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 …

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 …

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 …

[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 …

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 …

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 …

“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 …

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 …

The gamblification of digital games

T Brock, M Johnson - Journal of Consumer Culture, 2021 - journals.sagepub.com
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 …

Materializing digital collecting: An extended view of digital materiality

R Mardon, R Belk - Marketing Theory, 2018 - journals.sagepub.com
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 …