Entertainment as
defined by Merriam Webster (1967) is “the act of diverting, amusing, or
causing someone’s time to pass agreeably”. Because little is known
about how U.S. households allocate resources to entertainment, the
purpose of this paper is to quantitatively document the structure of
entertainment consumption. The structure is decomposed along three
dimensions. First, the data are analyzed to extract their trending
components. Presumably, trends in entertainment consumption are
important since households have significantly changed the choice of
mediums to receive the consumption over time.1 Next, we extract the
cyclical properties of the data. The cyclical component of
entertainment consumption illustrates how consumer spending fluctuates
over the business cycle. Finally, the data are analyzed in order to
describe the impact of demographics on entertainment demand. This
enables a better understanding of the underlying determinants of
household demand. To analyze each of the dimensions, the authors use
the Bureau of Labor Statistics’ Consumer Expenditure Survey (CES) data
set for the period 1984-2009. This unique survey extends a time period
that enables estimation of long run and cyclical trends and is detailed
enough to provide demographic properties. Additionally, the
comprehensive nature of the CES allows us to categorize entertainment
consumption as spending on (1) home video, (2) home audio, (3)
publishing, (4) toys and games, (5) sports and recreation, (6) film,
(7) performing arts and culture, (8) gaming and wagering, and (9)
photography. The data set is also augmented with the BLS average U.S.
regional unemployment rates and the BLS's regional Consumer Price
Index; used to proxy business cycle effects2 and correct for inflation,
respectively.
As a
quick preview of the results, it is shown that spending has
significantly changed within and across our nine entertainment
categories. That is, as a percentage of total entertainment
consumption, there have been winners and losers. It is also shown that
total entertainment consumption is highly pro-cyclical and more elastic
with respect to real GDP; a measure of the U.S. economy. When the
economy is growing (falling), household entertainment consumption grows
(falls) and at a greater pace than real GDP. Interestingly, though
total entertainment consumption is pro-cyclical, some of the components
are counter-cyclical. This implies that some forms of entertainment are
defined as inferior goods. With respect to demographics, the results
show that many obvious determinants such as family size, region, and
education significantly influence entertainment consumption.
Surprisingly, even when controlling for income, race and marital status
of the head of household significantly affect the size and composition
of entertainment consumption. (view
session) |