Introduction to digital virtual consumption
Authors: Molesworth, M. and Denegri-Knott, J.
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)?