Purpose - This case study reviews the development history of Lotte Shopping, which has played a key role in modernizing Korea's retail industry. Research design, data, and methodology - Lotte Shopping's expansion to various channel types has been reviewed from the perspective of the resource-based view of strategy. The opening of Lotte Department Store in 1979 signaled the beginning of the modernized distribution system in Korea. Lotte Shopping expanded its business domains to various types of retail channels, such as discount stores, online shopping malls, TV home shopping, convenience stores, supermarkets, home appliances specialty stores and health & beauty stores. Results - Lotte Shopping has been able to maintain high level of customer satisfaction with leading merchandising skills. It has developed mutually beneficial relationship with the partner firms. It has also been a leading firm in implementing corporate social responsibility activities and environment-friendly management. Lotte Shopping has applied advanced information and communication technology to provide customized goods/services. Conclusions - This study summarizes the business environment and new challenges Lotte Shopping faces currently. Lotte Shopping is trying to reinforce the omni-channel strategy, which can create synergy among various distribution channels based on its core competences.
The Study to verify the relations between the store choice behavior and the interior environmental image. the point of view is that the image of store affects the behavior of customers when they choose the store for shopping. The method used for this study is library survey for constructing the store choice model and the field survey for veryfying the model. The store choice behavior of customers occurs according to the procedure : environment exposure-development of cognitive structure-image developing by the emotional response-attitude decision- purchasing. The image of a store is one of the very important elements in marketing stragy. The group which showed the affirmative response to the emvironmental design aspects also showed the high affirmative response to the store image. The group which showed consistent response to the image of store and the image of him/herself showed more affirmative response to the environmental design aspects. Good image to a store affects affirmative attitude of customers and it consequently the store choice behavior
The purpose of this study was to investigate the relationship among fashion retail-entertainment, store image and store loyalty. Two hundred eleven who female college students living near Seoul area participated in this study. Two hundred sample used for data analysis. For data analysis, frequency, factor analysis, correlation analysis and multiple regression analysis were used. The results were as follows: First, fashion retail-entertainment had 4 factors such as shopping environment, sales service, dining facilities, and others. Store image composed of psychological image, merchandise mix, customer service, and advertising exposure. Store loyalty had 3 factors; cognitive loyalty, intentional loyalty, emotional loyalty. Second, retail-entertainment factors had positive influences on store image and store loyalty. Third, store image had positively affected on store loyalty. Based on these results, successful strategies for fashion retail-entertainment business would provide.
Journal of the Korean Society of Clothing and Textiles
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v.31
no.8
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pp.1202-1210
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2007
The purpose of this study was to identify factors of shopping orientation and factors of preferred stores for female shoppers aged from 45 to 64. Also women's markets for these ages were segmented based on their shopping orientation, and consumer groups were compared in terms of demographics and preferred store characteristics. Data from 238 women aged between 45-64 were collected by survey method and used for statistical analyses. Factor analysis, cluster analysis, $X^2$ test, F test, Duncan test were done. The results were as follows. First, five shopping orientation factors, such as high involvement, fashion orientation, brand orientation, other people orientation, and economic orientation were found. Second, five factors of preferred store characteristics were identified. They were store environment, product characteristics, trend and brand, accessibility, and sales personnel factors. Four consumer groups of brand pursuing, fashion pursuing, other-dependent, and high-involvement were classified. Those consumer groups showed significant differences in terms of demographics and preferred store characteristics. In conclusion, Korean women aged 45-64 were shown to have some differences in their shopping orientation compared with young women and to differ in preferred store factors among their groups.
The purpose of this study was to explore differences in determinants of loyalty, including years of loyalty and use of word-of-Mouth (WOM), across rural and urban apparel shoppers. The secondary data used for this study was collected by BIG research in their Consumer Intentions and Actions Study. Hierarchical multiple regression analysis was conducted, and the results showed that four store attributes (fashionability, promotion, shopping environment, and retail basics) were positively related to store loyalty. Findings of the study also revealed that the effect of fashionability and retail basics on store loyalty differed significantly across rural and urban consumers while promotion and shopping environment were not different predictors of store loyalty between rural and urban apparel shoppers. Specifically, store attributes of fashionability were stronger antecedents of loyalty for women's clothing shoppers in urban areas than rural shoppers. The retail basics had a greater influence on store loyalty among women's apparel customers in rural areas than customers in urban areas.
Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.
Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.
Journal of the Korean Society of Clothing and Textiles
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v.42
no.4
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pp.671-688
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2018
This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.
The current new distribution environment provides the consumers to shop at anytime and any places by using mobile appliances. So, the companies which run the offline-store increase the contact point with the consumer by launching not only online-store but also the mobile application (app). Moreover, they are trying to operate the Omni-channel shopping environment. In order for this research to draw the direction of 'the Omni-Channel Strategy', which is about the changed distribution environment of the domestic fashion enterprise, the following steps were performed. First of all, the term related to 'Omni-Channel' is defined. And then, Example of the 'Omni-Channel' strategy and 'O2O' business in the domestic distributior were researched. Lastly, present condition of the 'Omni-Channel' strategy case of the domestic fashion industry was researched. At the result, the online-stores usually have several brands which can not represent their identities. It is suggested that each online-store according to each brand has their own characteristic identity. And The Omni-Channel strategy of the domestic fashion enterprise that is needed the connection point connecting the on-line and off-line. It is able to allure the customer to the off-line-store.
Purpose - This study examined marketing communication in traditional markets by assessing consumers demonstrating brand loyalty through repeat purchases despite active marketing by competing brands hence, showing that the brand did not lose customers owing to communication. Specifically, this study examined the effects of marketing communication factors in traditional markets upon consumers' store loyalty and to determine consumers' practical and hedonic values, as moderating variables. Moreover, this study determined that both experienced and inexperienced consumers in traditional markets could similarly assess the market and examined the outcome of traditional market development as well as future strategies. Research design, data, methodology - To verify the relationship between marketing communication and store loyalty, and the moderating effects of shopping value, data were collected from 230 consumers in the Gyeonggi Province to test the theoretical model and its hypotheses. Although the field of distribution management typically uses two research methodologies, this study was conducted using empirical methodology. Specifically, analysis of variance and hierarchical regression analysis were used to test the hypotheses. Results - Consumers who had experienced the traditional market placed a greater emphasis on the physical environment or word-of-mouth marketing. Moreover, other factors apart from advertising had a significantly positive influence upon marketing communication sub-factors and store loyalty. Word-of-mouth marketing was found to be more important than other factors, therefore affirmative word-of-mouth marketing was considered important from various viewpoints. The study investigated the moderating effects of hedonic value and practical use value in the relationship between marketing communication sub-factors and store loyalty: The negative influence of publicity, physical environment, and word-of-mouth marketing was considered to be statistically significant. Conclusions - Consumers who made use of the traditional market did not think of the physical environment in an affirmative way, and consumers who did not make use of the traditional market perceived it as having a poor physical environment. However, consumers who engaged in word-of-mouth marketing experienced the traditional market in an affirmative way. Consumers who made use of the traditional market had significantly high hedonic value and/or practical use value, therefore future strategies should encourage consumers to make more use of the traditional market. Consumers who had experienced the traditional market demonstrated strong market loyalty. For consumers who did not make use of the traditional market, marketing communication was likely to influence store loyalty in a different manner from a practical perspective. In other words, marketing communication was needed to develop the traditional market, and consumers who did not make use of the traditional market should be given the opportunity to do so. Consumers having low hedonic values experienced high publicity to have high store loyalty, and consumers who experienced good facilities of the traditional market had high store loyalty (Nam & Jun, 2011). Consumers with low hedonic values as well as those with high hedonic values on the traditional market could have high store loyalty through affirmative word-of-mouth marketing.Therefore, various types of events and strategies were needed to enable consumers to experience the traditional market in an affirmative way.
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