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1.
This theoretical article highlights limitations in the current trend towards dichotomising full ownership and access-based consumption by recognising a broader, more complex array of ‘fragmented’ ownership configurations in the context of digital virtual goods (DVGs). In challenging this dichotomy, we recognise that the relationship between ownership and possession becomes particularly significant. We therefore consider how prominent DVG ownership configurations may shape the way in which possession is assembled, potentially reducing consumers’ scope of action relative to DVGs and leaving possession susceptible to disruption. Conversely, we acknowledge ways in which consumers’ continued attempts at possession may impinge upon the agency of ownership mechanisms within the market. Our analysis ultimately builds upon existing understandings of both ownership and possession, theorising their often overlooked relation in consumption.  相似文献   

2.
Virtual consumption involves consuming virtual goods in cyberspace. Virtual consumption activities are evolving into an essential activity in social virtual worlds. Despite the growing importance of this activity, little research examines this phenomenon. The current study investigates the fundamental question of how users understand the consumption of virtual goods. Using the theory of social representations and core-periphery analysis, this study elicits and analyzes the social representation of virtual consumption. Study participants are 154 Second Life users. Results identify 32 concepts and relationships representing the collective perceptions of virtual consumption in this social virtual world. Social representation map interpretations point to several key themes that provide a foundation for future investigations of virtual economy consumption behavior.  相似文献   

3.
This study addresses a lack of holistic understanding of experiential consumption by developing and empirically testing a conceptual model that investigates the process of experiential consumption – antecedents, the experience itself, and emotional responses. We explore Victor Turner’s anthropological concept of the liminoid to create an Experiential Liminoid Consumption (ELC) model, examining the relationships between experiential marketing and consumption constructs. The study adopted a quantitative methodology using a survey method and a sample of students. The conceptual model was analysed using partial least squares (PLS). Conclusions, implications, future directions, and limitations are suggested.  相似文献   

4.
Looking to current trends, this paper explores the influence of Virtual Reality (VR) on consumption. Specifically, we focus on the influence that VR has on consumer spending by suggesting that identities created in VR will influence consumption behaviour in the real world. While other forms of technology allow consumers to create alternative identities, we suggest that the unique aspects of VR, bolstered by forthcoming advances, will make identities created in VR relatively more self-important and more salient in real world consumption. We also propose implications for marketing research and practice.  相似文献   

5.
Currently new electronic media, the Internet in particular, are poised to become a major part of the marketing and communications mix, not only for adults but also children. This poses challenges and heralds a new debate on both protection of the young vis‐à‐vis more equitable access and the need, nature and forms of regulation warranted. This paper reviews the literature on this debate and related issues. It reports on a New Zealand empirical study of parental perceptions of their children's electronic media use and examines the findings and the insights obtained on the use of the Internet and its role as a marketing communications medium. It also reports on what these parents consider to be the key concerns in this area and their Internet site preferences. The issues relating to children, the Internet and the link between violence and video games are examined and implications for marketing communications are discussed.  相似文献   

6.
Growing research shows that information technology accelerates economic growth and development, but the effect of Internet penetration on inequality is less well documented, especially about consumption inequality. On the one hand, Internet lowers transaction costs and offers equal access to online products especially beneficial for remote and poor populations, seemingly reducing inequality. On the other hand, uneven access to the Internet may increase divergences. This study examines the relationship between Internet penetration and consumption inequality. Using data from 155 counties available from 2010 to 2016 China Family Panel Studies, this study examines whether Internet penetration potentially impacts consumption inequality considering regional heterogeneity. Based on fixed‐effect models and the two‐stage least squares regressions, results suggest the Internet penetration may increase consumption inequality measured by the Gini index. Furthermore, higher education and over a certain Internet penetration rate buffer the positive impact of the Internet. In some cases, the Internet has smaller positive or even negative impacts on consumption inequality in regions with higher education levels and over threshold penetrations.  相似文献   

7.
文章从两个BBS社区抽取610个研究样本,通过构建虚拟社区生活形态量表来考察虚拟社区的网上消费生活形态特征。实证研究发现BBs社区成员由三类群体构成:消费咨询导向型、混合型和社交活跃导向型。尽管这三类消费群的虚拟社区生活形态迥然不同,但男性和女性在虚拟社区中的消费生活形态并没有显著差异,不同年龄的成员消费生活形态也没有显著差异。根据研究结果,文章最后为企业的网络营销管理实践工作提供了若干建议。  相似文献   

8.
Virtual music festivals (VMFs) are a great opportunity for the music industry to improve high quality digital events; as an alternative consumption phenomenon, VMFs can reach hybrid audiences and help in the challenge of digitalization. This study aims to investigate the multidimensional structure of consumer value in VMFs (intra-variable perspective), as well as the effects of value on cognitive versus affective satisfaction and loyalty (inter-variable perspective). Using a qualitative–quantitative approach—focus group and survey with festival attendees (n = 246)—, a value structure of VMF is tested with partial least square–SEM as a reflective-formative-formative third-order model. Benefits and sacrifices are second-order constructs, while five positives (escape, novelty, enjoyment, musical content, and socialization) and two negatives (monetary and nonmonetary costs) are first-order ones. Results show VMFs value as a multidimensional trade-off, where socialization is not contributing to value, but a balance between cognitive (musical content) and affective (enjoyment, and less escape and novelty) exists. Furthermore, consumer value intensifies both cognitive and affective satisfaction, but just the former affects loyalty. These findings provide new insights to better understand the decision-making processes of virtual festival attendees.  相似文献   

9.
The dominance of minimalism as a lifestyle among individuals and its influence on sustainable consumption has increased significantly; still, the concept within academic literature is conjecture in nature and exploratory to date. Also, a concrete definition of the concept and empirical evidence is lacking in academic literature and hence needs to be systemically established. In this context, minimalism has been proposed as a deliberate paradigm shift in consumer behavior grounded on the sustainable lifestyle principle. The data were collected using a highly structured questionnaire from 436 consumers and analyzed using process macros analysis techniques. The study indicates that minimalism is a sustainable lifestyle choice and helps people in achieving consumer well-being and life satisfaction focus on what matters the most in life and where to devote their energies. As a result, people with greater life satisfaction and consumer well-being are likely to experience more positive emotions and fewer negative emotions, eventually leading to an overall state of positive emotional well-being. Moreover, minimalists with high control over their consumption desire further strengthen this relationship. This research deepens the understanding of minimalism in an Asian context by opening a future research avenue and exploring the additional contributions minimalism can make. Moreover this study offers a clear rationale to understand why it is valuable for customers to incorporate minimalism into their lifestyles, which has the potential to motivate the manufacturer to seek more significant production modes which accord with the minimalistic lifestyle.  相似文献   

10.
In line with increasing international trends of energy efficient devices on the market and in households, domestic consumption of water and energy should be decreasing. However in Sweden, domestic per capita water consumption is not decreasing rapidly and energy consumption is actually increasing. This suggests that physical contexts are not the only factor shaping resource demand. People are also influenced by collective conventions; what we think is normal has a significant say in what we do, and the resources we consume in the course of everyday life. This paper explores the way context shapes what people do from both a material infrastructures and social infrastructures perspective, using cleanliness in Sweden as a case study. First, material infrastructures in Sweden are mapped, including device ownership, water, energy and time consumed related to cleanliness. Second, qualitative interviews with Swedish people aim to show the social structuring of cleanliness. Understanding the interplay between physical and social structures has potential implications for decreasing resource intensity in everyday life.  相似文献   

11.
Abstract

There are numerous and substantial effects of the use of digital technologies on consumers. I focus here on the ways in which these technologies have brought changes to the extended self. This review builds on earlier work considering digital subjectivities. I find that the human–machine digital interface results in a series of challenging theoretical issues. In considering these issues at the broadest level I also address how the affordances of digital technologies may cause us to rethink the notion of extended self, the body and the relationship between objects and consumers in digital environments.  相似文献   

12.
Increasingly ordinary individual consumers are expected to perform some kind of societal or political agency. In the debates about political consumption it is a recurrent topic to what degree consumption practices can be seen as political practices and how many consumers perform such practices. The aim of this article is to empirically qualify the demarcation of the political in individual consumer activities by integrating the concept of political agency in the definition of political consumption. On the basis of empirical results from a representative survey among food consumers in Denmark, the article suggests that by supplementing the criteria of consumers performing specific consumption activities with a criteria of consumers expressing political agency, a more precise empirical delimitation of political consumption can be achieved. Three groups of food consumers are identified: those who perform political consumption practices; those who perform politicized consumption practices; and those who vocalize the discourse of political consumerism.  相似文献   

13.
This study examines how consumers enact cultural ideals in mundane consumption. The empirical context is a weekday dinner practice among Finnish households. The findings demonstrate how practices inform consumers how, where, when, and with whom to enact and compromise cultural ideals and identity projects. Thus the practices guide food consumption choices and the meanings that the consumers ascribe to food consumption objects. The consumers are pragmatic, flexible and fragmented as they enact identity projects and cultural ideals in mundane consumption in relation to practices. They compromise the identity projects and the cultural ideals in some practice(s) but not across practices. As the practices serve different ends for the consumers at different times, the meaning of the practices is constantly re-created by the consumers. The perceived value of mundane consumption is related to how well and how frequently the consumers can enact their identity projects and cultural ideals in practices.  相似文献   

14.
总结了6种机器类通信(MTC)终端节能功耗方案。在移动通信行业各大公司对终端功耗优化研究的基础之上,重点介绍了MTC终端功耗在3GPP R12版本标准化研究的进展情况,研究了各方案对UE的影响和对eNB的影响,对比分析了每种方案的优缺点及其应用场景,为MTC功耗优化问题提供了一个清晰的思路。  相似文献   

15.
Product placement in sport video games is an emerging area of marketing and advertising communication, but it also raises controversial ethical issues. In order to investigate these issues from a consumer perspective, this study examines the perceptions of the acceptability of product placement in sport video games (SVGs). Data were gathered from 253 sport video gamers using an online survey. The results indicate that while sport video gamers generally have favorable attitudes toward product placement in sport video games, ethically-charged products such as alcohol, cigarettes, and guns are perceived as less acceptable than other products. Individual differences among sport video gamers are found based on their related attitudes, hours of playing sport video games, and gender. Also, sport video gamers who have favorable attitudes toward product placement, in general, are more likely to intend to purchase a product or brand which may be placed in sport video games.  相似文献   

16.
ABSTRACT

The tension between materiality and liquidity in society provides a promising opportunity to elucidate how de-materialization influences the iconic transfer of meaning from a singularized physical object into alternative formats of experiential consumption. We conducted in-depth unstructured existential-phenomenological interviews with physical book de-collectors. We investigated the role of imagination in maintaining a connection to the de-materialized collection and its impact on the person–object relationship. When consumers de-materialize a collection of physical books, they confront their values related to materiality and emotional physical attachment while opening the possibility of sharing and undergoing new experiences that can transform their relationship with singularized objects and with other human beings. De-collecting represents a way in which consumers can maintain indexical connections to singularized objects’ meaning while letting the physical item go.  相似文献   

17.
ABSTRACT

The platformisation of digital consumption, means that increasingly many of the things that we call ours – our messages, photos, music, achievements – are entangled in complex socio-technical arrangements which require ongoing market mediation. In this context, refining our understanding of what digital possessions are and how to study them is vital. This requires refocusing research away from existing comparative analyses between digital and material possessions. To do so, we organised an interdisciplinary roundtable discussion with critical marketers and digital media scholars, consumer researchers, digital sociologists and researchers in Human Computer Interaction (HCI) at the 11th Interpretive Consumer Research Conference held in Lyon in May 2019. The result of that discussion is this curation of comments which deal with theoretical, methodological and critical issues and a bold agenda for future research.  相似文献   

18.
数字红利频谱对于公众移动通信的发展有着非常重要的意义。首先,分析了全球移动通信的发展趋势,表明对频谱需求量急剧增长,特别是对数字红利频谱的需求;然后,概述了全球地面广播电视模数转换情况,从国际标准化和世界重要地区两个维度分析了全球数字红利频谱如何用于移动通信;最后,总结了全球数字红利所面临的机遇、问题和挑战,对未来数字红利频段全球合理使用提出了建议。  相似文献   

19.
A re-examination of socially responsible consumption and its measurement   总被引:1,自引:0,他引:1  
Socially responsible consumption is increasing and many companies are responding to the desires and, in some cases, demands of socially and environmentally responsible consumers. Theoretically, the domain of socially responsible consumption has changed over the years, as have socially responsible corporate programs in the marketplace. The Socially Responsible Purchase and Disposal (SRPD) scale is developed to reflect recent developments that have occurred in theory and practice. Three dimensions of socially responsible consumption emerge: (1) purchasing based on firms' corporate social responsibility (CSR) performance; (2) recycling; and (3) avoidance and use reduction of products based on their environmental impact. The SRPD provides a tool for academicians and practitioners in the development of theory and marketing strategy.  相似文献   

20.
This interpretivist study contributes to our understanding of how materiality mediates everyday family life by exploring the role of material objects in changing family rituals. We show how the television acts as an agent of cultural change when intermixed with family mealtimes. Our findings present a conceptual framework to explain the ways in which family life is altering across four key areas, namely: (1) mealtime settings and practices; (2) type of food consumed; (3) family structure and membership; and (4) family values and identity. This analytical framework illustrates how technologies such as the television mediate family relationships and how technologies become progressively more embedded in everyday practices. Revealing a transfer of mealtime practices from the formal environment into the informal environment, and vice versa, our study shows how mealtime rituals are altered and changed in form when mediated by the television, but not ultimately abandoned.  相似文献   

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