Real vs. Artificial: Shoppers love &#39;em both
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Real or fake? Natural or artificial? Such is the great Christmas tree debate. To put it in Shakesperian terms, it unfolds like this: To clean up pine needles or not to clean up pine needles?
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Life & style: Buying counterfeit goods has become socially acceptable, a survey shows.
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Amazon.com Gets Sex Appeal with Adam &#038; Eve Deal  Who says that a shopping search entity can't turn up the heat and still not bow down entirely to the porn industry. As some of the major online shopping and search sites have been laying down the law on riskee sex driven ...
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Online merchants are poised to record a much bigger rise in holiday sales than their offline counterparts. Broadband expansion, more luxury gift sales and a rise in late shoppers help the bottom line. By Joanna Glasner.
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ÂThe lingering, perceived essence of anotherÂ sounds like the subject of a Proustian rumination. In fact, it is a line from an academic paper last April in The Journal of Marketing, by Jennifer J. Argo, Darren W. Dahl, and Andrea C. Morales. The authors examined a phenomenon that drives store managers crazy: consumers love to touch products in stores, but they hate buying things others have touched.
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Inflated prices or calorie counts? Deflated retailers or air-pumped sneakers?
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TORONTO (CP) - If wading through the holiday shopping rush has left you wondering just how much of this retailing seasonal cheer is propelled by plastic, a new poll provides a hint.
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Unless you have been living under a rock for the six months, you will have noticed that the virtual world Second Life is much in the news.  According to its home page, there are currently around 1,700,000 residents, who are spending $600,000 â that's real, not virtual, money â in the world each day.  These figures are a little deceptive â there are typically only 10,000 to 15,000 residents online at any one time, and the money flow is not a rigorous measurement of economic activity â but there is no doubt that Second Life is growing very rapidly; moreover, we are beginning to see it enter the mainstream in a way that has close parallels with the arrival of the Web ten years ago.
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Curious marketers use 3-D face maps and algorithms to test consumers' reactions to various foods.
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Artificial Life, a brazen Hong King Company has invented a new (and I use the next term very loosely) game. For those men without a girl, and who have exhausted every other method of finding companionship, comes the Virtual Girlfriend.
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Given our love affair with high-priced luxury goods, and their association with status and power, itâs possible that weâve come to experience cerebral delight in response to things that promise that cachet.
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People play games, go shopping and meet dates on the Internet. So why not use the Web to download the perfect mood-enhancing fragrance?
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RealNetworks really knows how to pick a fight. First, the Seattle-based company landed a sucker punch on Apple Computer last month with its new Harmony technology that allows songs sold from Real's online music store to play on Apple's iPod digital music player.
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Children have always enjoyed  make-believe. Now, some new Web sites are letting them live out  their fantasies in virtual worlds using self-designed avatars.
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ALBANY, NY A new state Web site allowing consumers to comparison shop for prescription drugs is proving a big hit.
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Consumer culture and indeed popular culture revolve in large part around shared admiration, shared likes: Fandom, in a word, is a thing that can bring us together.
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Ever wonder what it would be like to sift through bins of thousands of items like one would at a flea market or a mall, while on your computer?  BrowseGoods has taken advantage of Web 2.0 technologies such as Ajax and put together a realistic online representation of the real world shopping experience.  Brian Smith of [...]