2007
DOI: 10.1177/1555412006298209
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Digital Play and the Actualization of the Consumer Imagination

Abstract: 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 … Show more

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Cited by 46 publications
(41 citation statements)
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“…Similarly, once a player has bought a game like Gran Turismo, he may experience in a day the ownership of more cars than most would buy in a lifetime. Again, here there is commercial interest in brand placement that may subsidize such DVC, but also the possibility for substitution, where players replace the desiring effort required in material consumption with imaginative work directed within the games themselves (Molesworth and Denegri-Knott 2007a). The implication is that along with cultural transformation there is the possibility for disruption to existing markets as well as the rapid rise of new ones.…”
Section: Financial Flows Between the Digital Virtual And The Materialsmentioning
confidence: 96%
“…Similarly, once a player has bought a game like Gran Turismo, he may experience in a day the ownership of more cars than most would buy in a lifetime. Again, here there is commercial interest in brand placement that may subsidize such DVC, but also the possibility for substitution, where players replace the desiring effort required in material consumption with imaginative work directed within the games themselves (Molesworth and Denegri-Knott 2007a). The implication is that along with cultural transformation there is the possibility for disruption to existing markets as well as the rapid rise of new ones.…”
Section: Financial Flows Between the Digital Virtual And The Materialsmentioning
confidence: 96%
“…Nelson, 2002; Molesworth, 2006). There is some research on consumer practices in online virtual spaces (Molesworth and Denegri‐Knott, 2007), as the e‐commerce literature had developed significantly, but the central marketing and consumer behaviour issues for the entertainment software industry are yet to be significantly addressed. In particular, there has been no overall model of consumer decision making, which examines key attributes and benefits, attitude formation, social influence and situational factors affecting purchase intention, and thus no such model which has been empirically tested.…”
Section: The Entertainment Software Industrymentioning
confidence: 99%
“…the hero's birth) and perceived them as essential to their understanding and enjoyment of the game. Although we acknowledge that computer games are interactive media possessing the characteristics of both play and narrative (Molesworth and Denegri‐Knott, ) we make a further contribution by showing how the rules of play in computer games can be designed in ways that encourage consumers to experience narrative story plots during digital play and therefore engage them in co‐authored, interactive storytelling.…”
Section: Introductionmentioning
confidence: 99%