TY - CHAP
T1 - Introduction to digital virtual consumption
AU - Denegri-Knott, Janice
AU - Molesworth, Mike
PY - 2012/6/19
Y1 - 2012/6/19
N2 - Why, we can ask, would somebody buy a chair they cannot physically sit on or a planet they cannot physically visit? Why do some grown men and women spend so much of their leisure time consuming videogames or participating in online communities? What meaning do consumers make of their time engaging in such activities? What characterizes this kind of consumption and how might it be diff erent from other types of consumption (and indeed how might it be similar)?
AB - Why, we can ask, would somebody buy a chair they cannot physically sit on or a planet they cannot physically visit? Why do some grown men and women spend so much of their leisure time consuming videogames or participating in online communities? What meaning do consumers make of their time engaging in such activities? What characterizes this kind of consumption and how might it be diff erent from other types of consumption (and indeed how might it be similar)?
UR - http://www.scopus.com/inward/record.url?scp=84896545637&partnerID=8YFLogxK
UR - https://www.routledge.com/Digital-Virtual-Consumption/Molesworth-Denegri-Knott/p/book/9780415529297
U2 - 10.4324/9780203114834-5
DO - 10.4324/9780203114834-5
M3 - Chapter
SN - 9780415529297
SN - 9781138203075
T3 - Routledge Studies in Innovation, Organizations and Technology
BT - Digital Virtual Consumption
A2 - Molesworth, Michael
A2 - Denegri-Knott, Janice
PB - Routledge
ER -