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Article
Publication date: 5 June 2017

Ronan de Kervenoael, Alexandre Schwob, Mark Palmer and Geoff Simmons

Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic…

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Abstract

Purpose

Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic consumption of smartphone gaming produces positive coping practice.

Design/methodology/approach

Underpinned by cognitive framing theory, empirical insights from 11 focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers.

Findings

The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: the market-generated, social being and citizen frames.

Research limitations/implications

This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption.

Originality/value

In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront hegemony, culture and alterity-morality concerns.

Details

Information Technology & People, vol. 30 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 18 April 2022

Alexandre Schwob, Ronan de Kervenoael, Valentina Kirova and Tan Vo-Thanh

Recent substantial developments of consumer-to-consumer social commerce platforms (C2C-SCPs) emboldened consumers/users to be involved as sellers. Considering C2C social networks…

Abstract

Purpose

Recent substantial developments of consumer-to-consumer social commerce platforms (C2C-SCPs) emboldened consumers/users to be involved as sellers. Considering C2C social networks that privilege local reach, this paper aim to explore how the practice-based view informs non-professional sellers' involvement.

Design/methodology/approach

Underpinned by data from 29 semi-structured interviews with non-professional sellers on Kaskus, one of the largest local Indonesian C2C-SCPs, the study reveals the emergence of a novel structural practice that we call casual selling.

Findings

The findings show that casual selling allows non-professional sellers' involvement in C2C-SCPs through three broad categories of practices: priming oneself, producing commercial operations and valuing others. Within these three categories, non-professional sellers are found to generate both personal and collective involvement along nine situated market practices.

Research limitations/implications

This paper adds to previous research by introducing the practice-based view to social commerce literature. In doing so, it deals with the under-investigated seller's perspective and activities that prevail in C2C-SCPs.

Originality/value

In C2C-SCPs, casual selling constitutes a distinct mode of involvement in social commerce in which established professional selling standards are suspended. As a structural practice, it entices non-professional sellers to consider a wider variety of situations in which they are in dialogue with other individuals (buyers and sellers) to shape s-commerce potential. In doing so, C2C-SCP users draw on a dynamic intertwining between digital technology and the socio-cultural environment surrounding s-commerce.

Details

Information Technology & People, vol. 36 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Book part
Publication date: 6 December 2013

Sammy Toyoki, Alexandre Schwob, Joel Hietanen and Rasmus Johnsen

This conceptual chapter explores the role of embodiment in phenomenological experience of lived time, and the implications it may hold for studying consumption.

Abstract

Purpose

This conceptual chapter explores the role of embodiment in phenomenological experience of lived time, and the implications it may hold for studying consumption.

Methodology/approach

Conceptual chapter.

Findings

We argue that though consumer research scholars have become increasingly cognizant of the embodied foundation of temporal experience, the relation between embodied experience of time and consumption activity still remains under-theorized and researched. Through a phenomenological perspective we are able to understand the consumer as temporally directed toward the world where value is realized emergently through embodiment of affordances.

Originality/value of chapter

We build an existing work in consumer research to open up a possibility for a phenomenological experience of consumption that is, to a great extent, precognitive, temporal, and based on the ability to experience lived time.

Details

Consumer Culture Theory
Type: Book
ISBN: 978-1-78190-811-2

Keywords

Book part
Publication date: 21 December 2010

Alexandre Schwob and Kristine de Valck

Purpose – The first purpose of this chapter is to better understand, and to propose a means to understand the ways selves are constructed in daily contingencies during consumption…

Abstract

Purpose – The first purpose of this chapter is to better understand, and to propose a means to understand the ways selves are constructed in daily contingencies during consumption experiences. To do so, the second purpose, which aims to bring an additional contribution, is to investigate the materiality of consumer experiences in a technological context.

Methodology/approach – We have investigated materiality (as conceptualized by Miller) of experiences in online discussion forums in a community of video games enthusiasts. Grounded theory is elaborated from an ethnography mixing interviews and nonparticipative online observation. The focus is on consumers' perceptions of their constructions as subjects in relationship to the various objects and practices they face.

Findings – The process through which subjects are contingently constructed follows three intertwined logics. Each of these logics, namely (1) finding a position, (2) building “appropriation logics” and accomplishing practices, and (3) enacting meaning empowerments, is detailed in its specific contingencies and modalities.

Research limitations/implications – Contribution of this research relies mostly on findings from one online community.

Practical implications – This research opens new ways to understand technological consumption experiences as they are lived by consumers, and it allows for an understanding of structuration in experiences characterized beforehand by their indeterminacy.

Originality/value of chapter – This chapter belongs to the few ones that propose a methodological approach to tackle with the construction of the self in daily contingencies and with dynamic materiality. It also opens new ways to de-essentialize ordinary consumption activities.

Details

Research in Consumer Behavior
Type: Book
ISBN: 978-0-85724-444-4

Content available
Book part
Publication date: 6 December 2013

Abstract

Details

Consumer Culture Theory
Type: Book
ISBN: 978-1-78190-811-2

Content available
Book part
Publication date: 21 December 2010

Abstract

Details

Research in Consumer Behavior
Type: Book
ISBN: 978-0-85724-444-4

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