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The Fundamental Problem Of The Virtual Cultural Consumption Research

Posted on:2013-05-12Degree:MasterType:Thesis
Country:ChinaCandidate:Y ZhangFull Text:PDF
GTID:2245330362467674Subject:Communication
Abstract/Summary:PDF Full Text Request
Nowadays, we have entered a time with the popularity of consumption. Massconsumption has expanded to the networking world from traditional book, DVD, themepark, play field and other areas. With the development and improvement of socialeconomy and technology, virtual culture consumption is becoming the trend ofconsumption society. After the maintenance of normal need of physiology and safety,people want to have more life aspiration, such as focusing on the inner heart, the spiritneed and the feel with their available leisure time and surplus capital.Virtual culture consumption is the object of our study and research in this article. On thebasis of Generalized Fictitious Economy theory, Symbol consumption theory andhierarchy of needs theory, this article will focus on three important issues in the virtualculture consumption area, such as virtual culture products which are the object, virtualculture consumers which are the subject and virtual culture consumption patterns. InChina, the development of virtual culture consumption is still at the beginning, it has bringus many new consumption experiences and at the same time, it still has somedisadvantages, for example, online games could lead to young users’ habituation,consumers’ virtual property isn’t effectively protected, the price of artworks is over-valuedwhich could result in the disorder of market. In this article, some relevant solutions couldbe reached through systemic analysis.
Keywords/Search Tags:virtual culture consumption, virtual value, virtual culture products, consumption pattern, virtual property
PDF Full Text Request
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