The Sex Life of Ideas 63 Where do ideas come from, daddy?
Virtual Worlds Don't Exist. Identifying Attributes that Drive Purchase Decisions. Electronic Commerce Research, Vol.
Who Buys Virtual Goods? New Strategies for Virtual World Operators. Millions of people are spending time and money on virtual goods: This market did not exist ten years ago, and today it is estimated to be worth billions of U. This way of spending is distinct from the more recognised forms of electronic commerce: Unlike goods, virtual goods do not need to be shipped.
Unlike services, virtual assets are not perishable and can be re-sold. And unlike information goods such as music, software and newsvirtual goods are rivalrous: What are being bought and sold on the virtual goods markets are therefore not data, services or objects, but permissions: This study is intended to be the first thorough sociological analysis of this new mode of consumption, which is termed virtual consumption.
The study of virtual consumption is relevant and topical to social scientists for several reasons: Secondly, virtual consumption seems to be a prime example of the process that contemporary scholars of media and consumer culture have variously termed as materialisation, thingification or commodification of media and culture.
Thirdly, virtual consumption is an important aspect of the general trend of increased adoption of information and communication technologies ICTs in society. The extent and manner of the penetration of digital networks and mediated experiences into everyday life depends greatly on their ability to direct revenue flows to companies operating the services.
The study of the possibilities and potentials of virtual consumption therefore affords a window to the future of market-driven developments in a networked society.
Finally, the study of alternative economies and consumption styles such as virtual consumption is made extremely pertinent today by the economic and ecological crises so acutely facing mainstream consumer culture.
The theoretical and methodological approach in this study is based on linking the phenomenon at hand to the long tradition of consumption-related scholarship in the disciplines of sociology and economics.
But can real-money trade of virtual goods be considered as consumption in the first place? In the present phenomenon, nothing is consumed in the sense of something tangible being destroyed, expended, used up, worn down or eaten with the notable exception of electric power.
Indeed, Internet-related scholarship typically emphasises the intangible and intellectual nature of online activity, postulating a break with traditional models instead of seeking continuity with them. They are contrasted with the materialist, dumb, inflexible or even destructive nature of traditional consumption.
However, even with regard to traditional consumption, materialistic and processual explanations are not always appropriate. Objects do not necessarily lose their value when used e. The value of goods may be based on non-existing properties e.
As more culturally oriented views of the economy have been adopted in social sciences, consumption has come to be understood more widely: As practical quantitative measures of consumption, scholars observe the allocation of time and money. From this perspective, there is no difficulty in considering real-money trade of virtual goods as a form of consumption.
What was previously the obscure hobby of a few Internet-savvy youth, is now a topic of discussion among parents, in mainstream media, and among regulators.
The virtual consumers themselves were probably never very introspective about their spending behaviour, nor did they feel a need to: On the contrary, the first sites of virtual consumption might even have thrived in their impenetrability, like subcultures of earlier decades.
But the outsiders, the parents, the media and the regulators, became interested in this new phenomenon that seems to have taken over their dependents, and are keen on presenting their views on it — or passing judgement, as the case often is.
Many of the typical views on virtual consumption that one encounters in the mainstream discussions are summarised in the quotes below. I think the ethicality of this needs to be considered, not just how to make money [with it]. Virtual goods are typically seen as illusory, imaginary, unreal or even nonexistent.
Something real is better than something virtual.Legislative Assembly of Ontario: Official Report of Debates (Hansard) Ontario Department of Lands and Forests: Resource Management Report Workplace Safety and Insurance Board and Workers' Compensation Appeals Tribunal Annual Reports Report of the Wartime Prices and Trade Board Ontario Fish and Wildlife Review my_virtual_library Books by Language.
Contents 1 Ester Appelgren Data Journalists Using Facebook. A Study of a Resource Group Created by Journalists, for Journalists 15 Janne Seppänen & Juha Herkman Aporetic Apparatu.
In this conceptual paper, we argue that recent developments in K programming education are suggestive of what can be called a "social turn", a shift in the field in which learning to code has shifted from being a predominantly individualistic and tool-oriented approach to now one that is decidedly sociologically and culturally grounded in the creation and sharing of digital media.
Drever, John L 'Sanitary Soundscapes: the noise effects from ultra-rapid “ecological” hand dryers on vulnerable subgroups in publicly accessible toilets'. Contents Click below to jump to the section you require. Mathematics and Statistics Physics, Chemistry and Astronomy Earth and Planetary Science Plant, Animal and Environmental Sciences.
Index The Oxford Handbook of Information and Communication Technologies Edited by Chrisanthi Avgerou, Robin Mansell, Danny Quah, and Roger Silverstone.