The Aguiar et al. (2017) study concluded that a revolution in the video game market-better games at a lower price-dramatically increased the amount of time young men spend playing video games and shifted their labour supply curve. In 2015, young men played video games for 3.2 hours per week on average. From 2000 through 2015, average annual hours of work for men aged 21-30, excluding full time students, dropped by 10%. Suppose the labour demand function is L = 200-w, and the supply curve is L = 50 + w-2V, where L is the hours worked, w is the wage, and V is a measure of the quality of video games. By how much do the equilibrium hours and wage vary as V increases?

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The Aguiar et al. (2017) study concluded that a revolution in the video game market-better games at
a lower price-dramatically increased the amount of time young men spend playing video games and
shifted their labour supply curve. In 2015, young men played video games for 3.2 hours per week on
average. From 2000 through 2015, average annual hours of work for men aged 21-30, excluding full
time students, dropped by 10% . Suppose the labour demand function is L = 200-w, and the supply
curve is L = 50 + w-2V, where L is the hours worked, w is the wage, and V is a measure of the quality
of video games. By how much do the equilibrium hours and wage vary as V increases?
Transcribed Image Text:The Aguiar et al. (2017) study concluded that a revolution in the video game market-better games at a lower price-dramatically increased the amount of time young men spend playing video games and shifted their labour supply curve. In 2015, young men played video games for 3.2 hours per week on average. From 2000 through 2015, average annual hours of work for men aged 21-30, excluding full time students, dropped by 10% . Suppose the labour demand function is L = 200-w, and the supply curve is L = 50 + w-2V, where L is the hours worked, w is the wage, and V is a measure of the quality of video games. By how much do the equilibrium hours and wage vary as V increases?
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