DOI QR코드

DOI QR Code

메타패션 시장 확장을 위한 메타패션과 실제패션 특성 비교와 그 방향성 예측 -Z세대 크리에이터의 제페토 스튜디오와 온라인 쇼핑몰을 중심으로-

Comparison of Characteristics of Meta-Fashion and Real Fashion to Predict the Expansion and Direction of the Meta-Fashion Market -Focused on Gen Z Creators' ZEPETO Studios and Online Shops-

  • 박유정 (서울여자대학교 패션산업학과) ;
  • 이윤경 (부산대학교 의류학과)
  • Yoojeong Park (Dept. of Fashion Design & Marketing, Seoul Women's University) ;
  • Yoon Kyung Lee (Dept. of Clothing and Textiles, Pusan National University)
  • 투고 : 2023.08.08
  • 심사 : 2023.11.21
  • 발행 : 2024.02.29

초록

By analyzing the style of creator avatars in the world of Metaverse, which is emerging as a fourth-generation social media platform, this study aims to identify the meta-fashion tastes of Generation Z (Gen Z) creators (born in the late 2010s and early 2020s) and to analyze the extent to which current trends in the fashion market are influencing meta-fashion. The research method uses a case study to compare meta-fashion and current fashion trends. First, five Gen Z fashion creators on ZEPETO were selected to analyze the meta-fashion styles presented by this group. In the end, a total of 100 fashion styles were analyzed by combining 50 items each from the current meta-fashion and real fashion trends. The fashion styles were found to be hip-hop, easy-casual, punk, lovely feminine, and sexy, and the main fashion items were analyzed as jeans, hip-hop style pants, sneakers, tight crop tops, dresses, tattoos, chain accessories, and dyeing. Meta-fashion is the emergence of items similar in shape to those popular in the current fashion market, but are more exaggerated or show off the human body than actual fashion items.

키워드

참고문헌

  1. Barrera, K. G., & Shah, D. (2023). Marketing in the metaverse: Conceptual understanding, framework, and research agenda. Journal of Business Research, 155. https://doi.org/ 10.1016/j.jbusres.2022.113420 
  2. Belk, R. (2014). Objectification and anthropomorphism of the self -self as brand ,self as avatar. In S. Brown, & S. Ponsonby-McCabe (Eds.), Brand Mascots and Other Marketing Animals (pp. 19-34). Routledge. 
  3. Corey, S., & Meghan, G. (2018). Generation Z: A century in the making. Routledge. 
  4. Choi, D., Song, S., Zhang, T., Gao, L., & Shin, E. (2022). Effect of fashion brand experience on brand attitude and offline fashion product purchase intention by using Zepeto: A case of korean and chinese consumers in their 10s and 20s. Fashion & Textile Research Journal, 24(5), 567-576. https://doi.org/10.5805/SFTI.2022.24.5.567 
  5. Daehaknaeil20's laboratory. (2019). 밀레니얼-Z세대 트렌드 2020 [Millennial-generation Z trend 2020]. Wisdomhouse.
  6. Davis, M. L. (1990). Visual design in dress (H. Y. Lee, Trans.). Gyeongchunsa. (Original work published 1980) 
  7. Ekudden, E. (2022). Future network trends driving universal metaverse mobility. Ericsson Technology Review, 2022 (21), 2-10. https://doi.org/ 10.23919/ETR.2022.9964103 
  8. Goldring, D., & Azab, C. (2021). New rules of social media shopping: Personality differences of U.S. gen Z versus gen X market mavens. Journal of Consumer Behaviour, 20(4), 884-897. https://doi.org/10.1002/cb.1893 
  9. Francis, T., & Hoefel, F. (2018, November 12). 'True Gen': Generation Z and its implications for companies. McKinsey & Company. https://www.mckinsey.com/industries/consumer-packaged-goods/our-insights/true-gen-generation-z-and-its-implications-for-companies 
  10. Hollensen, S., Kotler, P., & Opresnik, M. O. (2022). Metaverse-the new marketing universe. Journal of Business Strategy, 44(3), 119-125. http://dx.doi.org/10.1108/JBS-01-2022-0014 
  11. Huang, T. L., & Liao, S. L. (2017). Creating e-shopping multisensory flow experience through augmented-reality interactive technology. Internet Research, 27(2), 449-475. https://doi.org/10.1108/IntR-11-2015-0321 
  12. Jung, Y., & Pawlowski, S. D. (2014). Understanding consumption in social virtual worlds: A sensemaking perspective on the consumption of virtual goods. Journal of Business Research, 67(10), 2231-2238. https://doi.org/10.1016/j.jbusres.2014.01.002 
  13. Kim, J. M. (2021a, August). Domestic and international meta-verse platform and content business trends. Media Issues & Trends, 45, 32-42. 
  14. Kim, J. M. (2021b, April 3). "아바타끼리 연애하고 회사도 만든다" 메타버스 플랫폼 '제페토'의 미래 ["Avatars have a relation and create a company" The future of the metaverse platform 'ZEPETO']. Korea joongAng daily. https://www.joongang.co.kr/article/24027004#home
  15. Kim, M. J. (2004). 복식미학 강의 1 [Clothing aesthetics lecture 1]. Gyomoon. 
  16. Kim, M. J. (2009). 한국적 패션 디자인의 제다움 찾기 [Finding the essence of Korean fashion design]. Seoul National University Press. 
  17. Kim, M. S., & Noh, Y. H. (2022). A case study of the fashion brands marketing via metaverse. Journal of Transdisciplinary Studies, 6(1), 57-76. 
  18. Kim, S. R. (2022). An analysis of changes in perception of metaverse fashion before and after Covid-19 using topic modeling based on text mining. Journal of Next-generation Convergence Technology Association, 6(10), 2043-2055. https://doi.org/10.33097/JNCTA.2022.06.10.2043 
  19. Kim, Y., & Kim, J. (2022). Luxury fashion brands case analysis of using metaverse. Journal of Fashion Business, 26(3), 50-71. https://doi.org/10.12940/JFB.2022.26.3.50 
  20. Ko, H. J. (2003). The elegance expressed in dress [Unpublished doctoral dissertation].Seoul National University. 
  21. Ko, J. M., & Park, J. E. (2022). A study on the experience of generation Z using ZEPETO, a metabus platform. Journal of the Korean Society of Science & Art, 40(2). 19-32. https://doi.org/10.17548/ksaf.2022.03.30.19 
  22. Koo, J. H., Lee, C. G., Lim, H. D., Yoon, M. S., Park, S. H., Park, J. H., & Lee, G. Y. (2021). Understanding of the metaverse industry and policy challenges. Service Economy Research Series, 1, 1-77. 
  23. Kwon, H.-S., & Joo, J.-W. (2023). Self-expression leading to the virtual world: A study on the metaverse platform with selfie content. Journal of Digital Contents Society, 24(8), 1763-1771. https://doi.org/10.9728/dcs.2023.24.8.1763 
  24. Lee, E. S., & Um, G. J. (2021). A case study using metaverse according to marketing changes in fashion luxury brands. Journal of Korea Institute of Design Research, 6(4), 375-386. https://doi.org/10.46248/kidrs.2021.4.375 
  25. Lee, E. W. (2003). 복식디자인론 [Clothing design theory]. Gyomoon. 
  26. Lee, H. J. (2002). 패션디자인 [Fashion design]. Gyohag-yeongusa. 
  27. Lee, J. M. (2005). Aesthetic characteristics in the modernization of Korean and Japanese women's clothing [Unpublished doctoral dissertation]. Seoul National University. 
  28. Lee, W. Y. (2010). A study of the technical tendency augmented reality and the application of fashion industry. Journal of the Korean Society Design Culture, 16(2), 367-377. 
  29. Lee, Y. K. (2022, October 21). Analysis of avatar design characteristics of metaverse creators [Conference session]. The Korean Society of Clothing and Textiles Semiannual. Seoul, Republic of Korea. https://www.ksct.or.kr/thesis/thesis01/thesis/thesis01 
  30. Lee, Y. M. (2022, April 7). 팬덤 시대! 브랜드몰 콘텐츠 속속 VR 스토어 ~ 3D 버추얼, 통합몰 → 모노몰 [The age of fandom! brand mall contents VR Store ~ 3D Virtual, integrated mall → mono mall]. Fashionbiz. https://www.fashionbiz.co.kr/article/view.asp?idx=191322&sub_num=271 
  31. Lim, H. (2022). A proposal of an educational program based on case analysis of fashion in the metaverse.Journal of Fashion Design, 22(4), 1-17. https://dx.doi.org/10.18652/2022.22.4.1 
  32. Lim, H. (2023). A study on the perception of metaverse fashion using big data analysis.Fashion & Textile Research Journal, 25(1), 72-81. https://doi.org/10.5805/SFTI.2023.25.1.72 
  33. Mantymaki, M., & Salo, J. (2015). Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption. International Journal of Information Management, 35(1), 124-134. https://doi.org/10.1016/j.ijinfomgt. 2014.10.004
  34. Musinsa. (n.d.). Musinsa. https://www.musinsa.com/app/ 
  35. Mystakidis, S. (2022). Metavers. Encyclopedia, 2(1), 486-497. https://doi.org/10.3390/encyclopedia2010031 
  36. Noble, C. H., & Walker, B. A. (1997). Exploring the relationships among liminal transitions, symbolic consumption, and the extended self. Psychology & Marketing, 14(1), 29-47. https://doi.org/ 10.1002 /(SICI)1520-6793(199701)14:1<29::AID-MAR3>3.0.CO;2-Q  https://doi.org/10.1002/(SICI)1520-6793(199701)14:1<29::AID-MAR3>3.0.CO;2-Q
  37. Park, K. S. (2021). A case study of virtual fashion industry of fashion brands through convergence with metaverse. The Korean Society of Science & Art, 39(4), 161-178. https://doi.org/10.17548/ksaf.2021.09.30.161 
  38. Park, J., & Kim, M. (2022). A study on the avatar virtual fashion in Zepeto from the perspective of multi-persona. Culture and Convergence, 44(2), 147-166. 
  39. Tian, K. T., Bearden, W. O., & Hunter, G. L. (2001). Consumers' need for uniqueness: Scale development and validation. Journal of Consumer Research, 28(1), 50-66. https://doi.org/10.1086/321947 
  40. Um, H., & Ko, E. (2022). A sudy on perceived luxury fashion brand experience based on the metaverse platform: A focus on ZEPETO. Journal of the Korean Society of Costume, 72(6), 39-61. https://doi.org/10.7233/jksc.2022.72.6.039 
  41. Yang, F., Ren, L., & Gu, C. (2022). A study of college students' intention to use metaverse technology for basketball learning based on UTAUT2. Heliyon, 8(9), e10562. https://doi.org/10.1016/j.heliyon.2022.e10562 
  42. Zallio, M., & Clarkson, P. J. (2022). Designing the metaverse: A study on inclusion, diversity, equity, accessibility and safety for digital immersive environments. Telematics and Informatics, 75, 101909. https://doi.org/10.1016/j.tele.2022.101909 
  43. Zepetp world. (n.d.). Zepetp world. https://web.zepeto.me/ko 
  44. Zigzag store. (n.d.). Zigzag store. https://zigzag.kr/