In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sense-making activity and a resource for the construction of daydreams, as well as anthropological readings of performance, the authors speculate that many performances during digital play are products of consumer fantasy. The authors develop an interpretation of the relationship between the real and the virtual that is better equipped to understand the movement between consumer daydreams and those practices actualized in the material and now also in digital virtual reality. The authors argue that digital virtual performances present opportunities for liminoid transformations through inversion...
Virtual reality has existed for many years, dating back to the 1940s but becoming popular on a larg...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
In this article, the authors consider emerging consumer practices in digital virtual spaces. Buildin...
This article explores the process by which consumers evoke and thematize the fantastic imaginary whe...
Changes in consumption related to digital technologies, digitization and the emergence of new media ...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
In the modern, 'disenchanted world', magic and mystery have by large been banned to the world of fic...
Imaginary and technology are recursively intertwined, and digital entertainment is exemplar regardin...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
This paper reflects on the growing trend in the computer games sector towards multi-user social gami...
This article stipulates on the successfully generated social aspects of fictional virtual simulation...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
This thesis examines the impacts of consumption of simulations. Using ethnographic methods, it explo...
As the Internet becomes deeply embedded into consumers’ daily life, the digital virtual world brings...
Virtual reality has existed for many years, dating back to the 1940s but becoming popular on a larg...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
In this article, the authors consider emerging consumer practices in digital virtual spaces. Buildin...
This article explores the process by which consumers evoke and thematize the fantastic imaginary whe...
Changes in consumption related to digital technologies, digitization and the emergence of new media ...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
In the modern, 'disenchanted world', magic and mystery have by large been banned to the world of fic...
Imaginary and technology are recursively intertwined, and digital entertainment is exemplar regardin...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
This paper reflects on the growing trend in the computer games sector towards multi-user social gami...
This article stipulates on the successfully generated social aspects of fictional virtual simulation...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
This thesis examines the impacts of consumption of simulations. Using ethnographic methods, it explo...
As the Internet becomes deeply embedded into consumers’ daily life, the digital virtual world brings...
Virtual reality has existed for many years, dating back to the 1940s but becoming popular on a larg...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...