Introduction to digital virtual consumption

Janice Denegri-Knott, Mike Molesworth

Research output: Chapter in Book/Report/Conference proceedingChapter

4 Citations (Scopus)

Abstract

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)?
Original languageEnglish
Title of host publicationDigital Virtual Consumption
EditorsMichael Molesworth, Janice Denegri-Knott
PublisherRoutledge
Chapter1
Number of pages8
Edition1st
ISBN (Electronic)9780203114834
ISBN (Print)9780415529297, 9781138203075
DOIs
Publication statusPublished - 19 Jun 2012

Publication series

NameRoutledge Studies in Innovation, Organizations and Technology
PublisherRoutledge
Volume23

ASJC Scopus subject areas

  • General Business,Management and Accounting
  • Economics, Econometrics and Finance(all)

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  • Digital Virtual Consumption

    Molesworth, M. (Editor) & Denegri-Knott, J. (Editor), 19 Jun 2012, 1st ed. Routledge. 244 p. (Routledge Studies in Innovation, Organizations and Technology; vol. 23)

    Research output: Book/ReportBook

    2 Citations (Scopus)

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