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*The links to films are provided as a service to our members. The films are not hosted by ACR and it does not endorse or make any other claims regarding the films’ contents. ACR cannot be held responsible for the content of these films or their copyright status. Any questions regarding these films should be addressed directly to films’ makers.
Stealing from the Rich
Intended Contribution to Knowledge: We explore the effects bad behavior might have and look at this from a marketplace morality perspective. Researchers have mainly focused on good and bad behavior as two different acts. With this videography we expect to widen the knowledge on morality in the marketplace, and specifically add perspectives on self-interest. We extend knowledge by revealing how economical and other self-interests contradict each other. We discuss personal desires and the effects the experience of winning may have on a group of people, to the extent that it might impact a whole town. Literature Foundations: The theoretical foundation of the study is the assumption that a marketplace of morality is a market of morality inputs and outputs (Dunfee 1988). Here, we study a case in which a person donated money (good behavior) to a sports organization, which were obtained illegally (bad behavior) and investigate the possible positive effects of it. What really makes this
Luxurious Emirati Weddings: The Expenses, Pressures and Consequences
Intended Contribution to Knowledge: This videography explores a ritual and site that due to religious and cultural norms is typically not for public broadcast. It is the first study to date to systematically analyze the expenses, pressures and consequences associated with luxurious Emirati Weddings. It provides a unique insight into a closed culture where traditional rituals and values exist, but have been warped by wealth and commercialization. Literature Foundations: This videography builds on the work of Russell Belk, Rana Sobh and their colleagues (2011, 2012, 2013, 2014) who explored how the concepts of hospitality, privacy, mimetic excess and gendered spaces are enacted by the people of the Arabian Gulf. Research Method: In-depth interviews and focus groups were undertaken with Emirati brides, grooms, mothers of grooms, wedding attendees, wedding planners and venue managers. As society’s norms encourage women to protect their image, a major obstacle we overcame was depict
Tomorrowland Festival: A Journey in Devirotopia
Intended contribution: Each year, the music festival ‘Tomorrowland’ gathers in Belgium about 180,000 people who come from all over the world. A large number of festival-goers walk around with national flags, accessories or fancy dresses, which makes the festival unique. This research investigates consumers’ identity construction and expression through such material objects. Few studies have explored identity issues related to a music festival and the paraphernalia consumed during a festival. Literature: This videography relies on consumer research literature related to the meanings of objects (i.e., the role of material objects in consumers’ identity construction) and the consumption experiences (e.g., experiential marketing). Methodology: Through a naturalistic interpretive approach, we interviewed 29 informants of both genders and of different ages, nationalities, educational levels, and professional statuses. We also observed the festival and camping sites, and the behaviors o
Re-Assembling: Social Entrepreneurship, Motorcycles and Cast-Away Youth
“Re-assembling” is a videography that explores the notion of social entrepreneurship in the context of how ‘cast-away’ youth, with little or no marketable professional skills, can be brought back to working-life and re-connected with meaningful lives and sustainable ways of being. The film unfolds as a story about and around our social entrepreneur. Working at his “workshop” where bikes and motorbikes are re-assembled from abandoned, lost, or used parts, often discovered from trash, or parts re-circulated in second-hand bike market. The parts are carefully re-worked, re-connected and put together as unique, beautiful manually crafted bikes that are then sold or traded forward. But he not only re-assembles and sells bikes. He has a broader mission and calling that links his workshop with a social cause. For three years, he has started to bring along youngsters, often from difficult backgrounds, to his workshop to learn what he calls ‘basic life skills’. It is this ongoing re-assembling
Becoming the Character: The Cosplayer Experience in a Con
Intended Contribution to Knowledge: This study aims at contributing to the knowledge on the role played by the consumer when he produces elements of his consumption experience (WEIJO, 2016) and to understand how this process might be used to contribute to their personal development (RYFF & SINGER, 2008). Literature Foundations We know that many products can generate unique experiences that wouldn't happen without their usage (e.g. surfboard, GUEVARRA & HOWELL, 2015), however, with few exceptions (such as SEREGINA & WEIJO, 2016), we know little about how the consumer can play an active role in taking this products to consumption environments and how this can create positive experiences that contribute to them as persons. - Research Method: The study involved a participant observation on 12 days of geek culture events and cons and also 14 interviews were videorecorded. Field notes and interviews were transcribed, and read many times, leading to the interpretation of results,
Envisioning How New Technologies Can Fulfill Customers’ Unmet Needs
Intended Contribution to Knowledge: Undeniably, home is the most important environment for human beings. This study investigates customers’ unmet needs, develops design concepts with new IoT technologies, envisions the values for family members, and reveals its impact on human life and interpersonal relationships. Literature Foundations: The videography contributes to the literature regarding human-centered design and the acceptance and diffusion of innovation. We demonstrate the contextual approach in finding customers’ unspoken needs from their living contexts. Research Method: Our focus is to reveal how future technology impacts interaction among household members. There are five folds of studies. First, ten families (with 2-6 household members, and living in 712-1,300 m2 living space) were longitudinal followed and interviewed. Second, employing the thematic analysis, six critical needs in home environment were consolidated. Third, through multidisciplinary workshops, three
Searching for RNGesus: A Study on the Use of Randomization in Video Games
The discussion of randomization in marketing up until this point has focused primarily on its use as an experimental methodological tool. This study, however, focuses on studying intentional randomization in consumer experiences, notably in the video game industry. The focus of this study is to explore both how randomization is employed by developers in video games as well as how it is experienced and perceived on the part of their consumers. As Kozinets (2015) suggests in Netnography Redefined, more netnographic attention needs to be placed on video websites such as YouTube and Twitch rather than textual data in online forums and communities, especially since many online communities and much of the discourse are moving to more video based discussions. Thus, using this netnographic videography approach, the filmmakers immersed themselves in over 25 hours of user-generated video content shared publicly on YouTube and Twitch, and various user-generated text commenting on the nature of
Excessive Online Gaming: Inside the Routine of an E-Sports Fanatic
Although playing digital games online is an enjoyable experience, literature reveals that playing online excessively, in extreme cases, may lead to symptoms commonly related to addiction, such as alienation from the real world, degradation of academic performance, loss of sense of Time, mood swings, and so on (Chiu, Lee & Huang, 2004). Therefore, there is a need to study the motivations that lead to excessive behavior with the aim to outline new strategies to prevent the abusive consumption of online games (Kuss & Griffiths, 2012). The objective of this videography is to identify these motivations and analyze how they interact in the context of competitive online games (e-sports). A series of in-depth interviews (20) was conducted with players of Dota 2 and Counter strike who closely follow the competitive scene of these games. It was observed that much of the players' experience is anchored in the social relations and friendship created within the game circle, and by the competitive