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Digital virtual consumption /

Detalles Bibliográficos
Otros Autores: Molesworth, Mike, Denegri-Knott, Janice, 1977-
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.