Dublin City University
The role of computer mediated environment and simulations in mediating consumers' personal and domestic life-worlds
Abstract
dc:description.abstractThis thesis examines the impacts of consumption of simulations. Using ethnographic methods, it explores how Irish consumers are using simulated products in lieu of the real and tangible, and how consumption of these simulations impact on their lifeworlds. Drawing heavily upon Jean Baudrillard’s conceptions of simulacra and hyperreality, it argues that consumers adapt to the differences between simulated and real worlds, by accepting the replacement of tangibles by simulations, and by aiming to situate their selves seamlessly between these two worlds. It further argues that within consumers’ lives cyberspace manifests itself as a field of tensions and discourses of power, and that consumers feel that mastery of this ethereal domain empowers them. It finds that consumers use cyberspace as a place to create lived experience narratives, and that these narratives become an important component of their life-worlds.
Degree
thesis:*- Name dc:type.qualificationname
- phd
- Level dc:type.qualificationlevel
- doctoral
- Grantor dc:publisher.institution
- Dublin City University
- Year dc:date.issued
- 2008
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Siddiqui, Shakeel
Subjects
dc:subject × 1Rights
- Language dc:language
- en