Download Consumer Culture Theory by John Schouten, Diane Martin, Russell W. Belk PDF

By John Schouten, Diane Martin, Russell W. Belk

The chapters during this quantity were chosen from the easiest papers awarded on the ninth Annual patron tradition conception convention held on the domestic of Aalto college in Finland in June 2014. The subject matter of the convention used to be Mapping purchaser tradition. the various interpretive study and thought represented during this quantity presents the reader with intellectually stimulating possibilities to ascertain the intersections among a number of theories and techniques that symbolize the leading edge in patron learn. those stories draw on an array of qualitative methodologies together with ethnography, netnography, narrative and visible research, phenomenology, and semiotics. The substantive issues signify an important matters for our instances together with realizing and navigating cultural range and cultural views on co-creating marketplace price.

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2011). Making magic: Fetishes in contemporary consumption. Journal of Consumer Research, 38(2), 278À299. Fine, G. A. (1983). Shared fantasy: Role-playing games as social worlds. Chicago, IL: The University of Chicago Press. Firat, F. , & Venkatesh, A. (1995). Liberatory postmodernism and the reenchantment of consumption. Journal of Consumer Research, 22(3), 239À267. , & Martinec, R. (2004). Consumer perceptions of iconicity and indexicality and their influence on assessments of authentic market offerings.

Exploring Fantasy in Consumer Experiences 31 REFERENCES Armitt, L. (1996). Theorising the fantastic. London, UK: Arnold. Arnould, E. , & Price, L. L. (1993). River magic: Extraordinary experience and the extended service encounter. Journal of Consumer Research, 20(1), 24À45. Artaud, A. (1974). Collected works of Antonin Artaud (Vol. 4). London, UK: Calder and Boyars. Baudrillard, J. (1995 [1981]). Simulacra and simulation. Ann Arbor, MI: University of Michigan Press. Belk, R. , & Costa, J. A. (1998).

LARPers become more reflective and aware of LARP processes, and start focusing more on creating shared and communal fantasy. Players become comfortable with mixing various media elements and trying out new plotlines, themes, and character types. Such experiences are more likely to emerge from LARPS that are ideological, political, and intertwined with real life problems, creating experiences that focus on events such as living in an occupied country. Experiences become more serious and focus less on passive entertainment.

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