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Digital virtual consumption /
Otros Autores: | , |
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Formato: | Libro |
Lenguaje: | English |
Publicado: |
New York :
Routledge,
2012.
|
Colección: | Routledge studies in innovation, organization and technology ;
23. |
Materias: |
Tabla de Contenidos:
- 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.