Originality/value of paper – Previous questions about the value of videogame consumption have tended to ask about violence or the normalcy of how we might spend our time. In this chapter we have attempted to shift the focus to questions about human relationships and how they might be enacted with consumer technologies. By understanding the interactions between human actors, their consumer practices and their ideals we are able to comment on existing critiques and celebrations of the impact of consumer culture on human relationships.
Molesworth, M., Jenkins, R. and Eccles, S. (2011), "Love and Videogames: Negotiating Relationships with Cultural Ideals and Consumer Practices", Belk, R.W., Grayson, K., Muñiz, A.M. and Jensen Schau, H. (Ed.) Research in Consumer Behavior (Research in Consumer Behavior, Vol. 13), Emerald Group Publishing Limited, Bingley, pp. 145-162. https://doi.org/10.1108/S0885-2111(2011)0000013012
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