Tüketim toplumunun siber-alanda yeniden üretimi: Second Life örneği
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Abstract (EN)
Second Life, developed by the software company, Linden Lab Society, is an online virtual world that has reached 16 million users since 2003. This virtual world, with his own economic model and its various links between the real and virtual life have aroused the interest of both the academic world and of real-life brands looking for new marketing avenues. Research in the field from the 1980?s onward has marked the hedonic, aesthetic and emotional aspects of consumerism. This study looks at the various consumption patterns of Second Life users according to the concepts of ?hyperconsumption?, ?experiential marketing?, ?experiential consumption? and ?hyperreality ?and puts forward the idea that ?online virtual worlds? have reproduced the values of the consumer society.
Author
Gülbeyi Nazlı Bilgiç
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Gülbeyi Nazlı Bilgiç (Master Thesis). Tüketim toplumunun siber-alanda yeniden üretimi: Second Life örneği, 2009, Galatasaray University.
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