consumer studies
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In the recent studies of half century, purchasing power and spending has been at the center of attention for academicians. Since consumption is directly related to purchasing power so, any issue that is not related to market did not become the part of consumer studies. In this era of consumption driven society, very few studies has addressed the issue of moderate consumption or responsible consumption where living with less is way the life and minimalism is a new status symbol. The current study aims to identify the antecedents of responsible consumption. It further examine the role of responsible consumption in consumer well-being.


2021 ◽  
Vol 90 ◽  
pp. 104159
Author(s):  
Benjamin Mahieu ◽  
Michel Visalli ◽  
Arnaud Thomas ◽  
Pascal Schlich

2021 ◽  
Author(s):  
Carlos Emmanuel Ferro Bello ◽  
Richard Lachman

This paper Investigates usage cases and consumer studies of AR/VR technologies that corroborate the positive impacts of Virtual applications in learning. Taking a look at the history of audiovisual media and the impact of screen technology in modern life, helped justify the creation of the DirectAR app which enables young Cinematography enthusiasts to learn basic concepts used in video creation.


2021 ◽  
Author(s):  
Carlos Emmanuel Ferro Bello ◽  
Richard Lachman

This paper Investigates usage cases and consumer studies of AR/VR technologies that corroborate the positive impacts of Virtual applications in learning. Taking a look at the history of audiovisual media and the impact of screen technology in modern life, helped justify the creation of the DirectAR app which enables young Cinematography enthusiasts to learn basic concepts used in video creation.


2021 ◽  
pp. 146954052199392
Author(s):  
Andrei Zanescu ◽  
Marc Lajeunesse ◽  
Martin French

The rise of platforms as the premier model of videogame distribution has led to a number of changes in the business models of producers and distributors. Consumers are constantly hailed by games platforms through freemium business models that offer cosmetic items contained in loot boxes or recurring subscriptions. Thus far, game studies and consumer studies have been unable to account for the totality of how these new and dynamic platforms circumvent legal barriers and attract potential consumers. This paper argues that a hybrid research model combining platform studies, socio-cultural critique of gamblification, and political economy is required in order to theorize and explicate how these platforms operate. The platformized and gamblified model for game distribution seeks to regulate and configure networks of association between consumers and producers with the ultimate aim of eliciting participation on platforms.


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