04535oam 2200733I 450 991081216200332120240313100340.00-203-11483-31-283-86211-51-136-29284-510.4324/9780203114834(CKB)2670000000299339(EBL)1092779(OCoLC)820785392(SSID)ssj0000783078(PQKBManifestationID)11453004(PQKBTitleCode)TC0000783078(PQKBWorkID)10752072(PQKB)11377328(MiAaPQ)EBC1092779(Au-PeEL)EBL1092779(CaPaEBR)ebr10632440(CaONFJC)MIL417461(FINmELB)ELB143490(PPN)243011857(OCoLC)768171502(EXLCZ)99267000000029933920180706d2012 uy 0engur|n|---|||||txtccrDigital virtual consumption /edited by Mike Molesworth and Janice Denegri-Knott1st ed.New York Routledge2012New York :Routledge,2012.1 online resource (239 p.)Routledge studies in innovation, organization and technology ;23Routledge studies in innovation, organization and technology ;23Description based upon print version of record.0-415-52929-8 (OCoLC)768171502 Includes bibliographical references and index.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.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 simulaRoutledge studies in innovation, organization and technology ;23.Digital electronicsSocial aspectsTechnological innovationsSocial aspectsInformation societyDigital electronicsSocial aspects.Technological innovationsSocial aspects.Information society.303.48/33Denegri-Knott Janice1977-1628575Molesworth Mike1628576MiAaPQMiAaPQMiAaPQBOOK9910812162003321Digital virtual consumption3965763UNINA