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Concepts and practices of digital virtual consumption

机译:数字虚拟消费的概念和实践

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Despite the popularity of online spaces that simulate aspects of consumption‐like experiences (online virtual worlds, video games and interactive functions on online retailers) conceptual tools that aim to comprehend such consumer practices are yet to emerge. In an effort to better understand them this paper puts forward a taxonomy that may help us capture emerging consumer behavior in the digital virtual terrain in relation to virtual and material consumption. This may be read as a fluid template that considers the movement between what resides in consumer imaginations as ideal or virtual, its actualization in material and now also digital virtual spaces. We then offer examples of the practices that are emerging, specifically the increase in imaginative resources that interactive media provide; practices that actualize probable, everyday commodities and experiences in the digital virtual and practices that actualize fantastic commodities and experiences in the digital virtual. Finally, we discuss the potential for these to produce new consumer subjectivities and new markets, and as a result we conclude with a discussion of the implications of such developments for consumer cultures, noting the potential for both liberatory/celebratory and critical discourse as well as avenues for future research.View full textDownload full textKeywordsdigital virtual consumption, liminal spaces, imagination, fantasy, desire, Internet, video gamesRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/10253860903562130
机译:尽管可以模拟消费各方面的在线空间非常流行,例如体验(在线虚拟世界,视频游戏和在线零售商上的交互功能),但旨在理解这种消费习惯的概念性工具仍未出现。为了更好地了解他们,本文提出了一种分类法,可以帮助我们捕获与虚拟和材料消费相关的数字虚拟领域中新兴的消费者行为。可以将其理解为一种流动的模板,该模板考虑了消费者想象中的物体是理想的还是虚拟的,其在物质上的实现以及现在的数字虚拟空间之间的运动。然后,我们提供新兴实践的例子,特别是交互式媒体提供的富有想象力的资源的增加;在数字虚拟中实现可能的日常商品和体验的实践,以及在数字虚拟中实现奇妙的商品和体验的实践。最后,我们讨论了这些潜力产生新的消费者主体性和新市场的可能性,因此,我们最后讨论了这种发展对消费者文化的影响,并指出了解放/庆祝和批判性话语以及查看全文下载全文下载关键字数字虚拟消费,边际空间,想象力,幻想,欲望,互联网,视频游戏相关变量add add_id Delicious,linkedin,facebook,stumbleupon,digg,google,更多”,发布号:“ ra-4dff56cd6bb1830b”};添加到候选列表链接永久链接http://dx.doi.org/10.1080/10253860903562130

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