참고문헌
- Aggarwal, P., Jun, S. Y., & Huh, J. H. (2011). Scarcity messages. Journal of Advertising, 40(3), 19-30. doi: 10.2753/JOA0091-3367400302
- 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
- Ahn, S. J. G., Phua, J., & Shan, Y. (2017). Self-endorsing in digital advertisements: Using virtual selves to persuade physical selves. Computers in Human Behavior, 71, 110-121. doi: 10.1016/j.chb.2017.01.045
- Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological bulletin, 103(3), 411-423. doi: 10.1037/0033-2909.103.3.411
- Bakhshian, S., & Lee, Y. A. (2022). Social acceptability and product attributes of smart apparel: Their effects on consumers' attitude and use intention. The Journal of the Textile Institute, 113(4), 671-680. doi: 10.1080/00405000.2021.1898138
- Bang, E., Wu, S., & Kim, S. (2022). Analysis of usage types of K-pop idol avatar and fandom perception. Journal of Korea Multimedia Society, 25(11), 1601-1612. doi: 10.9717/KMMS.2022.25.11.1601
- Bang, Y. (2021, May 23). 콧대높은 구찌 루이비통 버버리 몰려가는 이 곳은? [Where is the place flocked by high-end brands like Gucci, Louis Vuitton, and Burberry?] Maeil economy. Retrieved December 01, 2023, from https://www.mk.co.kr/news/business/view/2021/05/494427/
- Basil, M. D. (1996). Identification as a mediator of celebrity effects. Journal of Broadcasting & Electronic Media, 40(4), 478-495. doi: 10.1080/08838159609364370
- Behm-Morawitz, E. (2013). Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being. Computers in Human Behavior, 29(1), 119-128. doi: 10.1016/j.chb.2012.07.023
- Belk, R. W. (2013). Extended self in a digital world. Journal of consumer research, 40(3), 477-500. doi: 10.1086/671052
- Boulding, W., Kalra, A., Staelin, R., & Zeithaml, V. A. (1993). A dynamic process model of service quality: From expectations to behavioral intentions. Journal of Marketing Research, 30(1), 7-27. doi: 10.1177/002224379303000102
- Calder, B. J., Malthouse, E. C., & Schaedel, U. (2009). An experimental study of the relationship between online engagement and advertising effectiveness. Journal of interactive marketing, 23(4), 321-331. doi: 10.1016/j.intmar.2009.07.002
- Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society, 4(3), 245 -264. doi: 10.1207/S15327825MCS0403_01
- Choi, E., & Pyun, J. (2021). Effect of brand experience on brand attitude within Meta-bus through avatars: Focused on Gucci Villa in ZEPETO. Journal Korea Society of Visual Design Forum, 73, 83-94. doi: 10.21326/KSDT.2021.26.4.007
- Edell, J. A., & Burke, M. C. (1987). The power of feelings in understanding advertising effects. Journal of Consumer Research, 14(3), 421- 433. doi: 10.1086/209124
- Ertz, M., Durif, F., & Arcand, M. (2016). Business in the hands of consumers: A scale for measuring online resale motivations. Expert Journal of Marketing, 4(2), 60-76.
- Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of marketing research, 18(1), 39-50. doi: 10.1177/002224378101800104
- Gibson, J. (2021). Fashion after COVID-19: virtually the same, but different. In global pandemic, technology and business. London: Routledge.
- Huh, J.-H., Park, H.-K., & Shin, B.-S. (2016). The reciprocal effects of a previous brand extension and follower brand extension's market performance on a parent brand of a follower brand's extension product. The Journal of the Korea Contents Association, 16(5), 686-697. doi: 10.5392/jkca.2016.16.05.686
- Jhee, S. Y., Han, S. L., & Jung, H. Y. (2022). Effect of avatar virtual fitting service on customer experience and reuse intention in metaverse. Journal of Marketing Management Research, 27(4), 59-82. doi: 10.37202/KMMR.2022.27.4.59
- Kim, D. Y., Lee, H. K., & Chung, K. (2023). Avatar-mediated experience in the metaverse: The impact of avatar realism on user-avatar relationship. Journal of Retailing and Consumer Services, 73, 103382. doi: 10.1016/j.jretconser.2023.103382
- Kim, J. (2021, July 8). 국내외 메타버스 플랫폼과 비즈니스 동향 [Domestic and international metaverse platforms and content business trends in South Korea]. Korea Communications Agency [KCA]. Retrieved December 01, 2023, from https://www.kca.kr/Media_Issue_Trend/vol45/sub01_03.html
- Kim, M. R., & Jung, E. T. (2022). A study on the efficiency of avatars used in metaverse. A Journal of Brand Design Association of Korea, 20(1), 169-182. doi: 10.18852/bdak.2022.20.1.169
- Kim, S. (2023, June 20). 그 많던 메타버스 플랫폼은 어떻게 됐을까 [What Happened to the Once-Proliferating Metaverse Platforms?]. ZDNET Korea. Retrieved January 04, 2024, from https://zdnet.co.kr/view/?no=20230620101438
- Kim, S. H., & Lee, Y. J. (2020). A study on the effect of branded contents type on brand attitude and purchase intention according to product type. Journal of Brand Design Association of Korea. 18(3), 313-326. doi: 10.18852/bdak.2020.18.3.313
- United State, how does metaverse change the fashion industry? presenting a new vision of the transaction method...can contribute to sustainability. (2022, August 18). Korea International Trade Association [KITA]. Retrieved December 01, 2023, from https://www.kita.net/cmmrcInfo/cmmrcNews/cmmrcNews/cmmrcNewsDetail.do?pageIndex=1&nIndex=70058&sSiteid=2
- Koulouris, J., Jeffery, Z., Best, J., O'neill, E., & Lutteroth, C. (2020, April 25-30). Me vs. Super (wo)man: Effects of customization and identification in a VR exergame [Conference session]. Conference on Human Factors in Computing Systems, Honolulu, HI, USA. doi: 10.1145/3313831.3376661
- Kuo, T-H., & Lee, J. K. (2019). The effects of brand prominence and product type on product placement in Korean web-dramas: A comparative study of consumers in South Korea and Taiwan. The Korean Journal of Advertising, 30(6), 7-37. doi: 10.14377/KJA.2019.8.31.7
- Lee, H. W., Chang, K., Uhm, J. P., & Owiro, E. (2023). How avatar identification affects enjoyment in the metaverse: The roles of avatar customization and social engagement. Cyberpsychology, Behavior, and Social Networking, 26(4), 255-262. doi: 10.1089/cyber.2022.0257
- Lee, J. (2023, April 17). 로블록스, 한정판 아이템 '생성' 기능 '리미티드' 출시 [Roblox releases limited edition item creation feature 'limited']. Digital Asset. Retrieved February 08, 2023, from https://www.digitalasset.works/news/articleView.html?idxno=2207
- Lee, J., & Park, J. (2023). Content industry case analysis using metaverse avatar engagement. Journal of the Korea Institute of Information & Communication Engineering, 27(5), 643-649. doi: 10.6109/jkiice.2023.27.5.643
- Lee, T-S., Ahn, S-H., & Kang, G-D. (2008). A study on the service orientation of civil service organizations -The assessment of psychometric properties of SERV.OR-. Korean Journal of Business Administration, 21(3), 1259-1285.
- Lee, Y., Hong, S., & Lee, W. (2021). A Study on the marketing performance of self-character identification and relation internalization in MMOPRPGs. Journal of Korea Game Society, 21(2), 111-121. doi: 10.7583/JKGS.2021.21.2.111
- Maccoby, E. E., & Wilson, W. C. (1957). Identification and observational learning from films. The Journal of Abnormal and Social Psychology, 55(1), 76-87. doi: 10.1037/h0043015
- Moon, J. A. (2022, February 14). 제페토에서 일주일 살아보니... 디지털 라이프, 영속할 수 있을까? [Living in Zepeto for a week...digital life, can it last?]. The Milk. Retrieved December 01, 2023, from https://themiilk.com/articles/aa25ea0f9
- Moon, J., Hossain, M. D., Sanders, G. L., Garrity, E. J., & Jo, S. (2013). Player commitment to massively multiplayer online role-playing games (MMORPGs): An integrated model. International Journal of Electronic Commerce, 17(4), 7-38. doi: 10.2753/JEC1086-4415170401
- Morganosky, M. A. (1987). Aesthetic, function, and fashion consumer values: Relationships to other values and demographics. Clothing and Textiles Research Journal, 6(1), 15-19. doi: 10.1177/0887302X8700600103
- Morie, J. F. & Verhulsdonck, G. (2008, December). Body/persona/action! Emerging non-anthropomorphic communication and interaction in virtual worlds. In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (pp. 365-372). Yokohama, Japan
- Nam, K. T., & Kihl, T. S. (2020). A study on the importance of design elements of game character customizing: Focused on mobile & video games. Journal of Korea Game Society, 20(6), 99-110. doi: 10.7583/JKGS.2020.20.6.99
- Park, E., & Kang, E. (2016). Impacts of fashion products attributes and mobile shopping mall attributes on impulse buying behavior and satisfaction in mobile fashion shopping mall. Fashion and Textile Research Journal, 18(2), 158-166. doi: 10.5805/SFTI.2016.18.2.158
- Park, H. H., Ku, Y. S., & Koo, D. M. (2007). The influence of consumer's shopping values on the evaluations of fashion product attributes and brand re-purchase intention: Focused on the moderating role of price level. Journal of the Korean Society of Clothing and Textiles, 31(2), 236-246. doi:10.5850/JKSCT.2007.31.2.236
- 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. doi: 10.17548/ksaf.2021.09.30.161
- Park, S. & Kim, H. Y. (2022). Effect of perceived presence in metaverse on extended self and purchase intention of virtual and actual clothing -Verification of moderating effect of ideal self-seeking tendency-. Journal of the Korean Society of Costume, 72(5), 150-168. doi: 10.7233/jksc.2022.72.5.150
- Porteous, J. D. (1996). Environmental Aesthetics: Ideas, Politics and Planning. Routledge, London.
- Postrel, V. (2002). The Substance of Style. Harper Collins, New York
- Rhee, S. C., & Lee, E. K. (2010). The effects of emotional consumer values on luxury brand product design -Focused on play and aesthetics values-. Journal of the Korean Society of Design Culture, 16(3), 450-462.
- Rindova, V. P., & Petkova, A. P. (2007). When is a new thing a good thing? Technological change, product form design, and perceptions of value for product innovations. Organization science, 18(2), 217-232. doi: 10.1287/orsc.1060.0233
- Roblox Surpasses 66 million daily users. (2023, May 26). Nox appplayer. Retrieved February 08, 2023, from https://kr.bignox.com/blog/noxplay1685070339YnV12QbbCWKNNiWbiiR2F/
- Rogers, T. B., Kuiper, N. A., & Kirker, W. S. (1977). Self-reference and the encoding of personal information. Journal of personality and social psychology, 35(9), 677-688. doi: 10.1037/0022-3514.35.9.677
- Shin, S., Kim, H., Yoo, J., & Park, M. (2023). The effects of metaverse avatar identification on immersion, vicarious pleasure, and fashion brand item sharing intention. Journal of the Korean Society of Clothing and Textiles. 47(3), 492-510. doi: 10.5850/JKSCT.2023.47.3.492
- Sin, J. & Jeong, I. (2021, August 29). 패션 NFT, 거대한 시장이 온다 [Fashion NFT, big market coming]. Coindeskkorea. Retrieved December 10, 2023, from http://www.coindeskkorea.com/news/articleView.html?idxno=75023
- Sin, Y. (2021). A study on identity in metaverse discourse: Focusing on ZEPETO used by the digital native generation. Korean Language & Literature, 76, 249-278. Retrieved from https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiOrteView.kci?sereArticleSearchBean.artiId=ART002789055
- Son, Y. (2021, June 18). 로블록스에서 465만원에 판매된 구찌 가방 [Gucci bag sold for $4,115 on Roblox]. M2news. Retrieved February 08, 2023, from https://www.m2news.kr/news/articleView.html?idxno=700
- Sun, J. H. (2018). The causal relationships of brand engagement in an online brand community. A Journal of Brand Design Association of Korea, 16(1), 57-66. doi: 10.18852/bdak.2018.16.1.57
- Sung, E., Kwon, O., & Sohn, K. (2023). NFT luxury brand marketing in the metaverse: Leveraging blockchain-certified NFTs to drive consumer behavior. Psychology & Marketing. 40(11), 2306-2325. doi: 10.1002/mar.21854
- Swinker, M. E., & Hines, J. D. (2006). Understanding consumers' perception of clothing quality: A multidimensional approach. International journal of consumer studies, 30(2), 218-223. doi: 10.1111/j.1470-6431.2005.00478.x
- Teng, C. I. (2019). How avatars create identification and loyalty among online gamers: Contextualization of self-affirmation theory. Internet Research. 29(6), 1443-1468. doi: 10.1108/INTR-05-2018-0222
- Till, B. D., & Busler, M. (2000). The match-up hypothesis: Physical attractiveness, expertise, and the role of fit on brand attitude, purchase intent and brand beliefs. Journal of advertising, 29(3), 1-13. doi: 10.1080/00913367.2000.10673613
- Trepte, S., & Reinecke, L. (2010). Avatar creation and video game enjoyment: Effects of life-satisfaction, game competitiveness, and identification with the avatar. Journal of Media Psychology, 22(4), 171-184. doi: 10.1027/1864-1105/a000022
- Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15(2), 197-221. doi: 10.1080/15213269.2012.674917
- Wang, M., Kwon, H., & Choi, J. (2018). The effect of product scarcity and purchase behavior in location-based application services. Information Systems Review, 20(2), 209-226. doi: 10.14329/isr.2018.20.2.209
- Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). The Proteus effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36(2), 285-312. doi: 10.1177/0093650208330254
- Yu, J. H., & Kim, M. K. (2012). A study on the evaluation of environment-friendly fashion product attributes: Focused on the objective and the subjective attributes. Journal of the Korea Fashion & Costume Design Association, 14(2), 113-125. Retrieved from https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART001671792