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Digital virtual consumption / edited by Mike Molesworth and Janice Denegri-Knott.

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Format:
Book
Contributor:
Denegri-Knott, Janice, 1977-
Molesworth, Mike.
Series:
Routledge studies in innovation, organization and technology ; 23.
Routledge studies in innovation, organization and technology ; 23
Language:
English
Subjects (All):
Digital electronics--Social aspects.
Digital electronics.
Technological innovations--Social aspects.
Technological innovations.
Information society.
Physical Description:
1 online resource (239 p.)
Edition:
1st ed.
Place of Publication:
New York : Routledge, 2012.
Language Note:
English
Summary:
Digital media present opportunities for new types of consumption including desiring, buying, collecting, making, and even selling digital virtual goods. To these activities we can add those taking place in virtual communities of consumption, online shops, brand websites, and online auction houses that together amount to a vast new landscape of consumption. Digital virtual consumption motivates concatenated practices which produce meaningful experience for their users as well as market opportunities to profit from them. Consumers create and maintain elaborate wish lists, engaging with simula
Contents:
1. Introduction to Digital Virtual Consumption / Janice Denegri-Knott and Mike Molesworth
<em> Part 1: Contexts and Perspectives </em>
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
<em> Part 2: Places and Practices </em>
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.
pt. I. Contexts and perspectives
pt. II. Places and practices.
Notes:
Description based upon print version of record.
Includes bibliographical references and index.
Description based on metadata supplied by the publisher and other sources.
ISBN:
0-203-11483-3
1-283-86211-5
1-136-29284-5
9780203114834
OCLC:
820785392

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