Tüketim toplumunun siber-alanda yeniden üretimi: Second Life örneği
2009
0 views
0 downloads
Advisor: Yrd. Doç. Dr. Nazlı Aytuna
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
Dr. Gülbeyi Nazlı Bilgiç
Institution
How to Cite
Gülbeyi Nazlı Bilgiç (Master Thesis). Tüketim toplumunun siber-alanda yeniden üretimi: Second Life örneği, 2009, Galatasaray University.
Keywords
License
Tüm Hakları Saklıdır
This work is shared under the specified license terms.
More theses from Galatasaray University
- International state responsibility arising from new space activities(2025)
- The liability of shareholders and organs for public debts in capital companies(2022)
- Karşı kültürel bir kimlik olarak taraftarlık: istanbul futbol tribünlerinde kimliksel yapılanış biçimleri çalışması(2014)
- Yeni roman: claude simon ve william faulkner(2014)
- Directors and officers liability insurance(2015)
- Langlands fonktörsellik ilkesi(2021)
