Conclusion: Researchers analyzed the effects of peers on individual screen media consumption, considered the time dedicated to using the TV, console games
and the Internet. They defined peer groups in terms of friends nominated within the classroom (not at school level), with pupils being allowed to nominate as many classroom friends as they wished. They also have implemented
instrumental variable regressions and have included variables that allow them to control for all the problems related to endogeneity.
The peer effect enables us to conclude that there is a multiplier effect in the case
of the consumption of certain screen media (the Internet and video consoles), given
that the consumption of one individual can increase the consumption of those with
whom he of she is a peer
It seems that game console use may be positively affected by peer's
consumption for several reasons, the existence of multiplayer games and
competitiveness within the peer group, as well as that young players meet at
peers' houses to play. In relation to Internet use, some of the time devoted to
Internet is spent on social networks, where peers have an important role.