

Publisher: Routledge Ltd
ISSN: 0267-257X
Source: Journal of Marketing Management, Vol.29, Iss.13-14, 2013-10, pp. : 1561-1579
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Abstract
The aim of this paper is to discuss and illustrate how the use of software available in digital virtual worlds of consumption, including wish lists, watch lists, and digital virtual goods (DVGs), interact with consumer desiring practices. We draw on a data set of three interpretative studies with technology users living in the South of England. Our study makes a unique contribution to our understanding of consumer desire and digital virtual consumption by bringing to the fore the often-neglected role of non-human agents in the practice of consumer desire. In particular, it shows (1) the assemblage of consumer desire in human–non-human hybrids (composed of consumers and online wish lists, online auction tools, and video-game resources; (2) the redistribution of competence and skills in human–software hybrids; (3) the
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