• Title/Summary/Keyword: 유니클로

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A Case Analysis of Entry in Global Fashion Market : The Case of Zara and Uniqlo (해외 패션시장 진출 사례분석: 자라와 유니클로를 중심으로)

  • Kim, Hyojung;Kwon, Ki-Hoon
    • International Commerce and Information Review
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    • v.15 no.4
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    • pp.509-532
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    • 2013
  • This paper analyzed the functional global entry process of firms by real business cases. We reviewed the global firm Zara and Uniqlo's functional global entry process by Malnight (1995) four-step model which is composed of appendage, participation, contribution, integration stages. We found that both Zara and Uniqlo made successful internationalization using integrated global value chain. However, Zara maintained the home-initiated internationalization strategy on whole value chain, Uniqlo operated subsidiary-initiated functional strategy in specific value chain activities. This study suggests that internationalization occurs at the level of the function, rather than the firm. In addition, this study suggests practical implication to Korean fashion firms that global firms should maintain the functional global entry strategy basing on firm's internationalization steps.

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A Study on the Corporate Image and Clothes Purchasing Behavior Depending on the Degree of Interest in Cultural Marketing - Focusing on Uniqlo Brand - (문화마케팅 관심도에 따른 기업이미지 및 의복구매행동에 관한 연구 - 유니클로 브랜드를 중심으로 -)

  • Ryu, Mi-Ae;Park, Ok-Ryun
    • Management & Information Systems Review
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    • v.31 no.1
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    • pp.1-21
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    • 2012
  • This study analyzes empirically the effect of the degree of interest in cultural marketing on corporate image and how the corporate images affect on consumers' clothes purchasing behavior through the case of a fashion brand, 'Uniqlo'. For this, Chi-square test and independent sample T-test were used for the verification of differences in frequency and average by general characteristics of respondents. To observe the effects between ration scales, it carried out a multiple regression analysis, and also, using AMOS16.0, it verified the suitability of the route model and estimated the coefficients for each route. From the result of analysis, it was found that degree of consumer's interest in cultural marketing affects on corporate images such as corporate confidence and marketing and the corporate image again is closely related to consumer's clothes purchasing behavior and satisfaction. In other words, the consumers who have greater interest in corporations using cultural marketing or who had participated in various cultural events are more likely to think that 'Uniqlo' is a reliable corporation who actively uses cultural factors in marketing. Likely, it was observed that the positive corporate image of 'Uniqlo' has a large influence on purchase of their products and also, it makes consumers feel as if they are participating in mecenat, thus increasing consumer's satisfaction after purchase. This study has a limitation in generalization of study result because it focused on a case of particular brand. However, it is still helpful for the empirical study for growth and reinvigoration of the market for cultural marketing, and through a case of leading corporation, it provides implications to the corporations who use or do not use cultural marketing.

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The effect of UNIQLO's online and offline brand images on the purchase intention as a multichannel brand (유니클로의 온라인과 오프라인 이미지가 멀티채널 브랜드 구매의도에 미치는 영향)

  • Kim, Jieyurn
    • The Research Journal of the Costume Culture
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    • v.21 no.1
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    • pp.42-56
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    • 2013
  • Nowadays the advantages of multichannel retailing strategy in fashion business have been widely discussed, but empirical research on fashion retail has been limited. The purpose of this research is to provide some ideas on multichannel retailing strategy to fashion retailers through the case of UNIQLO. The online survey was conducted on each 100 female customers in their 20s, 30s, 40s living in seoul among UNIQLO customers. The survey was consisted of measurement items for UNIQLO's online store image and offline store image, customer satisfaction, purchase intention, and demographic attributes. The online survey was found that 30.3% of UNIQLO's multichannel customers bought a product from offline store using online shopping mall as a search channel, on the other hand, 20.7% of UNIQLO's multichannel customers bought a product from online store using offline store as a search channel. Factors of the online shopping mall image were consisted of shopping convenience, product information, price policy, trust. And factors of the offline store image were consisted of trust and store, product information, service. Some factors of online store and offline store image had impact on multichannel customer satisfaction. And, customer satisfaction also had impact on purchase intention of UNIQLO product. Some suggestion for the future of multichannel research in fashion retailing was given.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.