
Digital Virtual Consumption
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Analyses of consumption in the digital virtual realm are however limited. This collection brings together experienced researchers from the fields of consumer research, digital games, and virtual worlds to provide conceptual and empirical work that helps us understand these new and significant consumer activities. Online communities negotiate the 'correct' use of goods and offer technical advice, consumers develop new products, individuals create and distribute their own promotional material for their favorite brands, and entrepreneurial consumers marketing and selling their own products online. Here we may see a blurring of consumption and production, or work and leisure activity that requires further thought about what makes it meaningful for individuals. The chapters in this volume take stock of the emergence and likely importance of digital virtual consumption for consumer culture, including a review of both new and existing conceptual and methodological tools as well as a resource of key examples and analyses of practices.
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Mike Molesworth is a Senior Lecturer at Bournemouth Media School, Bournemouth University, UK where he teaches and researches online culture, behaviour and consumer culture. He has published papers in international journals on topics relating to both consumer culture and videogames, and is co-editor with Richard Scullion and Lizzie Nixon of The Marketisation of Higher Education and the Student as Consumer (Routledge, 2010).
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