DOI QR코드

DOI QR Code

A Study on the Consumer Use Effect of AR Fashion Retail Technology: Moderating Effect of Technology Readiness

증강현실 패션 소매기술 특성의 소비자 사용효과에 관한 연구: 기술 준비도의 조절효과

  • 박현희 (경북대학교 패션디자인 전공)
  • Received : 2019.07.04
  • Accepted : 2019.09.29
  • Published : 2019.12.31

Abstract

This study investigated the influence of the perceived characteristics of AR fashion retail technology on value co-creation and continued use intention. This study also examines the moderating role of technology readiness in the effects of the perceived characteristics of AR fashion retail technology on value co-creation. A total of 241 university students who had experience using AR fashion retail technology completed the questionnaire. The results were as follows. First, there were five factors in the perceived characteristics of AR fashion retail technology: presence, aesthetic attractiveness, ease of use, shopping usefulness, and perceived enjoyment. Second, aesthetic attractiveness, shopping usefulness, and perceived enjoyment had positive impacts on value co-creation. Third, value co-creation had a positive impact on continued use intention of AR retail technology. Fourth, there were significant differences in the effect of aesthetic attractiveness and shopping usefulness on value co-creation by the innovativeness dimension of technology readiness. Fifth, there was a significant difference in the effect of ease of use on value co-creation by the optimism dimension of technology readiness. The results of this study should provide guidance for marketers or retailers interested in the application of AR fashion retail technology in their stores.

Keywords

References

  1. Al-Qeisi, K., Dennis, C., Alamanos, E., & Jayawardhena, C. (2014). Website design quality and usage behaviour: Unified theory of acceptance and use of technology. Journal of Business Research, 67(11), 2282-2290. doi:10.1016/j.jbusres.2014.06.016
  2. Bae, B. R. (2009). Structural equation modeling with amos 17.0: Principles and practice. Seoul: Chungram.
  3. Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74-94. https://doi.org/10.1007/BF02723327
  4. Balaji, M. S., & Roy, S. K. (2017). Value co-creation with internet of things technology in the retail industry. Journal of Marketing Management, 33(1-2), 7-31. doi:10.1080/0267257X.2016.1217914
  5. Bhattacherjee, A. (2001). Understanding information systems continuance: An expectation confirmation model. Management Information Systems Quarterly, 25(3), 351-370. doi:10.2307/3250921
  6. Blasco-Arcas, L., Hernandez-Ortega, B., & Jimenez-Martinez, J. (2013). Adopting television as a new channel for e-commerce: The influence of interactive technologies on consumer behavior. Electronic Commerce Research, 13(4), 457-475. doi:10.1007/s10660-013-9132-1
  7. Breidbach, C. F., & Maglio, P. P. (2016). Technology-enabled value co-creation: An empirical analysis of actors, resources, and practices. Industrial Marketing Management, 56, 73-85. doi:10.1016/j.indmarman.2016.03.011
  8. Chiu, C. M., Lin, H. Y., Sun, S. Y., & Hsu, M. H. (2009). Understanding customers' loyalty intentions towards online shopping: An integration of technology acceptance model and fairness theory. Behaviour & Information Technology, 28(4), 347-360. doi:10.1080/01449290801892492
  9. Chris Lin, J. S., & Hsieh, P. L. (2011). Assessing the self-service technology encounters: Development and validation of SSTQUAL scale. Journal of Retailing, 87(2), 194-206. doi:10.1016/j.jretai.2011.02.006
  10. Dabholkar, P. A., & Bagozzi, R. P. (2002). An attitudinal model of technology-based self-service: Moderating effects of consumer traits and situational factors. Journal of the Academy of Marketing Science, 30(3), 184-201. doi:10.1177/00970302030003001
  11. Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. Management Information Systems Quarterly, 13(3), 319-340. doi:10.2307/249008
  12. Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology, 22(14), 1111-1132. doi:10.1111/j.1559-1816.1992.tb00945.x
  13. 'Enhancement of product experience using augmented reality in cosmetic brand'. (2016, April 25). Digital Retail Trend. Retrieved February 1, 2019, from http://digitalretail.co.kr/
  14. Evanschitzky, H., Iyer, G. R., Pillai, K. G., Kenning, P., & Schutte, R. (2015). Consumer trial, continuous use, and economic benefits of a retail service innovation: The case of the personal shopping assistant. Journal of Product Innovation Management, 32(3), 459-475. doi:10.1111/jpim.12241
  15. Fornell, C., & Larcker, D. F. (1981). Evaluating structural models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. doi:10.2307/3151312
  16. 'FXGear, commercialization of virtual fitting solution, FX mirror', (2015, September 16). Busan.com. Retrieved December 15, 2018, from http://www.busan.com/view/busan/view.php?code=20150916000305
  17. Goel, L., & Prokopec, S. (2009). If you build it will they come?: An empirical investigation of consumer perceptions and strategy in virtual worlds. Electronic Commerce Research, 9(1-2), 115-134. doi:10.1007/s10660-009-9031-7
  18. Gregory, J. (2015). The Internet of things: Revolutionizing the retail industry. Accenture Strategy. Retrieved March 28, 2019, from https://www.accenture.com/_acnmedia/Accenture/ConversionAssets/DotCom/Documents/Global/PDF/Dualpub_14/Accenture-The-Internet-Of-Things.pdf
  19. Harris, L. C., & Goode, M. M. (2010). Online servicescapes, trust, and purchase intentions. Journal of Services Marketing, 24(3), 230-243. doi:10.1108/08876041011040631
  20. Heeter, C. (1992). Being there: The subjective experience of presence. Presence: Teleoperators and Virtual Environments, 1(2), 262-271. doi:10.1162/pres.1992.1.2.262
  21. Hilken, T., Ruyter, K. D., Chylinski, M., Mahr, D., & Keeling, D. I. (2017). Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences. Journal of the Academy of Marketing Science, 45(6), 884-905. doi:10.1007/s11747-017-0541-x
  22. Huang, T. L., & Liao, S. (2015). A model of acceptance of augmented-reality interactive technology: The moderating role of cognitive innovativeness. Electronic Commerce Research, 15(2), 269-295. doi:10.1007/s10660-014-9163-2
  23. Kim, H. S. (2012). A study on the conceptualization of the embodied cognition and perceptual types of augmented reality: Q-methodology applied. Unpublished doctoral dissertation, Sogang University, Seoul.
  24. Kim, J. Y., & Forsythe, S. (2008a). Adoption of virtual try-on technology for online apparel shopping. Journal of Interactive Marketing, 22(2), 45-59. doi:10.1002/dir.20113
  25. Kim, J. Y., & Forsythe, S. (2008b). Sensory enabling technology acceptance model (SE-TAM): Multiple group structural model comparison. Psychology and Marketing, 25(9), 901-922. doi:10.1002/mar.20245
  26. Kye, B. K. (2007). Investigation on the relationship among media characteristics, presence, flow, and learning effects in augmented reality based learning. Unpublished doctoral dissertation, Ewha Womans University, Seoul.
  27. Lam, S. Y., Chiang, J., & Parasuraman, A. (2008). The effects of the dimension of technology readiness on technology acceptance: An empirical analysis. Journal of Interactive Marketing, 22(4), 19-39. doi:10.1002/dir.20119
  28. Lee, H. A., Chung, N. H., & Jung, T. (2015). Examining the cultural differences in acceptance of mobile augmented reality: Comparison of South Korea and Ireland. In I. Tussyadiah & A. Inversini (Eds.), Information and Communication Technologies in Tourism 2015 (pp. 477-491). Cham: Springer.
  29. Lee, J. H., & Lee, E. H. (2011). AR as an emotional communication media on fashion communication. Design Forum, 32, 7-20.
  30. Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27-50. doi:10.1111/j.1468-2885.2004.tb00302.x
  31. Lee, W. Y. (2018). A study on the fashion design education plan using augmented reality. Journal of the Korean Society Design Culture, 24(1), 503-517. https://doi.org/10.18208/ksdc.2018.24.1.503
  32. Liljander, V., Gillberg, F., Gummerus, J., & Van Riel, A. (2006). Technology readiness and the evaluation and adoption of self-service technologies. Journal of Retailing and Consumer Services, 13(3), 177-191. doi:10.1016/j.jretconser.2005.08.004
  33. Lim, J. A. (2016). The study on the impact of fourth industrial revolution on the fashion design industry. The Journal of the Korea Society of Art & Design, 19(3), 267-287.
  34. Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), JCMC321. doi:10.1111/j.1083-6101.1997.tb00072.x
  35. Lombard, M., & Snyder-Duch, J. (2001). Interactive advertising and presence: A framework. Journal of Interactive Advertising, 1(2), 56-65. doi:10.1080/15252019.2001.10722051
  36. Mencarelli, R., & Riviere, A. (2014). Perceived value in B2B and B2C: A comparative approach and cross-fertilization. Marketing Theory, 15(2), 201-210. doi:10.1016/j.emj.2012.07.005
  37. Molina-Castillo, F. J., Lopez-Nicolas, C., & Soto-Acosta, P. (2012). Interaction effects of media and message on perceived complexity, risk and trust of innovative products. European Management Journal, 30(6), 577-587. doi:10.1016/j.emj.2012.07.005
  38. Moon, H. I., Park, J. D., & Kim, S. K. (2015). The importance of an innovative product design on customer behaviour: Development and validation of a scale. Journal of Product Innovation Management, 32(2), 224-232. doi:10.1111/jpim.12172
  39. Noh, M. J., & Park, H. H. (2011). Acceptance of the smart clothing according to trend and information innovation. Journal of the Korea Contents Association, 11(11), 350-363. https://doi.org/10.5392/JKCA.2011.11.11.350
  40. Ok, L. M. (2011). The effects of technology readiness on the usage intention of social shopping. Unpublished master's thesis, Hanyang University, Seoul.
  41. Oliver, R. L. (1980). A cognitive model for the antecedents and consequences of satisfaction. Journal of Marketing Research, 17(4), 460-469. doi:10.2307/3150499
  42. Pantano, E., & Timmermans, H. (2014). What is smart for retailing?. Procedia Environmental Sciences, 22, 101-107. doi:10.1016/j.proenv.2014.11.010
  43. Parasuraman, A. (2000). Technology readiness index(TRI): A multiple-item scale to measure readiness to embrace new technologies. Journal of Service Research, 2(4), 307-320. doi:10.1177/109467050024001
  44. Parasuraman, A., & Colby, C. L. (2001). Techno-ready marketing: How and why customers adopt technology. New York: The Free Press.
  45. Payne, A. F., Storbacka, K., & Frow, P. (2008). Managing the co-creation of value. Journal of the Academy of Marketing Science, 36(1), 83-96. doi:10.1007/s11747-007-0070-0
  46. Payne, A., Storbacka, K., Frow, P., & Knox, S. (2009). Co-creating brands: Diagnosing and designing the relationship experience. Journal of Business Research, 62(3), 379-389. doi:10.1016/j.jbusres.2008.05.013
  47. Ranjan, K. R., & Read, S. (2016). Value co-creation: Concept and measurement. Journal of the Academy of Marketing Science, 44(3), 290-315. doi:10.1007/s11747-014-0397-2
  48. Roehrich, G. (2004). Consumer innovativeness: Concepts and measurements. Journal of Business Research, 57(6), 671-677. doi:10.1016/S0148-2963(02)00311-9
  49. Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York: The Free Press.
  50. Sauer, J., & Sonderegger, A. (2011). The influence of product aesthetics and user state in usability testing. Behaviour & Information Technology, 30(6), 787-796. doi:10.1080/0144929X.2010.503352
  51. Sheng, M. L., & Teo, T. S. (2012). Product attributes and brand equity in the mobile domain: The mediating role of customer experience. International Journal of Information Management, 32(2), 139-146. doi:10.1016/j.ijinfomgt.2011.11.017
  52. Slater, M., & Usoh, M. (1993). Representations systems, perceptual position, and presence in immersive virtual environments. Presence Teleoperators and Virtual Environments, 2(3), 221-233. doi:10.1162/pres.1993.2.3.221
  53. Tang, A., Biocca, F., & Lim, L. (2004). Comparing differences in presence during social interaction in augmented reality versus virtual reality environments: an exploratory study. Proceedings of PRESENCE 2004, Seventh Annual International Workshop on Presence, 2004 (pp.204-207). Valencia, Spain.
  54. Vargo, S. L., & Lusch, R. F. (2004). Evolving to a new dominant logic for marketing. Journal of Marketing, 68(1), 1-17. doi:10.1509/jmkg.68.1.1.24036
  55. Vargo, S. L., & Lusch, R. F. (2008). Service-dominant logic: Continuing the evolution. Journal of the Academy of Marketing Science, 36(1), 1-10. doi:10.1007/s11747-007-0069-6
  56. Vargo, S. L., & Lusch, R. F. (2016). Institutions and axioms: An extension and update of service dominant logic. Journal of the Academy of Marketing Science, 44(1), 5-23. doi:10.1007/s11747015-0456-3
  57. Verkasalo, H., Lopez-Nicolas, C., Molina-Castillo F. J., & Bouwman, H. (2010). Analysis of users and non-users of smartphone applications. Telematics and Informatics, 27(3), 242-255. doi:10.1016/j.tele.2009.11.001
  58. Youm, D. S. (2016). Structural analysis between use motives, perceived usefulness and advertisement effect of mobile LBA(Location Based Advertising). The Korean Journal of Consumer and Advertising Psychology, 17(2), 271-293. doi:10.21074/kjlcap.2016.17.2.271