scholarly journals Surveillance, Consumers, and Virtual Worlds

1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Douglas R Dechow

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"

1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Yesha Sivan

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Gilson Schwartz

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Yohan Launay ◽  
Nicolas Mas

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Michel Maffesoli

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Lori Landay

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


2018 ◽  
Vol 13 (1) ◽  
pp. 135-151 ◽  
Author(s):  
Madeleine Sclater

The research presented in this article strives to answer the question: how do we educate for sustainability? I have provided evidence that arts-based educational research methods and major cultural resources provide very rich learning experiences that extend across disciplinary boundaries and can be crafted into pedagogical practices that help orientate learners of all levels to issues of sustainability. The article addresses the challenge of developing pedagogies for socio-ecological sustainability across disciplines in higher education. I present three kinds of conceptual resources in support of this project: theoretical influences that provide a range of lenses through which I can focus on my research concerns and pedagogical developments; methodological innovations – the use of the Dérive combined with a narrative record; and real-world aesthetic resources derived from gallery visits, an architectural exploration and interactive, scientific visits to major botanical gardens in Europe. I also briefly outline the importance of research resources derived from my own interdisciplinary work in virtual worlds - technology enhanced learning (TEL). These resources have led to a fusion of ideas from my own empirical research and personal experiences and observations in the real world. The most significant outcome of my Dérive experiences is a reminder of the power of aesthetic and emotional responses in learning activities. The blending of digital and analogue conceptual resources has synergised my thinking about pedagogies of sustainability, and increased my understanding of the importance of engagement with the real world, the role of emotion in learning and the power of experiential learning. I argue that personal and collective responses to artwork can act synergistically, and that community learning and individual learning are linked in informal settings, as evidenced by the Dérives presented in this article.


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


2019 ◽  
Vol 36 (4) ◽  
pp. 581-586
Author(s):  
Marieke de Mooij

Purpose The purpose of this paper is to respond to the essay by Cleveland and Bartsch in this issue. The paper also aims to counter argue the various drivers of global consumer culture (GCC). Design/methodology/approach Based on many findings from the study of consumer behavior, the assumed drivers of GCC are discussed and a suggestion for new research is made. Findings Instead of globalization processes that drive GCC, the most dominant process is a local-global-local cycle of global products and brands. Originality/value It offers a different approach to the study of global vs local products and brands. It is suggested that instead of continuing abstract discussions of GCC, scholars do more service to international marketing by researching developments in the real world.


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


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