Applied Microeconomics
Applied Microeconomics
The Applied Microeconomics research group unites researchers working on a broad array of topics within such areas as labour economics, economics of education, health economics, family economics, urban economics, environmental economics, and the economics of science and innovation. The group operates in close collaboration with the CAGE Research Centre.
The group participates in the CAGE seminar on Applied Economics, which runs weekly on Tuesdays at 2:15pm. Students and faculty members of the group present their ongoing work in two brown bag seminars, held weekly on Tuesdays and Wednesdays at 1pm. Students, in collaboration with faculty members, also organise a bi-weekly reading group in applied econometrics on Thursdays at 1pm. The group organises numerous events throughout the year, including the Research Away Day and several thematic workshops.
Our activities
Work in Progress seminars
Tuesdays and Wednesdays 1-2pm
Students and faculty members of the group present their work in progress in two brown bag seminars. See below for a detailed scheduled of speakers.
Applied Econometrics reading group
Thursdays (bi-weekly) 1-2pm
Organised by students in collaboration with faculty members. See the Events calendar below for further details
People
Academics
Academics associated with the Applied Microeconomics Group are:
Natalia Zinovyeva
Co-ordinator
Jennifer Smith
Deputy Co-ordinator
Research Students
Events
CAGE-AMES Workshop - Adam Di Lizia (PGR)
Title: Social Influence in Online Reviews: Evidence from the Steam Store
Abstract: How good are reviews as signals of product quality for consumers? Using a data-set derived from the popular Steam gaming platform I investigate the ‘priming’ of quality judgements as based on pre-existing consumer assessments. A policy reform on Steam in 2019 changed the average level of exposure to previous consumer quality ratings, with this randomly occurring within a game and reviewer’s life cycle. I find that removing the exposure of a reviewer to a product’s average rating leads to a 35% drop in the dependency of their review on such a rating. This is not driven by selection effects, and is robust to a wide range of alternate specifications and measures. The effect is heavily asymmetric: negativity compounds to inflate the gap between poorly-rated and well rated games. This is driven by users who are less experienced both within and across games. Finally, using estimates of owner data, I run a simple structural model of game choice based on rating. A 1% increase to product rating is equivalent to a 2.5 dollar sale price reduction, suggesting this effect has large implications for buyers and sellers.