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Play at Any Cost: How Cosplayers Produce and Sustain Their Ludic Communal Consumption Experiences

Author

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  • Anastasia Seregina
  • Henri A. Weijo

Abstract

Communal consumption is often described as inherently playful; previous research focuses mainly on successful ludic communal experiences and largely disregards their potential pitfalls. Moreover, the marketer is usually seen as the primary facilitator of ludic experiences, which has marginalized the role of the consumer. This article explores how consumers produce and sustain ludic consumption community experiences in the face of growing instrumental costs. It assumes a practice theory lens and is based on an ethnographic inquiry into cosplay, a time- and resource-intensive form of pop culture masquerade and craft consumption. Prolonged engagement in the cosplay community leads to growing emotional, material, temporal, and competence-related costs, which hinder playful experiences. Consumers practice modularization, reinforcement, and collaboration to overcome these costs and maintain the important ludic sensations that motivate communal engagements.

Suggested Citation

  • Anastasia Seregina & Henri A. Weijo, 2017. "Play at Any Cost: How Cosplayers Produce and Sustain Their Ludic Communal Consumption Experiences," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 44(1), pages 139-159.
  • Handle: RePEc:oup:jconrs:v:44:y:2017:i:1:p:139-159.
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    File URL: http://hdl.handle.net/10.1093/jcr/ucw077
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    Citations

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    Cited by:

    1. Liu, Chihling & Hogg, Margaret K., 2018. "Using attachment theory to understand consumers' tensions between their sense of self and goal-pursuits in relationships," Journal of Business Research, Elsevier, vol. 92(C), pages 197-209.
    2. Hollebeek, Linda D. & Belk, Russell, 2021. "Consumers’ technology-facilitated brand engagement and wellbeing: Positivist TAM/PERMA- vs. Consumer Culture Theory perspectives," International Journal of Research in Marketing, Elsevier, vol. 38(2), pages 387-401.
    3. Jessen, Alexander & Hilken, Tim & Chylinski, Mathew & Mahr, Dominik & Heller, Jonas & Keeling, Debbie Isobel & de Ruyter, Ko, 2020. "The playground effect: How augmented reality drives creative customer engagement," Journal of Business Research, Elsevier, vol. 116(C), pages 85-98.
    4. Mardon, Rebecca & Molesworth, Mike & Grigore, Georgiana, 2018. "YouTube Beauty Gurus and the emotional labour of tribal entrepreneurship," Journal of Business Research, Elsevier, vol. 92(C), pages 443-454.
    5. de Almeida, Stefânia Ordovás & Scaraboto, Daiane & dos Santos Fleck, João Pedro & Dalmoro, Marlon, 2018. "Seriously Engaged Consumers: Navigating Between Work and Play in Online Brand Communities," Journal of Interactive Marketing, Elsevier, vol. 44(C), pages 29-42.
    6. Katharina C Husemann & Giana M Eckhardt & Eileen Fischer & Julie L Ozanne, 2019. "Consumer Deceleration," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 45(6), pages 1142-1163.
    7. Francesca Bonetti & Matteo Montecchi & Kirk Plangger & Hope Jensen Schau, 2023. "Practice co-evolution: Collaboratively embedding artificial intelligence in retail practices," Journal of the Academy of Marketing Science, Springer, vol. 51(4), pages 867-888, July.
    8. Melissa Archpru Akaka & Hope Jensen Schau & Stephen L Vargo, 2022. "Practice Diffusion [Value Creation in Consumption Journeys: Recursive Reflexivity and Practice Continuity]," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 48(6), pages 939-969.
    9. Thomas, Tandy Chalmers & Epp, Amber M. & Price, Linda L., 2020. "Journeying Together: Aligning Retailer and Service Provider Roles with Collective Consumer Practices," Journal of Retailing, Elsevier, vol. 96(1), pages 9-24.

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