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Digital Virtual Consumption
Mike Molesworth
(Editor), Janice Denegri-Knott (Editor)
Marketing
Research output
:
Book/Report
›
Book
2
Citations (Scopus)
Overview
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Research output
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Dive into the research topics of 'Digital Virtual Consumption'. Together they form a unique fingerprint.
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Keyphrases
Auction House
33%
Brand Website
33%
Buying
33%
Concatenated
33%
Conceptual Tools
33%
Consumer Activity
33%
Consumer Culture
33%
Consumer Marketing
33%
Consumer Research
33%
Consumption Experience
33%
Correct Use
33%
Digital Games
33%
Digital Media
33%
Digital Virtual Consumption
100%
Digital Virtual Goods
33%
Entrepreneurial Activity
33%
Evolving Behaviour
33%
Game World
33%
Leisure Activities
33%
Market Opportunity
33%
Meaningful Experience
33%
Methodological Tools
33%
New Retail
33%
Nostalgia
33%
Online Activists
33%
Online Auctions
66%
Online Communities
33%
Online Games
33%
Online Shop
33%
Practice Analysis
33%
Promotional Material
33%
Real Wealth
33%
Retail Formats
33%
Selling
66%
Technical Advice
33%
Video Games
33%
Virtual Communities of Consumptions
33%
Virtual Realm
33%
Virtual Worlds
66%
Wish List
33%
Work Activity
33%
Arts and Humanities
auction houses
16%
Auctions
16%
Collecting
16%
Conceptual
33%
Consumer Culture
16%
Digital
100%
Digital Media
16%
Marketing
16%
Online
100%
Online Communities
16%
Promotional Materials
16%
realm
16%
Retail
16%
Review
33%
Virtual
100%
Virtual Community
16%
Virtual worlds
33%
wishes
16%
Social Sciences
Consumer Culture
50%
Consumer Marketing
50%
Consumer Research
50%
Digital Media
50%
Leisure Activity
50%
Online Auction
100%
Online Communities
50%
Virtual Community
50%
Computer Science
Online Auctions
100%
Online Communities
50%
Online Game
50%
videogame
50%
Virtual Community
50%
Economics, Econometrics and Finance
Entrepreneurial Activity
50%
Marketing
50%
Online Auction
100%
Promotional Materials
50%
Psychology
Digital Media
100%
Leisure Activity
100%