Through the integrated framework of participation theory and political economy, this article analyzes participatory opportunities in the virtual world Habbo Hotel, and how participation is constrained and framed by the producer's commercial strategies, which are based on advertising and sales of virtual goods. The study also looks into the ways in which the producer Sulake Corporation discursively represents the virtual world, and how the users with various forms of tactics try to bypass the commercial constraints. The methods used include observations of the English and Swedish language versions of Habbo Hotel, document analysis, and an interview with one designer employed by Sulake. The results show how participation in this virtual world...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
International audiencePurposeThe purpose of this paper is to examine whether children’s online play ...
Abstract Purpose Teens spend an increasing amount of time online particularly in teen-based virt...
Through the integrated framework of participation theory and political economy, this article analyze...
Through the integrated framework of participation theory and political economy, this article analyze...
This work presents a research study designed to analyse the development of power relations in a virt...
Children’s daily internet usage takes place to a large extent in a commercial environment, where adv...
Purpose – Nascent marketing literature highlights that value is co-created when a customer uses a go...
Children’s daily internet usage takes place to a large extent in a commercial environment, where adv...
This thesis aspires to map three main areas as following digital marketing, virtual world and the pa...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
This work presents a research study designed to analyse the development of power relations in a virt...
Academics and business practitioners are intrigued by the factors that foster continued user engagem...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
International audiencePurposeThe purpose of this paper is to examine whether children’s online play ...
Abstract Purpose Teens spend an increasing amount of time online particularly in teen-based virt...
Through the integrated framework of participation theory and political economy, this article analyze...
Through the integrated framework of participation theory and political economy, this article analyze...
This work presents a research study designed to analyse the development of power relations in a virt...
Children’s daily internet usage takes place to a large extent in a commercial environment, where adv...
Purpose – Nascent marketing literature highlights that value is co-created when a customer uses a go...
Children’s daily internet usage takes place to a large extent in a commercial environment, where adv...
This thesis aspires to map three main areas as following digital marketing, virtual world and the pa...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
This work presents a research study designed to analyse the development of power relations in a virt...
Academics and business practitioners are intrigued by the factors that foster continued user engagem...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
International audiencePurposeThe purpose of this paper is to examine whether children’s online play ...
Abstract Purpose Teens spend an increasing amount of time online particularly in teen-based virt...