Digital Virtual Consumption: Routledge Studies in Innovation, Organizations and Technology
Editat de Mike Molesworth, Janice Denegri Knotten Limba Engleză Hardback – 22 mai 2012
Analyses of consumption in the digital virtual realm are however limited. This collection brings together experienced researchers from the fields of consumer research, digital games, and virtual worlds to provide conceptual and empirical work that helps us understand these new and significant consumer activities. Online communities negotiate the ‘correct’ use of goods and offer technical advice, consumers develop new products, individuals create and distribute their own promotional material for their favorite brands, and entrepreneurial consumers marketing and selling their own products online. Here we may see a blurring of consumption and production, or work and leisure activity that requires further thought about what makes it meaningful for individuals. The chapters in this volume take stock of the emergence and likely importance of digital virtual consumption for consumer culture, including a review of both new and existing conceptual and methodological tools as well as a resource of key examples and analyses of practices.
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Specificații
ISBN-13: 9780415529297
ISBN-10: 0415529298
Pagini: 244
Ilustrații: 7 black & white illustrations, 2 black & white tables, 5 black & white line drawings
Dimensiuni: 152 x 229 x 14 mm
Greutate: 0.61 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Routledge Studies in Innovation, Organizations and Technology
Locul publicării:Oxford, United Kingdom
ISBN-10: 0415529298
Pagini: 244
Ilustrații: 7 black & white illustrations, 2 black & white tables, 5 black & white line drawings
Dimensiuni: 152 x 229 x 14 mm
Greutate: 0.61 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Routledge Studies in Innovation, Organizations and Technology
Locul publicării:Oxford, United Kingdom
Public țintă
Postgraduate and UndergraduateCuprins
1. Introduction to Digital Virtual Consumption Janice Denegri-Knott and Mike Molesworth Part 1: Contexts and Perspectives 2. A History of the Digitalization of Consumer Culture Vili Lehdonvirta 3. Young American Consumers and New Technologies Alladi Venkatesh and Nivein Behairy 4. True Values of False Objects: Virtual Commodities in Games David Myers 5. First Person Shoppers: Consumer Ways of Seeing in Videogames Mike Molesworth 6. Transforming Digital Virtual Goods into Meaningful Possessions Janice Denegri-Knott, Rebecca Watkins and Joseph Wood 7. Reflections in Spacetime: Reconsidering Kozinets (1999) Twelve Years Later Rob Kozinets 8. What Happens to Materiality in Digital Virtual Consumption? Paolo Magaudda Part 2: Places and Practices 9. Online Investing as Digital Virtual Consumption: The Production of the Neoliberal Subject Detlev Zwick 10. Playing the Market and Sharing the Loot: Consumption Limits in a Virtual World Sandy Ross 11. Taking One – or Three – For the Team: Consumerism as Gameplay in Woot.com Melinda Jacobs 12. Creating Virtual Selves in Second Life Handan Vicdan and Ebru Ulusoy 13. Consumption Without Currency: The Role of the Virtual Gift Economy in Second Life Jennifer Martin 14. Eve Online as Meaningful Virtual World Pétur Jóhannes Óskarsson 15. Conclusions: Trajectories of Digital Virtual Consumption Mike Molesworth and Janice Denegri-Knott. List of Contributors. Notes. Index
Descriere
Digital media present opportunities for new types of consumption including desiring, buying, collecting, making, and even selling digital virtual goods. Analyses of consumption in the digital virtual realm are however limited. This collection brings together experienced researchers from the fields of consumer research, digital games, and virtual worlds to provide conceptual and empirical work that helps us understand these new and significant consumer activities. The chapters in this volume take stock of the emergence and likely importance of digital virtual consumption for consumer culture, including a review of both new and existing conceptual and methodological tools as well as a resource of key examples and analyses of practices.