Virtual Social Identity and Consumer Behavior 2014
DOI: 10.4324/9781315698342-2
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For a Better Exploration of Metaverses as Consumer Experiences

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Cited by 8 publications
(2 citation statements)
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“…Moreover, we are not just placed into an alternate avatar body; we have some choice in selecting, modifying, and accessorizing this representation of self (Bryant and Akerman 2009;Kamel 2009). The relative freedom of configuring our avatar bodies has led some to suggest that our avatars represent our ideal selves (Kozinets and Kedzior 2009;Robinson 2007;Taylor 2002), possible selves (Young and Whitty 2012), aspirational selves (Martin 2008; Wood and Solomon 2010), or a canvas on which we can "try out" various alternative selves (Biocca 1997;Denegri-Knott and Molesworth 2010a).…”
Section: Reembodimentmentioning
confidence: 99%
“…Moreover, we are not just placed into an alternate avatar body; we have some choice in selecting, modifying, and accessorizing this representation of self (Bryant and Akerman 2009;Kamel 2009). The relative freedom of configuring our avatar bodies has led some to suggest that our avatars represent our ideal selves (Kozinets and Kedzior 2009;Robinson 2007;Taylor 2002), possible selves (Young and Whitty 2012), aspirational selves (Martin 2008; Wood and Solomon 2010), or a canvas on which we can "try out" various alternative selves (Biocca 1997;Denegri-Knott and Molesworth 2010a).…”
Section: Reembodimentmentioning
confidence: 99%
“…Roblox, Minecraft gibi oyunlar sanal evrenin en fazla tercih edildiği oyunlar olarak karşımıza çıkmaktadır. Özellikle online oyunlar sayesinde binlerce kişi eşzamanlı olarak bir araya gelmektedir (Kamel, 2015). Ancak bu evreni sadece oyun ve eğlenceden ibaret düşünmek yanlış olur.…”
Section: Kamusal Alan Ve Yeni̇ Medyaunclassified