Organizations continue to create digital interfaces and infrastructure that are designed to heighten consumers’ online visibility and encourage them to part with their data. The way these digital systems operate and the rules they are governed by are often opaque, leaving consumers to deploy their own strategies for managing their online information sharing with organizations. In this study, we draw upon Erving Goffman’s metaphor of expression games and three forms of concealment or cover moves to explore how consumers, who have been well socialized as digital natives, engage in dynamic and game-like interactions with organizations in an attempt to manage their level of online visibility and information sharing in relation, inter alia, to t...
This study investigates the key to success of Hawkers, a Spanish company involved in the online mark...
Consumption can be more than just a necessity; it can become a leisure activity. With the emergence ...
In 2010 an estimated 3 billion hours were spent weekly playing online games. Only recently, however,...
Organizations continue to create digital interfaces and infrastructure that are designed to heighten...
This paper investigates the Massively Multiplayer Online Game _EVE Online’s_ system of consumer dele...
This research aims to uncover the transformative powers inherent and hidden in big data technologie...
Internet users are increasingly aware that they generate data traces and that they are acting in spa...
Few studies examine “digital capture,” forces that get people to adopt digital technologies which, o...
University of Minnesota Ph.D. dissertation. April 2017. Major: Business Administration. Advisors: Ra...
AbstractTraditional marketing has been using the Internet as a mean of transport for advertising, us...
As continual scandals around internet data collection, manipulation and dissemination (the Snowden d...
This dissertation studies economic issues in the digital economy with a specific focus on the econom...
Nowadays, people have many business activities and entertainments on a variety of online platforms. ...
Developments in Information Technology has resulted in novel ways to consume products and services o...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
This study investigates the key to success of Hawkers, a Spanish company involved in the online mark...
Consumption can be more than just a necessity; it can become a leisure activity. With the emergence ...
In 2010 an estimated 3 billion hours were spent weekly playing online games. Only recently, however,...
Organizations continue to create digital interfaces and infrastructure that are designed to heighten...
This paper investigates the Massively Multiplayer Online Game _EVE Online’s_ system of consumer dele...
This research aims to uncover the transformative powers inherent and hidden in big data technologie...
Internet users are increasingly aware that they generate data traces and that they are acting in spa...
Few studies examine “digital capture,” forces that get people to adopt digital technologies which, o...
University of Minnesota Ph.D. dissertation. April 2017. Major: Business Administration. Advisors: Ra...
AbstractTraditional marketing has been using the Internet as a mean of transport for advertising, us...
As continual scandals around internet data collection, manipulation and dissemination (the Snowden d...
This dissertation studies economic issues in the digital economy with a specific focus on the econom...
Nowadays, people have many business activities and entertainments on a variety of online platforms. ...
Developments in Information Technology has resulted in novel ways to consume products and services o...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
This study investigates the key to success of Hawkers, a Spanish company involved in the online mark...
Consumption can be more than just a necessity; it can become a leisure activity. With the emergence ...
In 2010 an estimated 3 billion hours were spent weekly playing online games. Only recently, however,...