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Concepts and practices of digital virtual consumption

Concepts and practices of digital virtual consumption
Concepts and practices of digital virtual consumption
Despite the popularity of online spaces that simulate aspects of consumption?like experiences (online virtual worlds, video games and interactive functions on online retailers) conceptual tools that aim to comprehend such consumer practices are yet to emerge. In an effort to better understand them this paper puts forward a taxonomy that may help us capture emerging consumer behavior in the digital virtual terrain in relation to virtual and material consumption. This may be read as a fluid template that considers the movement between what resides in consumer imaginations as ideal or virtual, its actualization in material and now also digital virtual spaces. We then offer examples of the practices that are emerging, specifically the increase in imaginative resources that interactive media provide; practices that actualize probable, everyday commodities and experiences in the digital virtual and practices that actualize fantastic commodities and experiences in the digital virtual. Finally, we discuss the potential for these to produce new consumer subjectivities and new markets, and as a result we conclude with a discussion of the implications of such developments for consumer cultures, noting the potential for both liberatory/celebratory and critical discourse as well as avenues for future research
1025-3866
109-132
Denegri‐Knott, Janice
3b5dec7b-974e-43bd-a474-f5b840e0b246
Molesworth, Mike
48a49a79-1d99-4120-b0aa-578e42541724
Denegri‐Knott, Janice
3b5dec7b-974e-43bd-a474-f5b840e0b246
Molesworth, Mike
48a49a79-1d99-4120-b0aa-578e42541724

Denegri‐Knott, Janice and Molesworth, Mike (2010) Concepts and practices of digital virtual consumption. Consumption Markets & Culture, 13 (2), 109-132. (doi:10.1080/10253860903562130).

Record type: Article

Abstract

Despite the popularity of online spaces that simulate aspects of consumption?like experiences (online virtual worlds, video games and interactive functions on online retailers) conceptual tools that aim to comprehend such consumer practices are yet to emerge. In an effort to better understand them this paper puts forward a taxonomy that may help us capture emerging consumer behavior in the digital virtual terrain in relation to virtual and material consumption. This may be read as a fluid template that considers the movement between what resides in consumer imaginations as ideal or virtual, its actualization in material and now also digital virtual spaces. We then offer examples of the practices that are emerging, specifically the increase in imaginative resources that interactive media provide; practices that actualize probable, everyday commodities and experiences in the digital virtual and practices that actualize fantastic commodities and experiences in the digital virtual. Finally, we discuss the potential for these to produce new consumer subjectivities and new markets, and as a result we conclude with a discussion of the implications of such developments for consumer cultures, noting the potential for both liberatory/celebratory and critical discourse as well as avenues for future research

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More information

Published date: 2010
Organisations: Centre for Relational Leadership & Change

Identifiers

Local EPrints ID: 362332
URI: http://eprints.soton.ac.uk/id/eprint/362332
ISSN: 1025-3866
PURE UUID: 5820e843-330f-4e4a-be43-c3f0f315b5a7

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Date deposited: 21 Feb 2014 11:11
Last modified: 14 Mar 2024 16:03

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Contributors

Author: Janice Denegri‐Knott
Author: Mike Molesworth

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