• Title/Summary/Keyword: fashion store

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The Difference of Clothing Shopping Orientation Structure by the Type of Store Preferred (선택 점포 유형에 따른 소비자 의복 쇼핑 성향 구조 차이에 관한 연구)

  • Kim, Sae-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.3
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    • pp.373-384
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    • 2008
  • The propose of this study is to explore if the clothing shopping orientation[CSO] of consumers differs between the two types of preferred store when they purchase casual wears. A total of 413 answers from male and female consumers in their twenties were used for the analysis. The types of preferred store were grouped by the brand fame. Department stores, brand agencies/sales branches, and outlets constituted wellknown brand store group, and shopping malls, no brand street stores, and discount stores constituted unknown brand store group. The results are as follows. First, there were no significant differences in CSO dimensions except 'well known brand oriented' dimension between groups. Second, each group showed proper fitness for CSO structure model. Third, the relationships among dimensions within structure model were significantly different between groups. These mean that though it looks there are no differences between groups at the level of each dimension, but there are differences in the view of specific relationships among dimensions. Therefore, store managers must consider the complex CSO structure for marketing strategy development.

The Effects of Store Environment on Shopping Behavior: The Role of Consumer Idiocentrism and Allocentrism

  • Ryu, Jay-Sang;Bringhurst, Audra
    • Asian Journal of Business Environment
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    • v.5 no.4
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    • pp.5-11
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    • 2015
  • Purpose - The purpose of this research is to identify how idiocentric consumers and allocentric consumers respond to retail store environments and how such responses affect their consumer behaviors in a sustainable consumption setting. Method - Data were collected from 422 U.S. adult consumers via a web-based survey. Two store settings were created, perceptually related (eco-friendly clothing displayed with greenery)or perceptually-unrelated (eco-friendly clothing displayed without greenery), and consumers were asked to take the survey based on the given store setting. Results - Allocentric consumers perceived a product and its display environment were related whereas idiocentric consumers perceived the two were unrelated. Also, the former exhibited higher purchase intentions when the product and store environment were related (eco-friendly clothing displayed with greenery), but the latter did when the two were unrelated (eco-friendly clothing displayed without greenery). Conclusions - This research suggests that retailers should consider consumer self-concept at personal-level when implementing marketing strategies. This research also demonstrates that consumers are influenced by store environment in relation to their self-concept and that self-concept can be temporarily modified by various stimuli such as visual displays.

The Effect of VR Store Vividness on Immersion and User Satisfaction (VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향)

  • Yoon, Namhee;Lee, Ha Kyung;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.3
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    • pp.559-572
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    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

Fashion product purchase criteria, fashion information sources, and attitudes toward eco-friendly and fast fashion products based on consumer innovativeness and nostalgia (소비자 혁신성과 노스탤지어 성향에 따른 패션상품 구매기준, 패션정보원 활용, 패스트 패션상품과 친환경 패션상품에 대한 태도 특성)

  • Seo, Min Jeong;Jun, Dae-Geun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.1-13
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    • 2019
  • The objectives of this study are (1) to classify fashion consumers based on innovativeness and nostalgia and (2) to explore the differences in product purchase criteria, fashion information sources, and attitudes toward eco-friendly and fast fashion products among the identified groups of consumers. A total of 327 respondents were clustered into four distinct groups: (1) high innovativeness and low nostalgia, (2) high innovativeness and high nostalgia, (3) low innovativeness and high nostalgia, and (4) low innovativeness and low nostalgia. The four groups showed significant differences in the purchase criteria of quality, design, and brands and no difference in the criteria of functionality and washing methods. The four groups preferred different sources of fashion information: fashion magazines, people in the street, and salespeople, but did not differ in terms of social networking services (SNS) and in-store displays. While the four groups had significantly different attitudes toward eco-friendly fashion products, they did not show differences in attitudes toward fast fashion products, excluding usefulness. These meaningful results provide guidelines for developing more effective merchandising strategies for both eco-friendly and fast fashion products.

Comparison of Feel/Sense and Purchase Behavior among NIKE, PUMA, and KUHO POP-UP Store Visitors (나이키, 퓨마, 구호 팝업 스토어 방문자들의 팝업 체험감성 및 구매행동 비교 연구)

  • Kim, Sun-Young;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1288-1301
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    • 2011
  • The purpose of this study was to observe a case study of pop-up stores in an apparel company in Korea in order to evaluate different feel and to determine the purchase behavior of pop-up visitors of three major fashion brands. This research was conducted through secondary data collection and primary data collection. A survey was conducted among NIKE, KUHO, and PUMA pop-up store visitors who were 20 to 40 years old, via questionnaires. Data were collected on-line and off line at the pop-up store. Data were analyzed using SPSS program. Through data analysis, we learned that most of the study participants were captivated by the digital elements in the environment of the NIKE pop-up store. Puma, the second most favorably ranked, was favored for its interior design. Meanwhile, KUHO stimulated its customers with its limited edition fashion products at a good price. Several feels of visitors about the pop-up stores were significantly different among the 3 different brands. There was a significant difference in purchase criteria, such as brand recognition, size, and design among visitors of the three different brands. Visitors who preferred KUHO considered design of products more than NIKE-preferred visitors. In conclusion, the clothing pop-up stores have the possibility of satisfying consumers' desires. Each brand can achieve a good performance in promotion with a differentiated strategy.

A Study on the Store Hold Design for Fashion Sales Environment as Store Identity - With a focus of the brand "A" named - (SI작업의 일환으로 판매환경 집기디자인에 관한 연구 - A 브랜드를 중심으로 -)

  • 이미란;권석준;박우장
    • Journal of the Korea Furniture Society
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    • v.10 no.1
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    • pp.33-42
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    • 1999
  • This study aims to organize the research ways of interior design for clothing stores as a management strategy in the market changing rapidly. The public met their needs in a mass production system. However, the brand-name companies began to create the conditions of consumption for people, there appeared people with new lifestyles and new way of thoughts so that their propensity to consume resulted in consumption activities, and it become varied, individual, and highly qualified. Therefore, in view of consumers' priority, based on SI sales environment this paper aims to create a new image by re-designing the interior and furniture of shops which will help to enhance the image of brand name. Therefore, the brand-name companies will expect a large sale for the new product and it will apply to sales environments of other products and influence them. The purpose of this paper is to find a desirable way to increase sales efficiency for the companies. In order to get a concept and propriety of sales environment design, examined mutual relation to each study of interior design, marketing, and fashion design. Through referring to the documents research of these fields I could get a conception and basic structure for them. Based on the theoretical knowledge, this study was made to show to examine and generalize the existing sales environments and situations and set up a new concept for this. It will apply to interior design and store holds and present a new design alternative for improvement.

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Influence of Emotional Experience at the Beauty Salon on Store Preference

  • Heo, Sunyoung;Kim, Sungnam
    • Journal of Fashion Business
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    • v.20 no.6
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    • pp.19-31
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    • 2016
  • Identifying the factors of emotional experience that arouse emotional responses will contribute to determining the relationship between the visual attributes of a salon and the emotional responses of humans, as well as the relationship between service factors and the emotional response of humans. The aim of this study is to examine the effect of the various e motional responses of customers on store preference and to thereby propose marketing strategies for offering an insightful service. The emotionally expressed vocabulary used by customers during their visit is also explored. 300 customers with previous experience of beauty shop services were surveyed and their responses were analyzed using SPSS 20.0 to define the problems. All the emotional experiences at the beauty salon influence the service satisfaction and re-visitation intention. The results showed that, as the customer's level of satisfaction with a service experience increases, the re-visitation intention increases. Of these results, only the service experience influences the recommendation intention. As the effective delivery of positive emotional services influences customers' revisiting intentions, beauty industry workers should be aware of each phase of the customers' emotions and try to provide customer-oriented services to appease these emotions. In addition, workers should strive to create service systems that induce customers' positive emotional responses rather than to offer merely stereotyped services.

Psychological Benefits of One-to-one Marketing in Apparel E-commerce: An Approach with Perceived Usefulness, Pleasure, Arousal, and Attitude toward the E-store

  • Lee, Eun-Jung;Kim, Han-Na;Noh, Mi-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.6
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    • pp.646-658
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    • 2011
  • Wide-spread practitioner literature exists for the one-to-one marketing effect from a firm's perspective; however, limited research discusses the psychological effect of one-to-one marketing from a consumer's perspective. The authors test a model that integrates the level of consumer-perceived one-to-one marketing effort (OTO-E), instrumental (i.e., perceived usefulness) and affective benefits (Le., pleasure and arousal), and attitude toward the e-store (ATE). The analysis of an online survey (conducted with 195 U.S. undergraduates) confirms the positive effect of level of OTO-E on the benefits that influence ATE. In addition, it reveals the positive effect of the affective benefits on the instrumental benefit. The results expand the current research on the value of one-to-one marketing by presenting a consumer-oriented approach. As the study was conducted in the U.S. market with intense consumer demands for individuation of service, the results should provide useful managerial/ theoretical implications to Korean apparel e-tailers, concerning their future implementation of one-to-one marketing.

A Study on Men's Suit Purchasing Behavior (Part I) -Focusing on Men in Their 20's∼40's- (남성 정장 구매행동에 관한 연구 (제1보) -20∼40대 남성을 중심으로-)

  • 김민정;임숙자;이숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.2
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    • pp.320-331
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    • 2004
  • This study was attempted to examine male consumers'suit purchasing Behavior of subdivided groups according to apparel shopping orientation in men's suit purchasing and to suggest basic information applicable to marketing. The sample was taken from 705 men who were aged twenties through forties living in and suburbs. A total of 655 questionnaires were used in the final statistical analysis using factor analysis, reliability test, ANOVA, Duncan test, and X$^2$-test. The results of this study were as follows: 1. The dimensions of apparel shopping orientation were composed of economical, brand/store loyalty, fashion consciousness and convenience shopping orientation. 2. The dimensions of apparel store attributes were composed of atmosphere and service, convenient shopping, fashion and sale promotion, price, quality and reputation. 3. Three groups were classified after group analysis of four factors in male consumers'apparel shopping orientation: group focusing on convenience (47.2%), group focusing enjoyment of shopping(31.0%), and group focusing economic aspects(21.8%). Additionally differences of the three groups were examined according to importance of store attributes, use of information sources, purchasing Behavior, clothing evaluation criteria and demographic variables.