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Sökning: L773:1025 3866 OR L773:1477 223X > Naturvetenskap

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1.
  • Brown, Barry, et al. (författare)
  • Word of mouth : products, conversations and consumption
  • 2014
  • Ingår i: Consumption, markets & culture. - : Informa UK Limited. - 1025-3866 .- 1477-223X. ; 17:1, s. 29-49
  • Tidskriftsartikel (refereegranskat)abstract
    • While there is a rich collection of studies of consumption and identity, the role of buying practices in ordinary conversations has been largely neglected. Minor items and major purchases regularly play a key role in furnishing our talk with topics, news, jokes and formulations of what kind of people we are. This paper unpacks the idea of post-purchase conversations contained within the common phrase “word of mouth.” What happens when products are examined in ordinary talk is pursued through the close analysis of a series of conversations around a significant purchase (a mountain bike). Drawing on the work of Harvey Sacks, and conversation analysis more broadly, this paper documents how products as a topic provide not only resources for small talk, but also an opportunity to consider our identity and its transformation. In conclusion, this paper argues that the knowledge and experience that circulate outside of the actual marketplace or point of purchase are part of a domain of economics as ordinary practice.
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2.
  • Dymek, Mikolaj, 1978- (författare)
  • Expanding the magic circle – gamification as a marketplace icon
  • 2018
  • Ingår i: Consumption, markets & culture. - : Routledge. - 1025-3866 .- 1477-223X. ; :6, s. 590-602
  • Tidskriftsartikel (refereegranskat)abstract
    • This article explores the gamification trend sweeping the globe promising increased engagement and motivation, in practically any industry, context and culture, based on a stratagem of “game design elements in non-game contexts,” which is its most quoted definition [Deterding, Sebastian, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. “Gamification – Using Game-Design Elements in Non-Gaming Contexts.” Paper presented at the CHI EA “11 proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems, Vancouver, BC, May 7–12.]. The rise of gamification as marketplace icon is examined and particularly claims that position gamification as the manifestation of a wider societal transformation into playful societies – a “ludic turn.” Many of these grandiose statements are the result of ahistoricity and ambiguity regarding the definition of gamification. Based on game philosophy, game studies and gamification research this article posits gamification as an emergent perspective, as distinct conceptualisation, on the rule-driven organisation of sociotechnical management systems that reference “games.” Of particular importance is the role of rules. Examples such as Frequent Flyer Programmes and Foursquare are analysed according to the player/consumer positions they bestow, which are explored from participatory, co-creational, critical and game philosophical perspectives. Conclusively, a “gameful” perspective of rule-generated goal-oriented behaviour, or “playful” perspective of instinctive and limitless fun, shed two challenging perspectives on the interpretation of gamification in the marketplace.
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3.
  • Johansson, Nils, 1981- (författare)
  • Dissecting sustainability myths in the market through the history of books and video rental
  • 2024
  • Ingår i: Consumption, markets & culture. - : Informa UK Limited. - 1025-3866 .- 1477-223X. ; , s. 1-22
  • Tidskriftsartikel (refereegranskat)abstract
    • This study examines the notion of substitutionalism, which assumes that the introduction of sustainable alternatives will inherently displace unsustainable production and consumption systems. By studying the emergence of two historical examples of sustainable consumption, book and video rental, this study offers a unique opportunity to understand the effects of sharing from a distance and as a dominant consumption practice. The findings show that commercial lending did not displace new sales; instead, it transformed these subjects into mass-consumer products. Rental offered a lower price, greater supply, established new branches, and turned reading books and watching movies at home into consumer cultures. Producers initially resisted rental, but seized shares of the income as rental grew, and controlled the rental market so that cannibalization of the conventional consumption practices was avoided. This research challenges the core assumption of substitutionalism and highlights the need for a deeper understanding of market dynamics.
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