consumer identity
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2021 ◽  
Author(s):  
◽  
Elizabeth Haynes

<p>Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and are now a major industry. Using the internet, these games connect players and give them goals to pursue within virtual worlds. This thesis examines the early life of one such game, the North American version of TERA, based on participant observation on a player vs. player server. TERA’s players met and interacted within a virtual game world controlled by the company which developed the game, and although players constructed their own social groups and factions within this world they were constrained by software that they could not change. Everything from the combat rules to the physics of the environment was designed, and players could only take actions that were accounted for and allowed by that design.  However, TERA launched as one of many available MMORPGs which were competing for the attention of the same audience. Its players tended to be experienced and well-informed about the genre, and used their knowledge to evaluate and critique TERA both privately and in public forums. Aware that game companies’ chief concern was for profit, players exercised agency by embracing a consumer identity and pressuring developers in their own commercial terms. To retain players’ loyalty and continue receiving their fees, companies were obliged to appease their customers. This allowed players to see the game world develop and change in accordance with their desires despite the fact that they lacked the access or the expertise to change it themselves. I link this approach to agency to the rise of consumer movements in capitalist societies, and show how the virtual world of TERA can serve as an example for other situations in the physical world where contemporary technologies are used to both enable and constrain agency.</p>


2021 ◽  
Author(s):  
◽  
Elizabeth Haynes

<p>Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and are now a major industry. Using the internet, these games connect players and give them goals to pursue within virtual worlds. This thesis examines the early life of one such game, the North American version of TERA, based on participant observation on a player vs. player server. TERA’s players met and interacted within a virtual game world controlled by the company which developed the game, and although players constructed their own social groups and factions within this world they were constrained by software that they could not change. Everything from the combat rules to the physics of the environment was designed, and players could only take actions that were accounted for and allowed by that design.  However, TERA launched as one of many available MMORPGs which were competing for the attention of the same audience. Its players tended to be experienced and well-informed about the genre, and used their knowledge to evaluate and critique TERA both privately and in public forums. Aware that game companies’ chief concern was for profit, players exercised agency by embracing a consumer identity and pressuring developers in their own commercial terms. To retain players’ loyalty and continue receiving their fees, companies were obliged to appease their customers. This allowed players to see the game world develop and change in accordance with their desires despite the fact that they lacked the access or the expertise to change it themselves. I link this approach to agency to the rise of consumer movements in capitalist societies, and show how the virtual world of TERA can serve as an example for other situations in the physical world where contemporary technologies are used to both enable and constrain agency.</p>


2021 ◽  
Vol 13 (17) ◽  
pp. 9664
Author(s):  
Domingo Gil-Giménez ◽  
Gladys Rolo-González ◽  
Ernesto Suárez ◽  
Gabriel Muinos

The need to reduce consumption is evident, and a way of achieving this is through austerity and frugal practices. The aim of this research was to advance the understanding of frugal behavior and its relation to consumer identities, and to analyze any possible mediating effects of environmental self-identity. In Study 1 (n = 492), the factor structure of the consumer identities scale was tested and three distinct identities were defined: moral, wasteful, and thrifty consumer identities. In Study 2 (n = 500), the influence of consumer identities on frugal behavior was studied and the possible mediating effect of environmental self-identity was analyzed. Environmental self-identity completely mediated the relationship between moral identity and frugal behavior and partially mediated the relationships of both wasteful and thrifty identities with frugal behavior. The model was able to predict 27.6% of the variance of environmental self-identity and 47.9% of the variance of frugal behavior, with a strong influence by the thrifty consumer identity. This emphasizes the economic dimension of frugal consumption patterns and the importance of considering how people view themselves, both as individuals and as consumers, in order to more effectively engage and maintain long-term sustainable frugal actions.


Information ◽  
2021 ◽  
Vol 12 (7) ◽  
pp. 282
Author(s):  
Yitao Chen ◽  
Haijian Wang ◽  
Lei Wang ◽  
Jianyi Ding

Continuous enhancements of the intelligence of electronic products can lead to the homogenization of products and innovation of offline experiential marketing modes. The diversified development of brand sales channels is inevitable, to fulfill the diversified shopping demands of consumers. Based on 226 valid questionnaires, this study conducts empirical research with SPSS and AMOS to examine the impact of experience characteristics on consumer brand identity and brand loyalty. Then, the fanship consumer attribute is added to conduct path-moderating analysis. The results illustrated the following: (a) consumers act and relate experiences, which affects brand cognitive identity; thinking, acting, and relating experiences positively affect brands’ emotional identity; (b) cognitive identity and emotional identity can jointly create brand loyalty, and play a partial mediating role between offline experience and brand loyalty. Finally, the higher the fanship, the higher the consumer identity and the higher the brand loyalty. Overall, this study provides a certain basis for decision-making and suggestions for the offline operation of electronic brands.


2021 ◽  
pp. 146954052110160
Author(s):  
Tiziana Brenner Beauchamp Weber ◽  
Eliane C. Francisco Maffezzolli

This research identifies the relationship between consumption practices and the construction of social identity among tweens in a Brazilian context. Using consumer culture theory and social identity theory, we employed 80 h of observation, 9 interviews, and projective techniques with fifteen girls. Three social identity groups were acknowledged: naive, connected, and counselors. These groups revealed different identity projects, such as the integration and maintenance within the social group of current belonging, the access to the social group with the greater distinctions, the generation of differentiable and positive distinctions (both intra- and intergroups), and the expression and consolidation of identity and its respective consumption practices. This research contributes to the consumption literature that relates to consumer identity projects. The findings reveal a current resignification of girlhood and exposes tweens’ consumption practices as a direct mechanism of the expression and construction of their social identities. These are mechanisms of social identity construction as mediated by group relations through the processes of access, maintenance, integration, differentiation, and distinction.


2021 ◽  
pp. 136754942199457
Author(s):  
Jennifer Holt ◽  
Michael Palm

This article examines the telephone’s entangled history within contemporary infrastructural systems of ‘big data’, identity and, ultimately, surveillance. It explores the use of telephone numbers, keypads and wires to offer new perspective on the imbrication of telephonic information, interface and infrastructure within contemporary surveillance regimes. The article explores telephone exchanges as arbiters of cultural identities, keypads as the foundation of digital transactions and wireline networks as enacting the transformation of citizens and consumers into digital subjects ripe for commodification and surveillance. Ultimately, this article argues that telephone history – specifically the histories of telephone numbers and keypads as well as infrastructure and policy in the United States – continues to inform contemporary practices of social and economic exchange as they relate to consumer identity, as well as to current discourses about surveillance and privacy in a digital age.


Author(s):  
Andre F Maciel ◽  
Melanie Wallendorf

Abstract Consumers can pursue a wide range of market-mediated identities in contemporary culture. However, some consumer identities are more valued than others, creating a form of cultural inequality. The present research considers consumers' deliberate efforts to assert greater cultural value for their identities, a phenomenon termed a "politicized consumer identity project." Specifically, this research focuses on consumers' intentional use of space, a resource that is ubiquitous in social life but has, nonetheless, received limited theoretical attention regarding this type of identity project. This ethnography uses mixed methods to study a sample of women embedded in the new cult of domesticity, an ethos that induces participants to use various spaces as a way of claiming greater value for feminine consumer identities that are often demeaned by others. The results reveal a system of spatial practices that consumers employ to contest this cultural devaluation across a broad range of sites in their lives, from their homes to commercial and public venues. We conceptualize these practices as spatial affirmation, repurposing, and incursion, showing their ideological and material interdependencies. This research advances understanding of the ties among consumer identities, space, and cultural politics.


2020 ◽  
Vol 8 (17) ◽  
pp. 26-49
Author(s):  
Simone Bueno Silva ◽  
Valdenise Leziér Martiniuk ◽  
Mauro Maia Laruccia

We analyze how activism proclaimed by brands works with discussion on the consumption of activism and trademarks. Which communication strategies are related to brand activism? Few initiatives go so far as their first aim to add good intentions to their brands since they would not be directly responsible for problems that they solve. For procedures, we use a semiotic discursive theory based on Greimas and Landowski. As a result, the performance of the brand analyzed shows acts from the regime of the sense of strategy in its value object, which is the adhesion, not dispensing, also strategically, the regime of sensible adjustment, which gains relevance in the relations of identification, from the utopian values. More than ever, brand image building must consider the values by the enunciate identifies and defines itself subjectively, and it seems to us that brand identity designs have never been so close to consumer identity projects.


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