DOI QR코드

DOI QR Code

A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store-

가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-

  • Jang, Ju Yeun (Dept. of Textiles, Merchandising and Fashion Design, Seoul National University) ;
  • Chun, Jaehoon (Dept. of Textiles, Merchandising and Fashion Design, Seoul National University/Research Institute of Human Ecology, Seoul National University)
  • 장주연 (서울대학교 의류학과) ;
  • 전재훈 (서울대학교 의류학과/서울대학교 생활과학연구소)
  • Received : 2018.04.13
  • Accepted : 2018.06.19
  • Published : 2018.08.31

Abstract

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.

Keywords

References

  1. Ahn, K. H., & Lee, Y. J. (2002). The study of the influence of consumer's shopping orientation on the relationship between store image variables and on-line consumer's purchase intention. Journal of Consumer Studies, 13(4), 101-122.
  2. Ahn, S. J., & Bailenson, J. N. (2011). Self-endorsing versus other-endorsing in virtual environments. Journal of Advertising, 40(2), 93-106. doi:10.2753/JOA0091-3367400207
  3. Ahn, T., Ryu, S., & Han, I. (2004). The impact of the online and offline features on the user acceptance of internet shopping malls. Electronic Commerce Research and Applications, 3(4), 405-420. doi:10.1016/j.elerap.2004.05.001
  4. Babin, B. J., Darden, W. R., & Griffin, M. (1994). Work and/or fun: Measuring hedonic and utilitarian shopping value. Journal of Consumer Research, 20(4), 644-656. doi:10.2307/2489765
  5. Batra, R., & Ahtola, O. T. (1991). Measuring the hedonic and utilitarian sources of consumer attitudes. Marketing Letters, 2(2), 159-170. doi:10.1007/BF00436035
  6. Blazquez, M. (2014). Fashion shopping in multichannel retail: The role of technology in enhancing the customer experience. International Journal of Electronic Commerce, 18(4), 97-116. doi:10.2753/JEC1086-4415180404
  7. Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature Reviews Neuroscience, 12, 752-762. doi:10.1038/nrn3122
  8. Burke, R. R. (1997). Do you see what I see? The future of virtual shopping. Journal of the Academy of Marketing Science, 25(4), 352-360. doi:10.1177/0092070397254007
  9. Chitturi, R., Raghunathan, R., & Mahajan, V. (2008). Delight by design: The role of hedonic versus utilitarian benefits. Journal of Marketing, 72(3), 48-63. doi:10.1509/jmkg.72.3.48
  10. Chun, H. W., Han, M. K., & Jang, J. H. (2017). Application trends in virtual reality. Electronics and Telecommunications Trends, 32(1), 93-101.
  11. Citrin, A. V., Stem Jr., D. E., Spangenberg, E. R., & Clark, M. J. (2003). Consumer need for tactile input: An internet retailing challenge. Journal of Business Research, 56(11), 915-922. doi:10.1016/S0148-2963(01)00278-8
  12. Cottet, P., Lichtle, M. C., & Plichon, V. (2006). The role of value in services: A study in a retail environment. Journal of Consumer Marketing, 23(4), 219-227. doi:10.1108/07363760610674347
  13. Darley, A. (2003). Visual digital culture (J. H. Kim, Trans.). Seoul: Hyunsilbook. (Original work published 2000)
  14. eBay VR Department Store. (n.d.). eBay VR Department Store. Retrieved December 13, 2016, from eBay VR Department Store Application (for iOS).
  15. Goldman Sachs. (2016, January 13). Virtual & augmented reality: Understanding the race for the next computing platform. Equity Research. Retrieved April 1, 2018, from https://www.goldmansachs.com/our-thinking/pages/technology-driving-innovation-folder/virtual-and-augmented-reality/report.pdf
  16. Han, K. Y., Jun, W. J., & Park, J. Y. (2009). The effects of offline store attribute benefits on customer retention and switching: The mediating effect of commitment. The e-Business Studies, 10(3), 305-341. doi:10.15719/geba.10.3.200909.305
  17. Heo, M. S., & Cheon, M. J. (2006). An empirical study on e-shopping acceptance: The integrated roles of consumer experience and system characteristics. Korean Journal of Business Administration, 19(4), 1245-1279.
  18. Hirschman, E. C., & Holbrook, M. B. (1982). Hedonic consumption: Emerging concepts, methods and propositions. Journal of Marketing, 46(3), 92-101. doi:10.2307/1251707
  19. Jang, R. Y., & Yang, S. H. (2011). Fashion communication and exhibition project - Focused on fashion exhibition design by Maison Martin Margiela -. The Research Journal of the Costume Culture, 19(6), 1302-1319. https://doi.org/10.29049/rjcc.2011.19.6.1302
  20. Jensen, J. M., & Hansen, T. (2006). An empirical examination of brand loyalty. Journal of Product & Brand Management, 15(7), 442-449. doi:10.1108/10610420610712829
  21. Jones, M. A., Reynolds, K. E., & Arnold, M. J. (2006). Hedonic and utilitarian shopping value: Investigating differential effects on retail outcomes. Journal of Business Research, 59(9), 974-981. doi:10.1016/j.jbusres.2006.03.006
  22. Jung, Y. S., & Song, I. K. (2017). A study on the flow and expansion of augmented reality and virtual reality in distribution industry: Focused on major success cases. Journal of Distribution and Management Research, 20(5), 23-34.
  23. Kang, J., & Park-Poaps, H. (2010). Hedonic and utilitarian shopping motivations of fashion leadership. Journal of Fashion Marketing and Management: An International Journal, 14(2), 312-328. doi:10.1108/13612021011046138
  24. Kerin, R. A., Jain, A., & Howard, D. J. (1992). Store shopping experience and consumer price-quality-value perceptions. Journal of Retailing, 68(4), 376-397.
  25. Kim, J. E., & Lee, J. K. (2010). A study on the spatial design of a fashion flagship store - With a focus on brand communication strategies -. Journal of the Korea Institute of the Spatial Design, 5(1), 95-106.
  26. Kim, J. H. (2008). A study on interaction animation in the virtual reality of aesthetic. Journal of Art and Media, 7(1), 38-52.
  27. Kim, J. H., & Wu, Y. Y. (2013). The internet store attributes and customer satisfaction: The moderating effects of shopping motivations. The e-Business Studies, 14(3), 233-257. doi:10.15719/geba.14.3.201308.233
  28. Kim, S. Y., & Yang, S. H. (2002). The fashion communication media and the beauty of ideal body (I) - Focusing on the fashion communication media -. Journal of the Korean Society of Costume, 52(7), 139-154.
  29. Kim, T. H. (2003). A comparative study on the image based virtual reality and the modeling based virtual reality. Journal of Communication Design, (13), 16-26.
  30. Ko, E., Lee, M. A., & Lee, M. Y. (2012). Fashion brand & communication. Paju: Gyomoon Publishers.
  31. Koo, D. M., & Jang, H. S. (2005). The influences of personal values on online shopping benefits, online store attributes and re-purchase intention to an online store. Korean Business Education Review, 40, 399-433.
  32. Ku, Y. S., Kim, S. H., Choo, T. G., & Park, H. H. (2009). A cross-cultural study of the effects of the perception of internet fashion shopping mall store characteristics on satisfaction and loyalty of internet fashion shopping mall: Focusing on fashion product purchase of Korean and American college students. Journal of the Korean Home Economics Association, 47(7), 83-95.
  33. Lee, D. D. (2002). 소매 점포의 기능성과 쾌락성 [Functional and hedonic property of retail store]. Proceedings of the Korea Distribution Association, Fall Conference, Korea, 117-136.
  34. Lee, G. D. (2016, August 18). 백화점 업계, 가상현실로 쇼핑 콘텐츠 신기원 꾀한다 [Department store industry seeks new era of shopping contents with virtual reality]. Etoday. Retrieved April 1, 2018, from http://www.etoday.co.kr/news/section/newsview.php?idxno=
  35. Lee, J. H. (2004). Multimedia and digital world. Seoul: Communicationbooks.
  36. Lee, J. H., & Lee, E. H. (2011). Augmented reality as an emotional communication media on fashion communication. Journal of Korea Design Forum, 32, 7-20. doi:10.21326/ksdt.2011.32.001
  37. Lee, M. (2005). The effects of internet apparel store attributes and shopping values on consumer's internet apparel purchasing behavior. Korean Journal of Human Ecology, 14(1), 155-165.
  38. Levy, M., & Weitz, B. A. (2001). Retailing management (4th ed.). Boston, MA: Irwin/McGraw-Hill.
  39. Lim, H., & Dubinsky, A. J. (2004). Consumers' perceptions of e-shopping characteristics: An expectancy-value approach. Journal of Services Marketing, 18(7), 500-513. doi:10.1108/08876040410561839
  40. Lohse, G. L., & Spiller, P. (1998). Electronic shopping. Communications of the ACM, 41(7), 81-87. doi:10.1145/278476.278491
  41. Mazursky, D., & Jacoby, J. (1986). Exploring the development of store images. Journal of Retailing, 62(2), 145-165.
  42. McLay, R., Ram, V., Murphy, J., Spira, J., Wood, D. P., Wiederhold, M. D., Wiederhold, B., K., Johnston, S., & Reeves, D. (2014). Effect of virtual reality PTSD treatment on mood and neurocognitive outcomes. Cyberpsychology, Behavior, and Social Networking, 17(7), 439-446. doi:10.1089/cyber.2013.0383
  43. Michon, R., Yu, H., Smith, D., & Chebat, J. C. (2007). The shopping experience of female fashion leaders. International Journal of Retail & Distribution Management, 35(6), 488-501. doi:10.1108/09590550710750359
  44. Murray, J. H. (2001). Hamlet on the holodeck: The future of narrative in cyberspace (Y. H. Han & J. Y. Byun, Trans.). Seoul: ahn graphics ltd. (Original work published 1997)
  45. Nicholson, M., Clarke, I., & Blakemore, M. (2002). 'One brand, three ways to shop': Situational variables and multichannel consumer behaviour. The International Review of Retail, Distribution and Consumer Research, 12(2), 131-148. doi:10.1080/09593960210127691
  46. Park, E. J., & Kang, E. M. (2005). Effects of shopping mall attributes and shopping values on online purchase intentions. Journal of the Korean Society of Clothing and Textiles, 29(11), 1475-1484.
  47. Park, M. J., & Lee, B. J. (2004). 가상현실 커뮤니케이션의 특성과 그 체험의 양상: 몰입 과정과 몰입 조건에 대한 수용자 연구 [The features of VR (virtual reality) communication and the aspects of its experience]. Journal of Communication Research, 41(1), 29-60.
  48. Pine II, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76(4), 97-105.
  49. Ryu, S., Kim, J., & Hwang, Y. (2012). Research on VMD communication as fashion marketing strategy through brand case studies. Journal of the Korea Institute of the Spatial Design, 7(1), 99-108.
  50. Schuemie, M. J., van der Straaten, P., Krijn, M., & van der Mast, C. A. P. G. (2001). Research on presence in virtual reality: A survey. CyberPsychology & Behavior, 4(2), 183-201. doi:10.1089/109493101300117884
  51. Sharma, S., & Bach, C. (2016). An exploratory research on virtual reality and how it affects future of shopping and immerging fields. European Journal of Engineering Research & Science, 1(6), 34-43.
  52. Shergill, G. S., & Chen, Z. (2005). Web-based shopping: Consumers' attitudes towards online shopping in New Zealand. Journal of Electronic Commerce Research, 6(2), 79-94.
  53. Shukla, P., & Babin, B. J. (2013). Effects of consumer psychographics and store characteristics in influencing shopping value and store switching. Journal of Consumer Behaviour, 12(3), 194-203. doi:10.1002/cb.1411
  54. Son, H. J. (2010). Research on the visual communication design of the multi-convergence in media aesthetics. Journal of Korea Design Forum, 26, 255-264. doi:10.21326/ksdt.2010.26.024
  55. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. doi:10.1111/j.1460-2466.1992.tb00812.x
  56. The Hyundai. (n.d.). VR 스토어-NIKE [VR Store-NIKE]. The Hyundai. Retrieved December 13, 2016, from http://www.thehyundai.com/front/dpv/vrPanorama.thd?PageName=Magazine&PageBanner=VR_nikestore&vrBrnd=NikeStore
  57. To, P. L., Liao, C., & Lin, T. H. (2007). Shopping motivations on internet: A study based on utilitarian and hedonic value. Technovation, 27(12), 774-787. doi:j.technovation.2007.01.001 https://doi.org/10.1016/j.technovation.2007.01.001
  58. Zhou, L., Dai, L., & Zhang, D. (2007). Online shopping acceptance Model - A critical survey of consumer factors in online shopping. Journal of Electronic Commerce Research, 8(1), 41-62.