LEADER 04399oam 2200697I 450 001 9910786592803321 005 20230322031827.0 010 $a0-203-11483-3 010 $a1-283-86211-5 010 $a1-136-29284-5 024 7 $a10.4324/9780203114834 035 $a(CKB)2670000000299339 035 $a(EBL)1092779 035 $a(OCoLC)820785392 035 $a(SSID)ssj0000783078 035 $a(PQKBManifestationID)11453004 035 $a(PQKBTitleCode)TC0000783078 035 $a(PQKBWorkID)10752072 035 $a(PQKB)11377328 035 $a(MiAaPQ)EBC1092779 035 $a(Au-PeEL)EBL1092779 035 $a(CaPaEBR)ebr10632440 035 $a(CaONFJC)MIL417461 035 $a(FINmELB)ELB143490 035 $a(PPN)243011857 035 $a(EXLCZ)992670000000299339 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$01539833 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910786592803321 996 $aDigital virtual consumption$93790948 997 $aUNINA