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posted by Fnord666 on Monday March 20 2017, @10:09AM   Printer-friendly
from the rent-is-due dept.

As video games get better and job prospects worse, more young men are dropping out of the job market to spend their time in an alternate reality. Ryan Avent suspects this is the beginning of something big

[...] Over the last 15 years there has been a steady and disconcerting leak of young people away from the labour force in America. Between 2000 and 2015, the employment rate for men in their 20s without a college education dropped ten percentage points, from 82% to 72%. In 2015, remarkably, 22% of men in this group – a cohort of people in the most consequential years of their working lives – reported to surveyors that they had not worked at all in the prior 12 months. That was in 2015: when the unemployment rate nationwide fell to 5%, and the American economy added 2.7m new jobs. Back in 2000, less than 10% of such men were in similar circumstances.

What these individuals are not doing is clear enough, says Erik Hurst, an economist at the University of Chicago, who has been studying the phenomenon. They are not leaving home; in 2015 more than 50% lived with a parent or close relative. Neither are they getting married. What they are doing, Hurst reckons, is playing video games. As the hours young men spent in work dropped in the 2000s, hours spent in leisure activities rose nearly one-for-one. Of the rise in leisure time, 75% was accounted for by video games. It looks as though some small but meaningful share of the young-adult population is delaying employment or cutting back hours in order to spend more time with their video game of choice.

TFA is worth reading in full. Much more deliberative than usual.

Previously on SoylentNews: Why Ever Stop Playing Video Games?


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  • (Score: 0) by Anonymous Coward on Monday March 20 2017, @10:12PM

    by Anonymous Coward on Monday March 20 2017, @10:12PM (#481814)

    The Soviets had to guard the borders to keep people from escaping; the USA has to guard the medicine cabinets.

    As joblessness increases from automation, one can also expect working conditions to continue to deteriorate as more people compete for fewer jobs and employers can offer less pay and expect employees to shoulder greater risk and greater stress.

    For example, Uber drivers:
    http://business.financialpost.com/news/transportation/video-of-uber-ceo-clashing-with-driver-sparks-new-apology-i-must-fundamentally-change-and-grow-up [financialpost.com]
    "“I lost $97,000 because of you. I’m bankrupt because of you. You keep changing every day,” [the Uber driver] said [to the Uber CEO], adding, “You changed the whole business.”

    Still, I could hope we can create games that really solve interesting issues like creating self-replicating space habitats or undersea cities...

    Other solutions: http://pdfernhout.net/beyond-a-jobless-recovery-knol.html [pdfernhout.net]
    "This article explores the issue of a "Jobless Recovery" mainly from a heterodox economic perspective. It emphasizes the implications of ideas by Marshall Brain and others that improvements in robotics, automation, design, and voluntary social networks are fundamentally changing the structure of the economic landscape. It outlines towards the end four major alternatives to mainstream economic practice (a basic income, a gift economy, stronger local subsistence economies, and resource-based planning). These alternatives could be used in combination to address what, even as far back as 1964, has been described as a breaking "income-through-jobs link". This link between jobs and income is breaking because of the declining value of most paid human labor relative to capital investments in automation and better design. Or, as is now the case, the value of paid human labor like at some newspapers or universities is also declining relative to the output of voluntary social networks such as for digital content production (like represented by this document). It is suggested that we will need to fundamentally reevaluate our economic theories and practices to adjust to these new realities emerging from exponential trends in technology and society."