Keyphrases
Video Games
97%
Digital Virtual Consumption
57%
Consumer Culture
48%
Higher Education
43%
Consumer Practices
42%
EBay
38%
Consumer Research
38%
Selling
34%
Consumer Imagination
33%
Digital Virtual Goods
32%
Student Experience
32%
Daydreaming
31%
Corporate Social Responsibility
30%
Consumption Practices
29%
Consumer Desire
29%
Consumer Behaviour
28%
Institutional Complexity
25%
Transactional Analysis
25%
Shopping
25%
Politics
25%
Market Structure
25%
Playfulness
25%
Virtual Worlds
21%
Virtual Space
21%
Marketization
19%
Student as Consumer
19%
Emerging Consumers
19%
Emotional Labor
19%
Corporate
17%
Conceptual Tools
17%
Social Life
17%
Online Communities
17%
Digital Possessions
17%
Consumer Labor
17%
Market Practices
15%
Consumer Society
15%
Depth Interviews
14%
Online Auctions
13%
Othering
12%
Videography
12%
Marketization of Higher Education
12%
Catharsis
12%
Disability
12%
Online Spaces
12%
Science Fiction
12%
Inexperience
12%
British General Elections
12%
Seduction
12%
Borrower
12%
Hijacking
12%
Social Sciences
Consumer Culture
65%
Possession
58%
Consumer Research
51%
Sociology
45%
Narrative
38%
Student Experience
32%
Consumer Behavior
30%
Marketing Theory
25%
Corporate Social Responsibility
25%
Everyday Life
25%
Marketization
25%
Consumer Society
25%
Discourse
25%
Online Communities
19%
Academic Teaching Personnel
19%
Ownership
19%
Emotions
18%
Market Structure
17%
Science Fiction
17%
Psychology
16%
Business Model
16%
UK
15%
Sharing Economy
14%
Othering
12%
Netnography
12%
Decision Making
12%
London
12%
Marketing Communication
12%
Subjectivity
12%
Pakistan
12%
Leisure
12%
Romania
12%
Organizational Communication
12%
Computer-Mediated Communication
12%
Crisis Communication
12%
Video Games
12%
Artificial Intelligence
12%
Elections
12%
Human Relation
12%
Neglect
12%
Seduction
12%
Focus Group
12%
Virtual Learning Environment
12%
Virtual Tourism
12%
Digitization
12%
Embeddedness
12%
Escapism
12%
Macro Level
12%
Tourism
12%
Online Auction
12%
Arts and Humanities
Digital
100%
Possession
84%
Virtual
75%
Online
27%
Shopping
25%
Market-places
21%
Consumer Culture
20%
Imagining
16%
Marketing
15%
Othering
12%
Romania
12%
Artificial Intelligence
12%
Mall
12%
Attachment
12%
Koran
12%
Interpersonal
12%
Pakistan
12%
Social Life
12%
Asymmetrical
12%
Crisis Communication
12%
Scripts
12%
Confession
12%
Scopic Regime
12%
T-Shirts
12%
Affordances
12%
Monster
12%
Romance
12%
Moral
12%
Borrowing
12%
Lockdown
12%
Relational
12%
Narrative
11%
In-depth interviews
10%
Normative
10%
Crisis
10%
Action
8%
Online Communication
8%
Review
7%
Continuous
6%
Religion
6%
COVID-19
6%
Arrangement
6%
Fantasy
6%
Craft
6%
auction houses
6%
Manufacture
6%
realm
6%
Islam
6%
Islamization
6%
William Gibson
6%