• 제목/요약/키워드: avatar's fashion marketing

검색결과 8건 처리시간 0.023초

아바타 패션마케팅에 따른 아바타 의복 이미지와 캐주얼 브랜드 이미지 비교 연구 (Comparative Study on Avatar's Clothing Image and Casual Brand Image based on Avatar's Fashion Marketing)

  • 장승의;이선재
    • 복식
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    • 제55권5호
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    • pp.28-42
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    • 2005
  • Objectives of this study were to investigate about the avatar's fashion products efficiency on casual wear advertisements to study about the effect of avatar's clothing image provided by apparel industry and to investigate about the effort of avatar's fashion product on apparel advertisement for fundamental data on the avatar's fashion marketing. Following were the summaries of the results: First, in terms of the correlation between avatar's clothing and casual brand images of nate avatar's fashion marketing, avatar's clothing image of FUBU male, female and maru male, female that is reformative, characteristical, unique and sensitive to latest fashion has positive correlation with FUBU and maru brand images. Therefore, consumers' higher perception on avatar's clothing image that are 'reformative', 'characteristical' and 'unique', indicated higher casual brand image perception, proving avatar's clothing image is effective in suggesting the brand. Second, in terms of advertising the avatar by clothing them with garments of each brand and comparing avatar's clothing and casual brand images, active avatar's clothing image of FUBU male, female emphasized active brand image of FUBU. However, FUBU male avatar's clothing image did not emphasize 'reformative', 'characteristical', 'cool', or 'sensitive to latest fashion' images compared to FUBU female avatar's clothing image. Also, in case of maru, 'male', 'conseuative' and 'insensitive to latest fashion' image of male avatar clothing emphasized maru brand image. Maru female's 'unpractical' ,'female' and 'characteristical' images emphasized maru brand image.

캐주얼웨어의 아바타 패션마케팅 전랸 제고 연근 (A Study on Avatar's Fashion Marketing Strategies of Casual Wear)

  • 장승희;이선재
    • 복식
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    • 제54권8호
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    • pp.35-48
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    • 2004
  • This thesis researches consumers' behaviors in Purchasing avatar fashion products depending on their motives and point of reference as the avatar fashion marketing is conducted. Also, it explores the correlation between avatar's fashion products and the point of reference by which consumers actually purchase casual wear. The results were as follows: First, Avatar's fashion product purchasing motivation is done through four classified dimensions, conformity, differentiation, fashionability, and substitution. The standard of Avatar's fashion product choice was classified by the symbol (Product name recognition) and two dimensions of aesthetics. Second. the more valued the aesthetic component of Avatar's fashion product the greater effect on the order the dimensions used in correlation in this case being substitution, differentiation, conformity, and fashionability. Should the consumer place greater value on the Product symbol the dimension order is affected in order by fashionability, conformity, and differentiation. Third, fashionability was a stronger consideration for women as opposed to men in terms of demographical feature. whereas symbol (Product recognition) was of greater importance to higher income people. Last, when aesthetics is considered to buy Avatar's fashion products it is favorably comparable to other casual wear lines. In other words, symbol is considered to buy casual's, it brings to the same result when buying Avatar's. Avatar's fashion product was great tool to research new casual wear line because of approving by the correlation to each other.

A study on the impact of fashion brand Metaverse platform characteristics on perceived avatar identity and user purchase intention

  • Jihye Jeon;Eun-Jung Lee
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.406-418
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    • 2024
  • In line with the rapid spread of Metaverse in various marketing areas, fashion companies have also begun to devise various activities using the Metaverse. Fashion experiences within the Metaverse platform must be conducted considering the characteristics of the Metaverse itself. However, there has yet to be any research on Metaverse fashion based on the characteristics of the Metaverse platform itself. Accordingly, this study sought to empirically analyze the impact of various characteristics of the Metaverse platform on consumers' virtual fashion experience within the platform. In particular, this study focused on the relationships among the Metaverse platform characteristics, perceived avatar identity, and the purchase intention of actual fashion products. In order to test the hypotheses, a survey was conducted on 300 Korean male and female consumers with an average age of 39.3 who had experience with virtual fashion through the Metaverse platform. In response to the recent increase in domestic and foreign brands' attempts to experience fashion using ZEPETO, the questionnaire provided an experience scenario that included detailed captured images of the use of avatars in the ZEPETO world. Data was subjected to statistical analysis using the SPSS 28.0 program. The results confirmed that the characteristic factors of the Metaverse platform (i.e., presence, social interactivity, anonymity) had a significant impact on the user's perceived avatar identification. Additionally, perceived avatar identity significantly affected users' purchase intention. Theoretical and managerial implications and study limitations are discussed.

메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향 (The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention)

  • 신승희;김효정;유정민;박민정
    • 한국의류학회지
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    • 제47권3호
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 - (Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes -)

  • 임현정;박혜원
    • 패션비즈니스
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    • 제9권4호
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

아바타의 중독 구매행동에 영향을 미치는 요인에 관한 연구 (The Factors Affecting the Avatar Addictive Buying Behavior)

  • 이승희;조세나
    • 대한가정학회지
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    • 제44권8호
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    • pp.117-126
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    • 2006
  • The purposes of this study were to examine the factors affecting the avatar addictive buying behavior. The survey subjects were 220 females and males who had purchased avatar items in the internet. For data analysis, descriptive statistics, factor analysis, t-test and regression analysis were used. In the results, first, the frequency test of quantity of owned items, payment method, main using site, frequency of purchase, and price of purchase was conducted to reveal the avatar addictive buying behavior. Second, the avatar addictive buying behavior was classified into three factors: conspicuous addictive, psychological addictive and habitual addictive. Also, the pursuit of pleasure was classified into three factors: superiority, pastime and enjoyment. Third, flow, vicarious satisfaction, stress, superiority and pastime affected avatar addictive buying behavior. Based on these results, fashion marketing strategies and implications regarding avatar addictive buying were suggested.

The impact of Fashion Brand Collaborations in Sandbox Games on Purchase Intention: The Role of Brand Coolness and Self-Avatar Identification

  • He Yang;Ding Hongyi;Geng Yingjie;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.214-226
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    • 2024
  • This study examines the impact of fashion brand collaborations in sandbox games on consumer purchase intentions, focusing on brand coolness and self-avatar identification. Through online surveys of U.S. consumers aged 20-40, it finds that aesthetics, scarcity, and familiarity contribute to brand coolness, with only aesthetics directly impacting purchase intentions. Emotional engagement, self-expression, and perceived enjoyment enhance brand coolness, with emotional engagement being the most influential, and all except perceived enjoyment positively affect purchase intentions. Brand coolness from collaborations positively impacts purchase intentions, indicating that positive consumer attitudes drive behavior. Self-avatar identification moderates the relationships between familiarity and brand coolness, self-expression, and purchase intentions, and moderates the mediating effect of brand coolness. The study underscores the importance of self-avatar identification in shaping consumer behavior and calls for further research in diverse industries and new marketing forms.

The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.334-345
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    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.