In economics, two goods are substitutes if consumers tend to consume more of one if the price of the other increases. One way of thinking about that is that if the price of Good X increases, consumers switch to purchasing Good Y instead, and the quantity of Good Y demanded increases. Two goods are complements if consumers tend to consume less of one if the price of the other increases. In this case, if the price of Good X increases, consumers buy less of Good X (due to the Law of Demand), but also buy less of Good Y, and the quantity of Good Y demanded decreases.
Whether a pair of goods are substitutes or complements is determined by the cross-price elasticity of demand: the responsiveness of the quantity demanded of one good to a change in the price of the other good. If the cross-price elasticity is positive, the two goods are substitutes. If the cross-price elasticity is negative, the two goods are complements. Another way of thinking about this is that, following a change in the price of one good, ceteris paribus (holding all else constant), we would expect the quantities demanded of substitutes to move in opposite directions, while the quantities demanded of complements would move in the same direction.
There are obvious examples of substitutes and complements. Coke and Pepsi are the iconic example of substitute goods used in almost every introductory economics class. An example of complements that I use in my classes is video game consoles and games. However, it isn't always straightforward to determine whether a pair of goods are substitutes or complements. Sometimes they may be substitutes in one context, but complements in another. So, whether goods are substitutes or complements is an empirical question.
Take the example of computer gaming and binge drinking. When I was growing up, those two 'goods' certainly seemed like complements. My friends and I spent many nights drinking beer or RTDs and playing hotseat turn-based strategy games like Robosport, Warlords II, or Heroes of Might and Magic.[*] That experience made me a little surprised to see the hypothesis in this 2021 article by Torleif Halkjelsvik, Geir Brunborg, and Elin Bye (all Norwegian Institute of Public Health), published in the journal Drug and Alcohol Review (open access), which was that binge drinking and computer gaming are substitutes. Now, modern computer gaming differs in meaningful ways from how it looked when I was young. Nevertheless, I was surprised that Halkjelsvik et al. hypothesised in the direction they did.
Their hypothesis rested on several ideas, and was motivated by the observed increase in gaming and decrease in alcohol consumption by young people over time. First, alcohol and gaming are both outlets for thrill seeking, and are both responses to boredom, so increasing computer gaming might reduce the need for drinking. Second, both drinking and computer gaming are sources of social bonding, so again more computer gaming reduces the need for drinking.
Halkjelsvik et al. test their hypothesis with data from the European School Survey Project on Alcohol and Other Drugs (ESPAD), which surveys 15 and 16-year-old students every four years. They use data from 23 countries over the period from 1995 to 2015 (although noting that not all countries are part of the survey in every year), and look at the correlation between frequency of binge drinking (drinking five or more drinks on an occasion) and frequency of computer gaming, using a multi-level linear probability model. If their hypothesis that gaming displaces drinking is correct, the relationship should be negative. However, Halkjelsvik et al. find that:
...the association between country-level changes in computer gaming and binge drinking was estimated as positive...
So, increases in the average frequency of computer gaming at the country level tended to be associated with increases in the frequency of binge drinking. And, at the individual level:
The between individual-effect was positive, suggesting a four percentage point (±2 percentage points) higher binge drinking prevalence among students who report playing computer games daily.
Of course, the analysis that Halkjelsvik et al. conducted doesn't establish a causal relationship, it only shows correlations. And, importantly, they aren't directly testing whether computer gaming and binge drinking are complements in the economic sense, as that would require looking at how consumption of one responds to changes in the price of the other. However, their results are at least consistent with computer gaming and binge drinking being complements. Rather than moving in opposite directions, as we might expect if gaming displaced drinking (as Halkjelsvik et al. hypothesised), gaming and binge drinking tend to move in the same direction. Which, admittedly on the basis of a rather smaller and less representative sample, my friends and I could have told them.
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[*] My kids are bemused at the very idea that there was ever such a thing as hotseat multiplayer games. Sadly, they gradually died out as online games became more widely available in the early 2000s. However, they were really good for multi-tasking with some tabletop gaming at the same time, since only one player played the hotseat game at a time.
