Extended self and the digital world
R Belk - Current Opinion in Psychology, 2016 - Elsevier
Highlights•Online affordances magnify the ways and media in which we can express
identity.•Dematerialization leads to less attachment to digital possessions.•Re-embodiment …
identity.•Dematerialization leads to less attachment to digital possessions.•Re-embodiment …
Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions
GA Brooks, L Clark - Addictive behaviors, 2019 - Elsevier
Loot boxes are virtual goods in video games that produce randomly-generated in-game
rewards, and have attracted scrutiny because of a resemblance to gambling. This study tests …
rewards, and have attracted scrutiny because of a resemblance to gambling. This study tests …
Extended self in a digital world
RW Belk - Journal of consumer research, 2013 - academic.oup.com
The extended self was proposed in 1988. Since it was formulated, many technological
changes have dramatically affected the way we consume, present ourselves, and …
changes have dramatically affected the way we consume, present ourselves, and …
[HTML][HTML] The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults
GA Brooks, L Clark - Computers in human behavior, 2023 - Elsevier
Cross-sectional studies have established a robust correlational link between loot box
engagement and problem gambling, but the causal connections are unknown. This …
engagement and problem gambling, but the causal connections are unknown. This …
The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness
S Mishra, G Malhotra - International Journal of Information Management, 2021 - Elsevier
Gamification on the mobile platform through the concept of online games has the potential to
create unprecedented engagement with customers. With the growth in the gamification …
create unprecedented engagement with customers. With the growth in the gamification …
Digital consumption and the extended self
R Belk - Journal of Marketing Management, 2014 - Taylor & Francis
There are numerous and substantial effects of the use of digital technologies on consumers.
I focus here on the ways in which these technologies have brought changes to the extended …
I focus here on the ways in which these technologies have brought changes to the extended …
“Kind of Mine, Kind of Not”: Digital possessions and affordance misalignment
R Mardon, J Denegri-Knott… - Journal of Consumer …, 2023 - academic.oup.com
The objects we consume increasingly exist in digital form, from audiobooks and digital
photographs to social media profiles and avatars. Digital objects are often argued to be less …
photographs to social media profiles and avatars. Digital objects are often argued to be less …
The relationship between ownership and possession: observations from the context of digital virtual goods
RD Watkins, J Denegri-Knott… - Journal of Marketing …, 2016 - Taylor & Francis
This theoretical article highlights limitations in the current trend towards dichotomising full
ownership and access-based consumption by recognising a broader, more complex array of …
ownership and access-based consumption by recognising a broader, more complex array of …
The gamblification of digital games
The gamblification of digital games - Tom Brock, Mark Johnson, 2021 Skip to main content
Intended for healthcare professionals Sage Journals Home Search this journal Search all …
Intended for healthcare professionals Sage Journals Home Search this journal Search all …
Materializing digital collecting: An extended view of digital materiality
If digital objects are abundant and ubiquitous, why should consumers pay for, much less
collect them? The qualities of digital code present numerous challenges for collecting, yet …
collect them? The qualities of digital code present numerous challenges for collecting, yet …