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Kozinets, Robert V. (1997). TO BOLDLY Go: A Hypermodern Ethnographyof Star Trek @ Fins' Culture and Communities of
Consumption. Thesis submitted to The Scbool of Business in conformity with the requirements for the degree of a Doctor of
Philosophy Queen's University, Kingston, Ontario, Canada, July.
Results
Consumption as experience
Consumption as classification
See consumers and how they would be classified by objects when
they use, share meanings associated with an object of consumption
to classify themselves or others (Holt, 1995, p.10).
Consumption as integration
The metaphor describes how consumers acquire and manipulate the
meanings of objects by integrating with the object (Holt, 1995)
The perception of the integration between fans and site allows the
representation of the fan as product, or representative of the
product, both among them and with the fans that look for them.
Consumption as play
The taste for the games in the series reflects the need for
immersion in the fictional universe, as well as associating
with something that is preferred to do, can associate the
experience of immersion in the universe of the series during
games or talk. The sensation would be the similarity of having
the same emotion of the characters and sensation of
immersion in stories.
Metaphors of Consumption: Star Trek
Brazilian fans
Purpose of Action
Autotelic actions Instrumental Actions
Structure of Action
We know that the consumption of the Star Trek universe, is not only an end in
itself, but a form of expression of the identity of the fan, apprehended like
philosophy of life that goes beyond the own consumption of the products.