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.



Citation:

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.

Authors

Feihong Hu, Lancaster University, UK
Xin Zhao, Lancaster University, UK
Chihling Liu, Lancaster University, UK



Volume

NA - Advances in Consumer Research Volume 46 | 2018



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