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Virtual World Addiction and Problematic Consumption: Public Policy Implications for the New Marketing Landscape

机译:虚拟世界成瘾和有问题的消费:对新营销景观的公共政策影响

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Negative, or problematic, consumer behavior - or what Hirschman calls "...consumption gone wrong" (Hirschman, 1991: 4) - has been studied from a number of viewpoints including destructive brand pathology (Fournier and Alvarez, 2013), compulsive and impulsive consumption and addiction (O'Guinn and Faber, 1989; Hirschman, 1992; Nataraajan and Goff, 1991), and consumer dependencies (Mick and Fournier, 1998) such as pathological gambling, credit abuse, kleptomania, smoking, drug taking, alcohol, excessive eating - where consumption can result in pathological and damaging outcomes for consumers such as low self-esteem, withdrawal and depression (Moschis, 2007). In the present study we extend this line of enquiry by focusing on a novel context: consumer addiction to virtual worlds. In addition, we examine the associated pathological consequences of excessive usage, reported levels of problematic spending and the of virtual worlds that might encourage excessive usage (examined through cognitive absorption).
机译:消极或有问题的,消费者行为 - 或者Hirschman称之为“......消费出错”(Hirschman,1991:4) - 已从许多观点中研究过,包括破坏性品牌病理(Fournier和Alvarez,2013),强迫性和冲动的消费和成瘾(O'guinn和Faber,1989; Hirschman,1992; Nataraajan和Goff,1991),以及消费依赖性(Mick和Fournier,1998),如病理赌博,信用滥用,克利曼尼亚,吸烟,药物服用,吸毒过度吃饭 - 消费可能导致消费者的病理和破坏性成果,例如低自尊,戒断和抑郁(MoSchis,2007)。在本研究中,我们通过专注于新颖的背景:对虚拟世界的消费者成瘾来延长这一询问。此外,我们研究了过度使用的相关病理后果,报告了有问题的支出水平和可能鼓励过度使用的虚拟世界(通过认知吸收检查)。

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