Q8. Avatars, Consumers and Possession in Online Gaming
This study seeks to re-examine the relationship between consumers and their possessions. We observed online gamer interactions and conducted depth-interviews with Chinese online gamers. Initial findings have generated rich insights into how consumers experience and manage the relationships between their sense of self, avatars and virtual possessions.
Feihong Hu, Xin Zhao, and Chihling Liu (2018) ,"Q8. Avatars, Consumers and Possession in Online Gaming", in NA - Advances in Consumer Research Volume 46, eds. Andrew Gershoff, Robert Kozinets, and Tiffany White, Duluth, MN : Association for Consumer Research, Pages: 909-909.
Feihong Hu, Lancaster University, UK
Xin Zhao, Lancaster University, UK
Chihling Liu, Lancaster University, UK
NA - Advances in Consumer Research Volume 46 | 2018
Dimming the Light Offers A Creative Lens: The Impact of Ambient Illuminance on Creativity Assessment
Chen Wang, Drexel University, USA
Ravi Mehta, University of Illinois at Urbana-Champaign, USA
Rui (Juliet) Zhu, Cheung Kong Graduate School of Business, China
Jennifer Argo, University of Alberta, Canada
L5. Understanding the components and effects of the Omnichannel Seamless Experience.
PAULA RODRÍGUEZ-TORRICO, Universidad de Burgos (Spain)
Lauren Trabold, Manhattan College
Sonia San-Martín, University of Burgos (Spain)
Rebeca San José, University of Valladolid (Spain)
Growing Up Rich and Insecure Makes Objects Seem Human: Childhood Material and Social Environments Predict Anthropomorphism
Jodie Whelan, York University, Canada
Sean T. Hingston, York University, Canada
Matthew Thomson, Western University, Canada
Allison R. Johnson, Western University, Canada