that women's spending on beauty product can be seen
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
as an indicator of economic recessions. Similarly, Finuras (2017) argues that the increase in
demand for lipstick is more significant than other types of cosmetics due to lipsticks being
relatively more efficient in “beautifying and attracting” compared to other beauty products.
While the lipstick effect has mostly been used when considering beauty products, Tajtakova
et al. (2020) show that hedonic consumption in the face of recessions as stipulated by the theory
can also be applied to other goods and services; by demonstrating through empirical analysis
the increased consumption of Outdoor Cultural events (theatre, cinema, and similar forms of
entertainment) in Slovakia during recessionary times, potentially due to the escapism that such
consumption items offer.
This is a particularly interesting argument in the case of video games (assuming these can be
considered to be affordable luxuries compared to expensive holidays or theatre plays, and
morale-boosting due to their entertainment nature), as it may account for the general claim that
video games tend to be more recession-resistant.
2.4 The habit-forming nature of video games
“Gaming Disorders” is listed by the WHO (2018) as “gaming behavior ... characterized by
impaired control over gaming, increasing priority given to gaming over other activities to the
extent that gaming takes precedence over other interests and daily activities, and continuation
or escalation of gaming despite the occurrence of negative consequences.”
Looking at the field of psychology, there is plenty of literature regarding the addictiveness of
video games. Rooji (2010) explores how gamers can exhibit the behavior of addiction which
disrupts other facets of their school, work, and social life. An interesting comparison is made
between the gambling industry and gambling addiction despite the latter being much more
regulated than the video games industry.
Adding to the research on gaming addictions, Sigerson et al. (2017) empirically test the validity
of the Chinese Internet Gaming Disorder Scale (C-IGDS) and provide the reader with an indepth picture of how extensive the degree of addiction to online video gaming can be. Saquib
et al. (2017) demonstrated through survey data that a significant proportion of students (16%)
suffered from psychological distress associated with video game addiction.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
This is further reflected by Gros et al. (2020), who provide an in-depth dive into the literature
surrounding video game addiction and the confusion between gratification and happiness that
comes from addictive video gaming behavior. The paper also investigates the relationship
between different psychological indicators across study groups and provides many insights into
how video game addiction can substantially affect video gamers that become too enthralled by
the virtual world.
After considering the habit-forming and sometimes addictive nature of video games, it is
sensible to consider the literature on how industries with addictive products fare during
recessions.
2.5 Vice Industries & recession resilience
Vice industries can be defined as those industries that are generally regarded as of questionable
morality, addictive, and/or harmful to society, such as alcohol, gambling, weaponry,
pornography, and other such industries. In their financial textbook, Latane & Tuttle (1970)
argue that investing in “sin” stocks during recessions is a viable way of diversifying portfolios,
since, in their own words `smokers, eaters and drinkers continue to smoke, drink and eat, no
matter what . . . which is why the stocks of companies supplying these demands are usually
described as ``defensive’’. Ahrens (2004) wrote about the financial ingenuity of investing in
firms involved in these activities, which bear a certain social stigma due to ethical grey areas
and often harmful societal spillover effects. Despite being generally frowned upon, Ahren
argues that these industries tend to feature robust anti-recessionary behavior.
From a more empirical viewpoint, Freeman (2001) uses an error-corrected VAR model to test
for Granger causality between beer consumption and macroeconomic indicators relating to
economic activity and finds significant support for the claim that beer sales are relatively
unaffected by economic cycles, and hence arguably “recession-proof”. Furthermore,
cointegration among the variables suggests the existence of long-term stability in this
equilibrium.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
In the same vein, Richey (2020) uses an EGARCH model to model the volatility of select Sin
portfolios (funds consisting of stocks of companies in the Alcohol, Tobacco, Gambling &
Defense industries.) against barometers such as the S&P500, BAB, and T-bill. Hence, it is
shown that Vice-related stocks have less systematic risk than the market index (beta <1) while
outperforming the S&P500 in terms of mean returns. Through variance modeling, Sin stocks
are also shown to not be subject to high volatility for long periods, following negative shocks.
Richey concludes that positive shocks have a greater impact on the volatility of sin-stocks than
negative shocks do. Hence these studies paint a general picture of how “vice” industries,
through their habit-forming nature, often display relatively more resilience and stability during
recessions than non-vice industries.
Considering how video games industries have shown addictive tendencies similar to those of
“vice” industries, it thus makes sense to contrast the behavior of said industries using the same
methodologies. Hence Freeman's (2001) methodology was used as a baseline for our study.
3. Data and empirics
Due to Real GDP figures being in trillions, and Real Video Game Revenue values being in
billions, our two main sets of variables were converted into their continuous growth rates to
facilitate comparison. This was achieved by taking the difference in the log of each series,
which leaves us with Real GDP Growth (by geographical area) and Real Revenue growth (for
the total industry, and by segment),
The Real Gross Domestic Product was procured from the World Bank database and consists
of annual real GDP segmented by geographical area. Considering that the bulk of video game
revenue comes from North America (25.1%), Europe (18.6%), and Asia (49.2%), the real GDP
for North America, Europe, and Central Asia, East Asia & Pacific, and South Asia were
included. A full list of all individual countries included in these segments can be found on the
World Bank database website. Latin America and Africa were omitted due to contributing only
around 7% of total video game revenue, for the sake of simplicity (Newzoo 2021).
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Furthermore, Aggregate World GDP was dropped after testing for high multicollinearity with
the other GDP variables. Multicollinearity Tests were carried out with the remaining GDP
variables by running linear regressions with their respective Industry segments and generating
Variance Influence Factor values. (Appendix 1), leaving us with our chosen GDP Growth Rates
variables by geographical area.
Table 1
GDP Growth Rates Descriptive Statistics (1972 – 2019)
GDP Growth Rates
North America
East Asia Pacific
Europe &
Central Asia
South Asia
Mean
0.0276
0.0485
0.0215
0.0517
Standard Error
0.0028
0.0020
0.0024
0.0031
Median
0.0290
0.0488
0.0229
0.0570
Standard Deviation
0.0192
0.0140
0.0167
0.0216
Sample Variance
0.0004
0.0002
0.0003
0.0005
Kurtosis
0.7675
2.2419
4.3536
4.1878
Skewness
-0.6764
-0.7519
-1.2309
-1.7503
Range
0.0959
0.0697
0.1032
0.1073
Minimum
-0.0260
0.0043
-0.0448
-0.0268
Maximum
0.0698
0.0740
0.0585
0.0806
Sum
1.3229
2.3265
1.0308
2.4833
Count
48
48
48
48
Annual Nominal Video Games Industry Revenue, originally compiled by Pelham Smithers,
was web scraped from Bloomberg (2019). The original data consists of the annual total video
games industry revenue as well as global revenues by segment (Arcade, Personal Computer
(PC), Handheld, Consoles). Being in nominal terms, these series were deflated using CPI data
from the World Bank database to convert them to real values and enable comparison with the
Real GDP data (at 2015 base values). It is to be noted that the dataset also included Virtual
Reality revenue values. These were dropped as VR, being fairly new, offered only 5 data
observations. This set of data was converted into growth rates as shown in Table 2.
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
The values for video game revenue for 2020 were dropped due to being unconfirmed estimates.
Furthermore, while news outlets report unprecedented growth in the industry, it is to be noted
that, unlike prior recessions, the covid-19 pandemic forced people indoors and thus, pushed
consumers towards indoor entertainment. Considering the unique set of circumstances
involved, including these estimates is likely to push for biased results, hence the omission.
Table 2:
Video Games Revenue Growth Rates Descriptive Statistics
Revenue Growth
Rates
Video
Games
Industry
Arcade
Console
PC
handheld
mobile
Mean
0.0714
-0.0168
0.0457
0.0745
-0.0372
0.1680
Standard Error
0.0357
0.0358
0.0683
0.0422
0.0622
0.0293
Median
0.0575
-0.0220
0.0648
0.0560
0.0214
0.1532
Standard Deviation
0.2472
0.2482
0.4584
0.2567
0.3405
0.1407
Sample Variance
0.0611
0.0616
0.2101
0.0659
0.1159
0.0198
Kurtosis
3.0395
1.0892
5.7422
6.1754
4.6140
8.0006
Skewness
0.3522
0.5777
-0.6121
1.5755
-0.9122
2.3547
Range
1.4779
1.1928
3.1614
1.4968
1.8816
0.7037
Minimum
-0.6502
-0.5420
-1.6406
-0.4366
-1.2217
-0.0217
Maximum
0.8277
0.6508
1.5209
1.0602
0.6599
0.6820
Sum
3.4288
-0.8073
2.0549
2.7565
-1.1153
3.8647
Count
48
48
45
37
30
23
Time-period
1972 2019
1972 2019
1975 2019
1983 2019
1990 2019
1997 2019
It is to be noted that one significant limitation of this paper is the restrictive dataset.
Unfortunately, there appears to be a lack of data on the video games industry. Other than the
Pelham-Smithers dataset, firm-level data was deemed too difficult to obtain since 1) Historical
data for firms was often locked behind corporate secrecy, and 2) it is difficult to identify
specific video game revenue in diversified companies like Sony (PlayStation) and Microsoft
(X-box).
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Ideally, access to higher frequency data would make the models more robust. However,
considering that only annual data is available and that certain segments of the video game
industry were introduced as recently as the mid-90s (notably Mobile-phone gaming), certain
compromises had to be made when it came to specifying the models (especially when choosing
lags) to keep them stable.
4. Methodology
Building on the methodology used by Freeman (2001) in his analysis of Beer and the Business
Cycle, this paper uses a VAR framework to test for Granger causality between the growth rates
of the video game industry revenues (total and by segment) and the growth rates of the GDP
of select geographical blocks.
The first step was to test for stationarity in the series. An augmented dickey fuller test was run,
and the following results were obtained when using 2 lags. (Experiments with more and fewer
lags were run, resulting in the same conclusions)
Table 3:
Augmented Dickey-Fuller Test for Stationarity and maximum order of Integration
growth rates
p-values
VGI Revenue
North America GDP
East Asia Pacific GDP
Europe & Central Asia
South Asia
Arcade Revenue
North America GDP
East Asia Pacific GDP
Europe & Central Asia
South Asia
growth
0.0009
0.0008
0.0052
0.0043
0.0009
0.006
0.0008
0.0052
0.0043
0.0009
Max
I(x)
0
0
0
0
0
0
0
0
0
0
growth rates
p-values
Handheld Revenue
North America GDP
East Asia Pacific GDP
Europe & Central Asia
South Asia
Mobile Revenue
North America GDP
East Asia Pacific GDP
Europe & Central Asia
South Asia
level
0.7312
0.2486
0.1678
0.082
0.0226
0.0000
0.0601
0.0997
0.1519
0.1132
1st
diff
0.0275
0.0066
0.0012
0.0104
0.0182
0.0142
0.0052
0.0007
0.0119
Max
I(x)
1
1
1
1
1
0
1
1
1
1
Console Revenue
North America GDP
East Asia Pacific GDP
Europe & Central Asia
South Asia
0.0000
0.0016
0.0266
0.0083
0.0244
0
0
0
0
0
PC Revenue
North America GDP
East Asia Pacific GDP
Europe & Central Asia
South Asia
0.0000
0.0601
0.0997
0.1519
0.1132
0.0142
0.0052
0.0007
0.0119
0
1
1
1
1
Since H0 in the Dickey-Fuller test is that the variable exhibits a unit root; we reject the null
hypothesis when the p-value is less than 0.05 (at 5% significance levels)
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Hence, we find out that all variables are stationary for the Revenue Growth of the Total Video
Game Industry, Arcade, and Console. However, For Handheld, Mobile and PC, the variables
are not stationary at level but have a maximum integration of order 1. The optimum number of
lags overall is determined to be one (t*=1) as per FPE, AIC, HQIC, and SBIC criteria. This is
consistent with the literature since we are using annual data, hence no seasonality comes into
play, and congruent with our limited dataset. Extra lags are later added to the appropriate
models, as discussed further down.
Table 4:
lag selection as per FPE, AIC, HQIC, and SBIC
lag
LL
LR
df
p
FPE
AIC
HQIC
SBIC
8.40E-17
-22.8234
-22.4582
-22.6226*
Arcade
0
1
2
0
1
2
0
1
2
0
1
2
0
1
2
518.526
545.411
53.771
25
0.001
7.8e-17*
-22.9072*
-22.7485*
-21.7027
565.266
39.709
25
0.031
1.00E-16
-22.6785
-21.8553
-20.4703
2.50E-21
-30.4162
-30.3252
-30.1679*
Console
456.989
485.443
56.908
36
0
1.3e-21*
-31.111
-30.4741*
-29.3733
511.483
52.08
36
0
1.30E-21
-31.2027*
-30.0199
-27.9756
7.60E-17
-22.9211
-22.8484
-22.6832*
Handheld
325.896
366.106
80.42
25
0
2.7e-17*
-24.0076*
-23.5712*
-22.5802
387.034
41.856*
25
0.019
4.30E-17
-23.7167
-22.9167
-21.0999
1.90E-24
-37.6052
-37.5405
-37.3068
Mobile
400.855
459.539
117.37
36
0
2.50E-25
-39.7656
-39.3123
-37.6766
520.848
122.62*
36
0
6.8e-26*
-42.176*
-41.334*
-38.2963*
1.90E-17
-24.3018
-24.2252
-24.0773*
PC
418.13
460.006
83.752
25
0
7.3e-18*
-25.2945*
-24.8352*
-23.9477
476.681
33.349
25
0.123
1.30E-17
-24.8047
-23.9627
-22.3356
13
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Video Games Industry
0
1
2
519.173
8.20E-17
-22.8522
-22.6727
-22.6514*
550.238
62.13
25
0
6.3e-17*
-23.1217*
-22.7773*
-21.9173
574.326
48.176
25
0.004
6.80E-17
-23.0812
-22.258
-20.873
It is to be noted that the Mobile segment required 2 lags: however, I chose to use only one
because the dataset for mobile is small (n=21), resulting in an unstable model if too many lags
are taken. This is later remedied by using the augmented-lag model.
Next, the Johansen Cointegration test was run to determine the number of cointegrating
equations, which would point to whether a Vector Error Correction Model would be needed.
The following results were obtained:
Table 5:
Johansen Cointegration test results.
Johansen Cointegration Test
Video Games Industry
Revenue
Arcade Revenue
Console Revenue
handheld Revenue
Mobile Revenue
PC Revenue
Cointegration
rank
0
0
0
2
2
3
Cointegration equations were found in all handheld, Mobile, and PC Revenue growth models.
This implies the potential existence of long-term stable relationships between the variables of
the models and warrants further testing of Granger Causality.
Generally, this would entail the need for a VEC Model to be specified to incorporate
Cointegration Equations. However, attempting to do so with our small sample results in
unstable models with autocorrelations in the residuals, eigenvalues exceeding 1, and residuals
being not normally distributed when going through the post-diagnostics (Especially in smaller
datasets like Mobile).
14
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
As an alternative to the use of VECs, the Toda-Yamamoto (1995) Granger-causality method
is used instead, whereby a lag-augmented VAR (in levels) is instead specified to account for
the cointegration. As proven by Toda-Yamamoto, adding an extra number of lags equal to the
maximum order of integration (dmax) to a VAR’s optimum lag (t*) allows for the added lags to
capture the cointegration elements. This causes a notable loss of prediction power of the
coefficients of the VAR model: however, if one’s aim is not to interpret the model but to test
for Granger Causality between the variables (as in the case of this paper), then running Grangercausality tests post-estimation factoring in only the optimum lags, allows for a reliable method
to test for Granger causality. Furthermore, empirical tests of the Toda Yamamoto method have
shown that the loss in power of the VAR is often negligible, hence allowing for prediction
despite the truncated model (Clarke & Mirza 2006).
As such, the following set of equations is specified.
𝑔𝑉 = 𝛼 +
𝛽 𝑔𝑉
+
+𝑈
(
)
𝜓 𝑔𝑁𝐴
+
𝜂 𝑔𝐸𝐴𝑃
+
𝜃 𝑔𝐸𝑈𝐶𝐴
+
Where gVZt is the growth rate of the video games industry revenue of segment Z
𝑉𝑖𝑑𝑒𝑜 𝐺𝑎𝑚𝑒𝑠 𝐼𝑛𝑑𝑢𝑠𝑡𝑟𝑦
𝐴𝑟𝑐𝑎𝑑𝑒
⎛
𝐻𝑎𝑛𝑑ℎ𝑒𝑙𝑑
And VZ =⎜
𝐶𝑜𝑛𝑠𝑜𝑙𝑒
⎜
𝑀𝑜𝑏𝑖𝑙𝑒
𝑃𝐶
⎝
⎞
⎟
⎟
𝜑 𝑔𝑆𝑂𝐴
(1)
(2)
⎠
gNA is the growth rate of North America GDP
gEAP is the growth rate of East Asia Pacific GDP
gEUCA is the growth rate of Europe & Central Asia GDP
gSOA is the growth rate of the South Asia GDP
Uc is an error term that captures the residuals in the model
t = augmented lag,
whereby t = t* + dmax
(3)
; t*= optimal lag length ; dmax = maximum order of integration
15
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
It is to be noted that ‘g’ is not a parameter in this case but is used as a notation to denote the
use of the growth rate. Hence, six distinct equations are obtained for each component of V t,
resulting in six lag-augmented var models in levels (still computed using the growth rates of
the variables).
Since the maximum order of integration was found to be 0 for Video Games Industry, Arcade,
and Consoles, and 1 for Handheld, Mobile, and PC, this extra lag is added to the previous
optimum lag chosen (t*+dmax), resulting in a lag augmented models consisting of t=1 and t=2
for each set of equations respectively. The results are discussed in the next section (Table 7)
Table 6:
Heteroskedasticity Tests
Breusch-Pagan / Cook-Weisberg test for heteroskedasticity
Ho: Constant variance ; Variables: fitted values of squares of residuals
Video Games Industry Arcade Handheld Console Mobile
PC
Chi2
8.54
18.45
23.79
7.15
4.09 30.06
Prob > chi2
0.0035
0
0
0.0075
0.043
0
P<0.05; presence of heteroskedasticity warrants the use of robust errors
Due to the presence of heteroskedasticity as per the Breusch-Pagan / Cook-Weisberg test in
Table 7 (whereby p<0.05), the use of robust errors instead of standard errors was implemented
to solve the issue and avoid overestimating the significance of the variables.
Post-estimation diagnostics for the lag-augmented VAR models can be found in the Appendix
(Appendix 2.1– 2.6), to support the validity of the model. All the equations fulfill the VAR
stability criteria, since all eigenvalues lie within the unit circle. All the models also pass the
Lagrange Multiplier Test, except for mobile due to the latter’s small sample size, which made
taking more lags impractical. This leaves us with some autocorrelation in the mobile model,
which could make the estimators less efficient. The main issue in our model is seen in the
Jarque Bera Test, which shows that our errors are not normally distributed. This was partly
fixed by using robust errors and small-sample degrees-of-freedom adjustments when running
the var. However, the problem persists and may affect the efficiency of our models.
16
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
5. Results and Discussions
Considering that the focus of this paper is analyzing the unilateral relationships between GDP
growth rates and Revenue Growth rates, only results about these are extracted from the 6 VAR
results.
Table 7: Selected Results from Augmented VARs
G
G
G
G
G
G
Video Games
Arcade
Handheld
Console
Mobile
PC
G Industry
0.410**
0.392**
1.077*
0.205
0.279*
0.455**
Segment [β] L1
(0.193)
(0.185)
(0.550)
(0.261)
(0.131)
(0.173)
Coefficients
G Industry
-0.409
0.0158
-0.341
Segment [β] L2
(0.448)
(0.140)
(0.203)
G North
-3.715*
-1.096
-6.784
-10.41*
-3.204
-3.308
America [ψ] L1
(2.878)
(2.800)
(6.610)
(5.787)
(2.311)
(2.888)
G North
8.921
-2.805
-0.289
America [ψ] L2
(8.459)
(3.276)
(2.626)
G East Asia
-0.703
0.0667
3.641
-0.909
-3.262
1.034
Pacific [η] L1
(2.489)
(2.454)
(4.324)
(4.369)
(2.265)
(2.276)
G East Asia
1.033
0.648
1.122
Pacific [η] L2
(2.874)
(1.566)
(2.613)
G Europe&
4.714*
2.228
5.806
8.855*
5.072**
1.290
Central Asia [θ] L1
(2.561)
(1.230)
(5.174)
(5.250)
(2.215)
(2.784)
G Europe &
-5.407
1.766
0.635
Central Asia [θ] L2
(7.389)
(1.887)
(2.248)
G South Asia
-0.604
-1.885
1.209
1.661
3.337*
0.657
[φ] L1
(0.997)
-1.432
(2.965)
(2.611)
(1.730)
(1.984)
G South Asia
-9.122
-1.757
-1.057
[φ] L2
(7.414)
(2.087)
(1.780)
Constant
0.0969
0.0487
0.116
0.0624
0.130
0.0119
[α]
(0.145)
(0.138)
(0.364)
(0.193)
(0.100)
(0.158)
Observations
47
47
28
44
21
35
Robust standard errors in parentheses
*** p<0.01, ** p<0.05, * p<0.1
17
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
It is to be noted that the term “G Industry Segment [β] Lx” refers to the respective model’s
industry’s own xth lagged variable, L being the lag operator.
While the focus of the paper is the Granger Causality results, it is still useful to interpret the
significance of the results of the lag-augmented VAR models. Looking at relationships between
industry segments and geographical areas, the coefficients for North America and Europe &
Central Asia in both the Video Games Industry and Console equations are found to be
statistically significant at the 10% level. We also find significant coefficients for Europe &
Central Asia and South Asia in the mobile equation at the 5% and 10% levels respectively. This
points to the existence of relationships between GDP growth rates in these specific
geographical areas and the Revenue Growth of the Video Games Industry, Console, and Mobile
segments. The rest of the coefficients, as well as all coefficients for Arcade, Handheld, and PC,
are not statistically significant, pointing towards Revenue Growth Rates for these segments not
being affected by GDP growth rates.
Most interestingly, we find negative coefficients across North America for all segments, for
which the total video games industry and Console segments are significant. These are mirrored
when looking at the Impulse Response Functions (Figures 2 and 3) which show the Responses
of the Revenue Growths rates in response to a one standard deviation Impulse (or shock) in
GDP growth rates. Overall, we see that Revenue growth rates across segments tend to stabilize
in the long run (4 periods) after a brief initial increase in the short run when faced with an
increase in GDP growth rates of one standard deviation for all geographical areas except for
North America (gna). The latter features a negative impulse response in the short run, which
points toward the existence of an inverse relationship between GDP growth rates and Revenue
Growth rates in North America.
18
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Figure 2: Impulse Response Functions for the Video Games Industry, Arcade, and Handheld.
19
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Figure 3: Impulse Response Functions for Console, Mobile, and PC segments.
20
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
The Granger Causality test can be run normally for the Video Games Industry, Arcade, and
Console models since dmax for these was 0, hence no lags were added. For the Handheld, Mobile,
and PC models, however, individual Wald tests were computed taking only into consideration
t*=1 and disregarding the added augmented lag; as per the Toda-Yamamoto method.
Hence, we conduct the following hypothesis tests, whereby H0 implies non-causality,
If the p-value is less than 0.05, it means that we can reject the null hypothesis at the 5% level.
If the p-value is less than 0.10, it means that we can reject the null hypothesis at the 10% level.
Only unilateral Granger causality is taken into consideration since whether the video games
industry Granger-causes economic growth is not the interest of this paper. The results of the
tests can be found in Tables 8.1-8.6.
We find evidence of North America GDP growth Granger-causing Revenue Growth
for the Video Games Industry and Console segment, at the 10% and 5% levels respectively.
There is no evidence of GDP growth Granger-causing Video Games Industry and Console
Revenue Growth for East Asia Pacific, Europe & Central Asia, and South Asia. There is also
no evidence of the collective GDP growth rates of all the geographical areas jointly Grangercausing Revenue Growth for these two segments.
We also find evidence of Europe & Central Asia and South Asia GDP growth rates
granger-causing Mobile Revenue Growth at the 5% level. There is no evidence of such
Granger Causality for mobile for North America, East Asia Pacific, and all geographical
regions jointly taken together. Overall, we find no evidence of any GDP growth rates (jointly
or area-specific) Granger-causing Revenue Growth for the Arcade, Handheld, and PC
segments at any level of significance.
21
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Table 8.1 Granger Causality Tests for Video Games Industry
Video Games Industry: Granger Causality test
H0: North America GDP growth does not Granger-Cause Video Games Industry
Revenue Growth
H0: East Asia Pacific GDP growth does not Granger-Cause Video Games Industry
Revenue Growth
H0: Europe & Central Asia GDP growth does not Granger-Cause Video Games Industry
Revenue Growth
H0: South Asia GDP growth does not Granger-Cause Video Games Industry Revenue
Growth
H0: ALL GDP growth does not jointly Granger-Cause Video Games Industry Revenue
Growth
F
2.8872
Prob >
chi2
0.0969
*
0.08463
0.7726
3.3155
0.0759
0.17814
0.6752
1.0674
0.3849
Table 8.2 Granger Causality Tests for Arcade
Arcade: Granger Causality test
H0: North America GDP growth does not Granger-Cause Arcade Revenue Growth
H0: East Asia Pacific GDP growth does not Granger-Cause Arcade Revenue Growth
H0: Europe & Central Asia GDP growth does not Granger-Cause Arcade Revenue
Growth
H0: South Asia GDP growth does not Granger-Cause Arcade Revenue Growth
H0: ALL GDP growth does not jointly Granger-Cause Arcade Revenue Growth
0.23198
Prob >
chi2
0.6326
0.00072
0.9788
0.71157
0.4038
1.5113
0.226
0.71261
0.5881
F
Table 8.3 Granger Causality Tests for Handheld
Handheld: Granger Causality test
H0: North America GDP growth does not Granger-Cause Handheld Revenue Growth
H0: East Asia Pacific GDP growth does not Granger-Cause Handheld Revenue Growth
H0: Europe & Central Asia GDP growth does not Granger-Cause Handheld Revenue
Growth
H0: South Asia GDP growth does not Granger-Cause Handheld Revenue Growth
H0: ALL GDP growth does not jointly Granger-Cause Handheld Revenue Growth
1.1997
Prob >
chi2
0.3255
0.21959
0.8051
0.59059
0.565
1.1405
0.3429
0.4348
0.8839
F
22
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Table 8.4 Granger Causality Tests for Console
0.02753
Prob >
chi2
0.0195
**
0.8691
2.8257
0.101
0.28953
0.5937
1.5121
0.2181
F
Prob >
chi2
1.64
0.2288
H0: East Asia Pacific GDP growth does not Granger-Cause Mobile Revenue
Growth
1.73
0.2175
H0: Europe & Central Asia GDP growth does not Granger-Cause Mobile Revenue
Growth
5.20
0.0458
**
5.96
0.0348
**
2.00
0.1701
F
Prob >
chi2
1.39
0.2494
0.12
0.7316
0.15
0.7017
0.11
0.7465
0.41
0.7999
Console: Granger Causality test
H0: North America GDP growth does not Granger-Cause Console Revenue Growth
H0: East Asia Pacific GDP growth does not Granger-Cause Console Revenue
Growth
H0: Europe & Central Asia GDP growth does not Granger-Cause Console Revenue
Growth
H0: South Asia GDP growth does not Granger-Cause Console Revenue Growth
H0: ALL GDP growth does not jointly Granger-Cause Console Revenue Growth
F
5.9488
Table 8.5 Granger Causality Tests for Mobile
Mobile: Granger Causality test
H0: North America GDP growth does not Granger-Cause Mobile Revenue Growth
H0: South Asia GDP growth does not Granger-Cause Mobile Revenue Growth
H0: ALL GDP growth does not jointly Granger-Cause Mobile Revenue Growth
Table 8.6 Granger Causality Tests for PC
PC: Granger Causality test
H0: North America GDP growth does not Granger-Cause PC Revenue Growth
H0: East Asia Pacific GDP growth does not Granger-Cause PC Revenue Growth
H0: Europe & Central Asia GDP growth does not Granger-Cause PC Revenue Growth
H0: South Asia GDP growth does not Granger-Cause PC Revenue Growth
H0: ALL GDP growth does not jointly Granger-Cause PC Revenue Growth
*** p<0.01, ** p<0.05, * p<0.1
23
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Factoring in the results from the VAR models, IRF graphs, and Granger-causality Tests, we
can put forward some interesting claims about the video game industry’s resilience in the face
of recessionary pressures. First of all, insignificant coefficients in the equations for VAR
models of Arcade, Handheld, and PC, and no evidence of Granger Causality being found in
these segments of the video games industry point to these segments’ revenues not being
granger-caused by GDP growth: implying that they are recession-resistant. Furthermore, East
Asia Pacific GDP Growth Rate does not Granger-cause any Industry Revenue Growth,
implying that the video games industry and its different segments are unaffected by recessions
in East Asia Pacific countries.
Negative and significant coefficients for North America GDP Growth for the video games
industry and console equations; and evidence of the GDP growth Granger-causing video games
and console Revenue growth in the North American Market has the interesting implication that
while video games industry and console revenue growth are affected by North America GDP
growth rates: it is an inverse relationship, whereby a negative North America GDP growth
would result in a subsequent increase in the video games industry and console revenue growth
(Which stabilizes after 2 periods, according to the IRF). This adds weight to the claim that the
video games industry, particularly the console segment, thrives during recessions by being
counter-cyclical in the North America area.
An attempt can be made to explain this phenomenon using the lipstick effect as discussed in
the literature review. The World Bank’s International Comparison Program (2017) shows that
the median Purchasing Power Parity of consumers in the North America area is higher than
those in the other geographical areas in this model. Considering that video game pricing is
fairly consistent over the world (Wirtz, 2022) and that the lipstick effect is a theory of
affordable luxuries, we can argue that video games are relatively more affordable in North
America compared to other geographical areas, hence making it more likely to be treated as an
affordable luxury during recessions. The same effect is hence less pronounced in the other
geographical areas for all the other segments except mobile and reflected in the non-significant
VAR coefficients and no evidence of Granger causality in these segments. This implies that
video games in these areas are still seen as affordable luxuries; but not as affordable as in North
America. The positive and significant coefficients in the mobile equation, and evidence of
South Asia and Europe and Central Asia GDP growth Granger-causing mobile revenue growth
further supports this theory, as South Asia and Central Asia have relatively low PPPs, hence
24
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
consumers might not consider mobile gaming to be as affordable as consumers from other areas
do: which leads to a lessened lipstick effect and mobile revenue growth contracting when GDP
growth falls.
Our findings also follow mirror of those of Freeman’s (2001) beer study, whose methodology
was partly the basis of the one used in our paper. Considering the literature on video game
addiction, and our overall findings that the industry and its different segments’ revenue growths
are generally not Granger-caused by GDP growth rates (and in the case of North America, even
show counter-cyclical behavior), this draws an economic picture of a habit-forming industry
and can be used to argue that there is a pattern of addiction to video games in general- most
prominently in North America to Console games; and that there is less addiction in South Asia
and Europe & Central Asia to mobile games. However, this is beyond the scope of this paper
and would require further studies from a more qualitative and perhaps psychological approach.
The observed counter-cyclical behavior of the industry in North America can also bear a lot of
interest to investors when it comes to recession-proofing their portfolios Supplementary to our
findings, using Richey’s (2020) EGARCH methodology and modeling the volatility of Video
Game Stocks relative to industry benchmarks such as the S&P500 or the CBOE Volatility
Index (VIX) topic would potentially be a good addition to the literature as it would give us a
more financial perspective on the analysis of whether the video games industry is recessionproof.
Considering the relative lack of data on the video games industry while the existing historical
data points to the video games industry being relatively recession-resistant, and the immense
potential of the said industry in the upcoming future factoring in market predictions and the
advent of the multiverse: our preliminary findings aspire to act as a call to data analysts to
collect higher frequency data for future research. With more data, the expansion of our model
could include variables such as game scores and consumer behavior patterns to better paint a
portrait of the economics of video games, and further expand on the literature.
25
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
6. Conclusions
This paper uses the Toda-Yamamoto lag-augmented VAR model to ascertain the
presence of unilateral Granger-causality between GDP growth (by geographical area) and the
video-games industry revenue growth (industry-wide and by segment). In doing so, we find
that the video games industry and console segment are countercyclical and actually thrive
during recessions in North America. No evidence of GDP Growth rates Granger-causing
Arcade, Handheld, and PC Revenue Growth Rates was found. Only mobile revenue growths
were granger caused by Europe & Central Asia and South Asia GDP Growth Rates; however,
the mobile segment was unaffected by any other area’s GDP growth.
The main limitations of our study come from the lack of data on the topic due to the study of
video game economics being arguable minimal so far. As such, some of our models (notably
mobile) suffer from small sample sizes and the presence of some heteroskedasticity in the result
disturbances. Our paper also does not factor in the very promising VR industry and ignores
significant streams of revenues from esports and merchandising to prioritize a conservative
approach and avoid overestimations.
To summarize our results: We find no evidence of the video games industry being negatively
affected by recessions, except for mobile gaming when faced with recessionary pressures from
East Asia Pacific and South Asia.
Our findings point to the video games industry being relatively recession-proof, and open the
door for more research to be conducted on this topic in microeconomics (i.e., from a
consumption-behavior approach) and finance (using stock volatility)
26
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
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9. Dale, G. (2015). Video Games and Cognitive Performance. In C. S. Green (Ed.), The
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IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
8. Appendix
Appendix 1: Multicollinearity tests in Variables:
VGI
geuca
gna
geap
gsoa
Mean
VIF
VIF
1/VIF
2.12 0.47189
1.85 0.54038
1.38 0.72204
1.09 0.915032
1.61
Arcade
geuca
gna
geap
gsoa
Mean
VIF
VIF
1/VIF
2.12 0.47189
1.85 0.54038
1.38 0.72204
1.09 0.915032
1.61
Handheld
geuca
gna
geap
gsoa
Mean
VIF
VIF
2.11
1.92
1.37
1.21
1.65
1/VIF
0.474078
0.519904
0.731395
0.828474
Console VIF
1/VIF
PC
VIF
1/VIF
mobile
VIF
1/VIF
geuca 2.09 0.479355
geuca 1.96 0.509083
geuca
4.57 0.218611
gna
1.75 0.570021
gna
1.66 0.602284
gna
3.93 0.254766
geap
1.32 0.756703
geap
1.36 0.737297
geap
1.71 0.584872
gsoa
1.06 0.939109
gsoa
1.1 0.91014
gsoa
1.32 0.758418
Mean 1.56
Mean 1.52
Mean
2.88
VIF
VIF
VIF
After dropping world GDP data, all VIF values are <10, indicating no/low multicollinearity.
Appendix 2.1: ‘Video Games Industry Model Post-estimation diagnostics:
Jarque Bera test
Equation chi2
gvgi
0.297
gna
2.079
geap
9.265
geuca
1.34
gsoa
5.656
ALL
18.637
varlmar: Lagrange-multiplier test
lag
chi2 df Prob > chi2
1 37.5934 25 0.05066
2 30.4490 25 0.20792
H0: no autocorrelation at lag order
df
2
2
2
2
2
10
Prob > chi2
0.8618
0.35358
0.00973
0.51173
0.05914
0.04512
1
Roots of the companion matrix
.5
All the eigenvalues lie inside the
Imaginary
0
unit circle. VAR satisfies stability
-1
-.5
conditions.
-1
-.5
0
Real
.5
1
32
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Appendix 2.2: Arcade Post-estimation diagnostics
Lagrange-multiplier test
lag
chi2 df
Prob > chi2
1 28.5497 25 0.28318
H0: no autocorrelation at lag order
Jarque Bera test
Equation chi2
garcade
0.077
gna
1.587
geap
11.336
geuca
1.288
gsoa
7.422
ALL
21.709
df
2
2
2
2
2
10
Prob > chi2
0.96227
0.45235
0.00345
0.5253
0.02446
0.01666
1
Roots of the companion matrix
Imaginary
0
.5
All the eigenvalues lie inside the unit
-1
-.5
circle. VAR satisfies stability conditions.
-1
-.5
0
Real
.5
1
Appendix 2.3: Console Post-estimation diagnostics
Lagrange-multiplier test
lag
chi2 df Prob > chi2
1 31.7215 25 0.16623
2 31.3952 25 0.17626
H0: no autocorrelation at lag order
Jarque Bera test
Equation chi2
gconsole 1.785
gna
3.034
geap
9.203
geuca
2.081
gsoa
24.367
ALL
40.471
df
2
2
2
2
2
10
Prob > chi2
0.40958
0.21941
0.01003
0.35331
0.00001
0.00001
.5
1
Roots of the companion matrix
Imaginary
0
All the eigenvalues lie inside the unit circle.
-1
-.5
VAR satisfies stability conditions.
-1
-.5
0
Real
.5
1
33
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Appendix 2.4: Handheld : Post-estimation diagnostics
Lagrange-multiplier test
lag
chi2 df Prob > chi2
1 28.5145 25 0.28472
2 23.9769 25 0.52071
H0: no autocorrelation at lag order
Jarque Bera test
Equation
chi2
df
ghandheld
gna
geap
geuca
gsoa
ALL
2
2
2
2
2
10
2.406
3.916
4.351
4.729
4.214
19.616
Prob >
chi2
0.30036
0.14113
0.11355
0.094
0.12159
0.0331
.5
1
Roots of the companion matrix
Imaginary
0
All the eigenvalues lie inside the unit circle.
-1
-.5
VAR satisfies stability conditions.
-1
-.5
0
Real
.5
1
Appendix 2.5: Mobile Post-estimation diagnostics
Lagrange-multiplier test
lag
chi2 df Prob > chi2
Jarques Bera test
Equation chi2
df
1
2
gmobile
gna
geap
geuca
gsoa
ALL
2
2
2
2
2
10
88.7023 25
30.4096 25
0
0.20932
H0: no autocorrelation at lag order
5.008
4.058
3.206
5.23
4.589
22.091
Prob >
chi2
0.08174
0.13148
0.20129
0.07316
0.10081
0.01465
.5
1
Roots of the companion matrix
Imaginary
0
All the eigenvalues lie inside the unit circle.
-1
-.5
VAR satisfies stability conditions.
-1
-.5
0
Real
.5
1
34
IS THE VIDEO GAMES INDUSTRY RECESSION-PROOF?
Appendix 2.6 : PC Post-estimation diagnostics
Lagrange-multiplier test
lag
chi2 df
Prob > chi2
1 37.1624 36 0.41527
2 26.2877 36 0.88238
H0: no autocorrelation at lag order
Jarque Bera test
Equation chi2
df
gpc
gna
geap
geuca
gsoa
ALL
2
2
2
2
2
10
28.944
4.986
4.105
0.741
2.41
41.188
Prob >
chi2
0
0.08266
0.12838
0.69027
0.29966
0.00001
-1
-.5
Imaginary
0
.5
1
Roots of the companion matrix
-1
-.5
0
Real
.5
1
All the eigenvalues lie inside the unit circle. VAR satisfies stability conditions.
35