2014
DOI: 10.1080/21504857.2014.913646
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No more bags and boards: collecting culture and the digital comics marketplace

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Cited by 7 publications
(5 citation statements)
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“…Furthermore, our analysis highlights the ways in which companies shape the materiality of these objects and, in doing so, play an important role in materializing collecting. Despite disparagement of ‘orchestrated collectibles’ purpose-made by the manufacturer for collecting, earlier scholarship provides only limited insight into practices of orchestration from a marketing perspective (see Belk, 1995a; Martin, 1999; Okazaki and Johnson, 2011; Slater, 2000; Steirer, 2014). Extending Ferreira and Scaraboto’s (2016) recent theorization of pre-objectification into the digital realm, our analysis illustrates that marketing and design techniques enable digital consumption objects to be constructed as elusive and authentic, potentially reintroducing the pleasures of collecting that are otherwise lost with digitization.…”
Section: Discussionmentioning
confidence: 99%
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“…Furthermore, our analysis highlights the ways in which companies shape the materiality of these objects and, in doing so, play an important role in materializing collecting. Despite disparagement of ‘orchestrated collectibles’ purpose-made by the manufacturer for collecting, earlier scholarship provides only limited insight into practices of orchestration from a marketing perspective (see Belk, 1995a; Martin, 1999; Okazaki and Johnson, 2011; Slater, 2000; Steirer, 2014). Extending Ferreira and Scaraboto’s (2016) recent theorization of pre-objectification into the digital realm, our analysis illustrates that marketing and design techniques enable digital consumption objects to be constructed as elusive and authentic, potentially reintroducing the pleasures of collecting that are otherwise lost with digitization.…”
Section: Discussionmentioning
confidence: 99%
“…While some of the items that consumers choose to collect are actively marketed as ‘collectible’, such as trading cards (Rogoli, 1991), toys (e.g. Beanie Babies, see Morris and Martin, 2000) and comic books (Steirer, 2014), there are no limits to what consumers may choose to collect. Scholars have considered a broad range of material collections, from high-end items such as classic cars (Dannefer, 1980) and works of art (Baekland, 1994) to seemingly worthless items such as plastic bags (Pearce, 1998) and beer cans (Soroka, 1988), and to a lesser degree the collection of non-tangible items such as experiences (Belk, 1995a; Keinan and Kivetz, 2011) and digital consumption objects (Arditi, 2017; Ashman, 2013; Watkins et al, 2015).…”
Section: Materializing Digital Collectingmentioning
confidence: 99%
“…Another interpretation of the results is that the value of print formats is boosted by collector value, which is absent from the digital versions (see e.g. Steirer, 2014). The collecting aspect of comic books has been emphasised by Woo (2012) who categorised comic collectors as hobbyists, completists or speculators.…”
Section: Discussionmentioning
confidence: 97%
“…In fact, previous research has looked at some of the consumer perceptions of digital media (i.e. Stevens and Bell, 2012; Steirer, 2014). For example, Stevens and Bell, 2012 found physical distance from a store limits availability and encourages digital downloads and that preference for the digital format, and digital downloads can draw more readers to the community.…”
Section: Literature Review and Hypothesesmentioning
confidence: 99%