2010
DOI: 10.1080/10253860903562130
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Concepts and practices of digital virtual consumption

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 conside… Show more

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Cited by 175 publications
(135 citation statements)
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References 36 publications
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“…Alongside the material consumption objects that have long dominated consumer research we have witnessed the emergence of digital consumption objects (DCOs) which possess no enduring material substance but rather exist within digital space (computer-mediated electronic environments), accessed and consumed via devices such as desktop computers, laptops, tablets, mobile phones and videogame consoles (see Denegri-Knott and Molesworth 2010;Watkins and Molesworth 2012;Molesworth and Denegri-Knott, 2013). The objects we call our own therefore increasingly exist in digital form (Belk 2013a;Denegri-Knott and Molesworth 2010;Lehdonvirta 2012), yet present significant opportunities for profit for companies.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Alongside the material consumption objects that have long dominated consumer research we have witnessed the emergence of digital consumption objects (DCOs) which possess no enduring material substance but rather exist within digital space (computer-mediated electronic environments), accessed and consumed via devices such as desktop computers, laptops, tablets, mobile phones and videogame consoles (see Denegri-Knott and Molesworth 2010;Watkins and Molesworth 2012;Molesworth and Denegri-Knott, 2013). The objects we call our own therefore increasingly exist in digital form (Belk 2013a;Denegri-Knott and Molesworth 2010;Lehdonvirta 2012), yet present significant opportunities for profit for companies.…”
Section: Introductionmentioning
confidence: 99%
“…The objects we call our own therefore increasingly exist in digital form (Belk 2013a;Denegri-Knott and Molesworth 2010;Lehdonvirta 2012), yet present significant opportunities for profit for companies. To illustrate, in 2013, the most obvious forms of digital content accounted for 50% of UK music and video revenue, (Mintel 2014a).…”
Section: Introductionmentioning
confidence: 99%
“…Our 'possessions', the things we call our own, 30 increasingly extend beyond the tangible. We may use the term ' digital virtual goods' (DVGs) to describe objects, which cannot be used in material reality but exist within digital virtual spaces (see Denegri-Knott & Molesworth, 2010), accessed via devices such as laptop computers, mobile phones and videogame consoles. This trend has been welldocumented (see Belk, 2013;Denegri-Knott & Molesworth, 2010;Koiso-Kanttil, 2004;35 Lehdonvirta, 2012;Molesworth & Denegri-Knott, 2012;Rowley, 2008) and we can observe a broadening array of DVGs; alongside locally stored digital photographs, eBooks and digital music we have witnessed the emergence of digital content hosted online by social media platforms, e-mail providers and online games.…”
Section: Introductionmentioning
confidence: 99%
“…It offers a sense of escapism whilst remaining life like. There is considered to be a greater role for imagination in these IVE's [11]. 'Avatars lifelike behaviours can make a site more engaging and motivating, making customer interaction with the website much smoother' [35].…”
Section: Immersive Virtual Environmentsmentioning
confidence: 99%
“…Virtual usage by firms and customers is increasing year by year [39]. In 2010 $1.6 billion was spent by Americans to buy virtual goods for Avatars in virtual worlds [11]. Whilst accepting this trend others imply that virtual worlds are a fad and therefore perception of marketing opportunity may be limited [47].…”
Section: Domains Of Interest and Experience Realmsmentioning
confidence: 99%