The dynamic development of new technologies influences consumers in many different ways reaching far beyond the shift in consumption patterns, challenging the way consumers live their lives. The role of new information technologies is continually growing in our daily lives changing the way we see the self and the world around us. Consequently, the advent of the computer culture incites a radical rethinking of who we are and the nature of being human, which clearly illustrates the postmodern age. As a result, over the past decades consumer research has moved away from simply viewing consumers as information processors to consumers as socially conceptualized beings. This Consumer Culture Theory (CCT) movement views consumers and consumer beha...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
International audienceThis study examines the symbolic meanings of the body concept in a virtual wor...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...
Every day, thousands of people log into the virtual world of Second Life and collectively pay hundre...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Digital technology has given opportunities for multiple experiences of Self in contemporary society....
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality ...
As the Internet becomes deeply embedded into consumers’ daily life, the digital virtual world brings...
As the Internet becomes deeply embedded into consumers ’ daily life, the digital virtual world bring...
Second Life is a virtual world accessible through the Internet in which users create objects and spa...
In the context of widespread availability of digital technology as a means for interacting with othe...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
International audienceUsing virtual worlds, this paper examines the link that exists between individ...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
International audienceThis study examines the symbolic meanings of the body concept in a virtual wor...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...
Every day, thousands of people log into the virtual world of Second Life and collectively pay hundre...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Digital technology has given opportunities for multiple experiences of Self in contemporary society....
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality ...
As the Internet becomes deeply embedded into consumers’ daily life, the digital virtual world brings...
As the Internet becomes deeply embedded into consumers ’ daily life, the digital virtual world bring...
Second Life is a virtual world accessible through the Internet in which users create objects and spa...
In the context of widespread availability of digital technology as a means for interacting with othe...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
International audienceUsing virtual worlds, this paper examines the link that exists between individ...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
International audienceThis study examines the symbolic meanings of the body concept in a virtual wor...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...