From this perspective, there is no difficulty in considering real-money trade of virtual goods as a form of consumption.
The dissertation is positioned in the sociology of consumption and also addresses recent streams of scholarship on ICT and society.
In popular discourse, spending real money on virtual goods is frequently attributed to Internet addiction and manipulation by marketers.
Objects do not necessarily lose their value when used (e.g.
antique, jewelry or collectibles), and they can be used several times.
The results of this dissertation suggest that the fundamental drivers of virtual consumption are rather found in individuals’ social and hedonic motivations.
In online spaces, virtual goods function as markers of status, elements of identity and means towards ends in the same way as material consumer goods do in similarly contrived physical spaces. 1.]Millions of people are spending time and money on virtual goods: clothes for their characters in online hangouts, weapons for their fighters in massively-multiplayer games, and presents for their friends in social networking platforms. This way of spending is distinct from the more recognised forms of electronic commerce: the sales of goods, services and information.Children are victims of consumer culture and become blind to the concept of money, no longer realising its value.I think the ethicality of this needs to be considered, not just how to make money [with it].– Keith Previously you couldn’t abuse children in business like this.It’s incredible that Finland is a major player in this immoral practice.This study is intended to be the first thorough sociological analysis of this new mode of consumption, which is termed virtual consumption.The study of virtual consumption is relevant and topical to social scientists for several reasons: Firstly, it seems to be an archetype of the so-called “dematerialisation” of consumption, which has become a prevailing topic in the sociology of consumption.The value of goods may be based on non-existing properties (e.g. Many objects also have different “social lives”, which means that their use may change over time (Wilk 2004; Appadurai 1986; Douglas and Isherwood 1978).As more culturally oriented views of the economy have been adopted in social sciences, consumption has come to be understood more widely: focus has shifted from literal using up towards experiences, meanings and processes involving people and goods (Featherstone 1991, p. As practical quantitative measures of consumption, scholars observe the allocation of time and money.What was previously the obscure hobby of a few Internet-savvy youth, is now a topic of discussion among parents, in mainstream media, and among regulators.The virtual consumers themselves were probably never very introspective about their spending behaviour, nor did they feel a need to: in a way, they were acting like the “homo economicus”, making rational choices based on their preferences, however outlandish those preferences may have seemed to others.