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100 $a20180706d2012 uy 0
101 0 $aeng
135 $aur|n|---|||||
181 $ctxt
182 $cc
183 $acr
200 00$aDigital virtual consumption /$fedited by Mike Molesworth and Janice Denegri-Knott
210 $aNew York $cRoutledge$d2012
210 1$aNew York :$cRoutledge,$d2012.
215 $a1 online resource (239 p.)
225 1 $aRoutledge studies in innovation, organization and technology ;$v23
300 $aDescription based upon print version of record.
311 $a0-415-52929-8 (OCoLC)768171502
320 $aIncludes bibliographical references and index.
327 $g1.$tIntroduction to Digital Virtual Consumption /$rJanice Denegri-Knott and Mike Molesworth --$g Part 1:$tContexts and Perspectives --$g2.$tA History of the Digitalization of Consumer Culture /$rVili Lehdonvirta --$g3.$tYoung American Consumers and New Technologies /$rAlladi Venkatesh and Nivein Behairy --$g4.$tTrue Values of False Objects:$tVirtual Commodities in Games /$rDavid Myers --$g5.$tFirst Person Shoppers:$tConsumer Ways of Seeing in Videogames /$rMike Molesworth --$g6.$tTransforming Digital Virtual Goods into Meaningful Possessions /$rJanice Denegri-Knott, Rebecca Watkins and Joseph Wood --$g7.$tReflections in Spacetime:$tReconsidering Kozinets (1999) Twelve Years Later /$rRob Kozinets --$g8.$tWhat Happens to Materiality in Digital Virtual Consumption? /$rPaolo Magaudda --
327 $g Part 2:$tPlaces and Practices --$g9.$tOnline Investing as Digital Virtual Consumption:$tThe Production of the Neoliberal Subject /$rDetlev Zwick --$g10.$tPlaying the Market and Sharing the Loot:$tConsumption Limits in a Virtual World /$rSandy Ross --$g11.$tTaking One, or three, for the Team:$tConsumerism as Gameplay in Woot.$tcom /$rMelinda Jacobs --$g12.$tCreating Virtual Selves in Second Life /$rHandan Vicdan and Ebru Ulusoy --$g13.$tConsumption Without Currency:$tThe Role of the Virtual Gift Economy in Second Life /$rJennifer Martin --$g14.$tEve Online as Meaningful Virtual World /$rPe?tur Jo?hannes O?skarsson --$g15.$tConclusions:$tTrajectories of Digital Virtual Consumption /$rMike Molesworth and Janice Denegri-Knott.
327 $apt. I. Contexts and perspectives -- pt. II. Places and practices.
330 $aDigital media present opportunities for new types of consumption including desiring, buying, collecting, making, and even selling digital virtual goods. To these activities we can add those taking place in virtual communities of consumption, online shops, brand websites, and online auction houses that together amount to a vast new landscape of consumption. Digital virtual consumption motivates concatenated practices which produce meaningful experience for their users as well as market opportunities to profit from them. Consumers create and maintain elaborate wish lists, engaging with simula
410 0$aRoutledge studies in innovation, organization and technology ;$v23.
606 $aDigital electronics$xSocial aspects
606 $aTechnological innovations$xSocial aspects
606 $aInformation society
615 0$aDigital electronics$xSocial aspects.
615 0$aTechnological innovations$xSocial aspects.
615 0$aInformation society.
676 $a303.48/33
701 $aDenegri-Knott$b Janice$f1977-$01539832
701 $aMolesworth$b Mike$01539833
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801 1$bMiAaPQ
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906 $aBOOK
912 $a9910786592803321
996 $aDigital virtual consumption$93790948
997 $aUNINA