The Pleasures and Practices of Virtualised Consumption in Digital Spaces

Authors

  • Mike Molesworth
  • Janice Denegri-Knott

Keywords:

consumption, virtual, liminoid, video games, experiential marketing

Abstract

Videogames now enable players to spend virtual fortunes on exotic virtual goods and even create and sell virtual artefacts. Online consumers may also browse endlessly through virtual marketplaces and create and display virtual goods. These virtual commodities are desired and enjoyed as if they were real, but are not actually bought, or owned in a material sense – often resulting in frustration amongst marketers. In this paper we account for virtualised consumption by highlighting its pleasures. We start by historicising the trend towards imaginary consumption practices, depicting virtual consumption as the latest stage in an ongoing transformation of consumption from a focus on utility through to emotional value, sign value and finally playful experience. Viewed from this perspective, we consider the role of emerging virtual consumption spaces as liminoid, transformational play-spaces and explore examples of consumer practices found in these spaces. Ultimately we argue that virtual spaces encourage the development of new consumption practices and therefore constitute the ability of the market to stimulate consumers’ imaginations in new and exciting ways based on digital play.

Downloads

Published

2005-01-01

Bibtex

@Conference{digra234, title ="The Pleasures and Practices of Virtualised Consumption in Digital Spaces", year = "2005", author = "Molesworth, Mike and Denegri-Knott, Janice", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/234}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}