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Antropomedia Express: Consumer Tribes
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An avatar can be defined as ‘an interactive social representation of a user’ or an instrument of co-presence or a mediated encounter between networked subjects. The struggle to build an avatar and create a sense of belonging then gets acted upon through the engagement with consumer culture, an association with brands, types of music, and material possessions in order to achieve affinity with others.
Western Sydney University
Case Studies Health & Wellbeing Technology Avatar Learning and Teaching

Western Sydney University

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Eureka Eureka
Porsche
Case Studies Luxury Social Media Technology Mobility and Transport

Porsche

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Eureka Eureka
AR in Wellness
Consumer Statistics Avatar Health & Wellbeing Technology

AR in Wellness

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Eureka Eureka
The Science Museum Group
Case Studies Learning and Teaching Film & TV Entertainment Technology Avatar

The Science Museum Group

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Eureka Eureka
Commercial Bank International
Case Studies Banking & Financial Services Business To Business Avatar Technology

Commercial Bank International

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Eureka Eureka
Chipotle in the Metaverse
Case Studies Food & Beverage Avatar Technology Social Media

Chipotle in the Metaverse

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Eureka Eureka
Shibuya
Case Studies Film & TV Entertainment Technology Art & Culture Avatar

Shibuya

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Eureka Eureka
Nars
Case Studies Personal Aesthetics Film & TV Entertainment Social Media Technology

Nars

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Eureka Eureka
L'Oreal & Ready Player Me
Case Studies Film & TV Entertainment Retail and Shopping Personal Aesthetics Technology

L'Oreal & Ready Player Me

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Eureka Eureka
Lenovo Project Chronos
Case Studies Health & Wellbeing Film & TV Entertainment Technology Avatar

Lenovo Project Chronos

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Eureka Eureka
The Sandbox & DBS
Case Studies Banking & Financial Services Technology Social Media Avatar

The Sandbox & DBS

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Eureka Eureka
Walmart & Roblox
Case Studies Retail and Shopping Technology Avatar Social Media

Walmart & Roblox

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Eureka Eureka
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Antropomedia Express: Consumer Tribes
The Encyclopedia of Consumer Tribes.
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