• 제목/요약/키워드: Fashion Brand Marketing

검색결과 502건 처리시간 0.022초

청바지의 착용태도 및 구매행동에 관한 마케팅적 연구 (A Market Oriented Study on the Wearing Attitude and Purechase Behavior of Jeans)

  • 이선재
    • 복식
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    • 제43권
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    • pp.109-124
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    • 1999
  • This study was aimed to analyze consumer's wearing attitude and the purchase behavior of jeans and the jean manufacturer's marketing strategies. Subjects were 448 male and female in their teens twenties and thirties living in Seoul. Data were obtained by self-administered questions and analyzed by SAS package. The main findings of this research are as follows: factors of fashion pursuit famous brand pursuit sexual attraction pursuit practicality pursuit. 2. In analysis between jeans wearing attitude type of information source purchase behavior and demographic characteristics showed signicficant difference partially. 3. The most influential design of jeans purchase was a fitting factor. The consumers preferred low price shops in downtown and colledge area and department store because of it's variety of jean goods. So the market segmentation and the brand positioning method according to consumers' wearing attitude and purchase behavior should be concerned properly in maketing strategy design include product and advertising strategy.

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SPA 브랜드의 마케팅 성공요인 탐색 -근거이론을 중심으로- (Exploratory Study on the Success Factors of SPA Brands from Marketing Perspectives -Based on Grounded Theory-)

  • 김경란;양수진
    • 한국의류학회지
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    • 제39권2호
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    • pp.190-203
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    • 2015
  • The fashion industry has been rearranged by Global SPA brands (like ZARA and H&M), which are powerful retailers that integrate the value chain ranging from manufacturing to sales. SPA brands can offer good quality of clothing at a reasonable price by cutting the margin between the supply chain. They are also called fast fashions since they make expedited efforts to respond to market trends and consumers. Despite the slow growth of the fashion industry in Korea, as global SPA brands rapidly expand market share, traditional fashion companies have launched several SPA brands such as MIXXO and SPAO (E-LAND), 8SECONDS (CHEIL INDUSTRIES). The few academic studies on this subject are focused on the analysis of secondary data such as news and books. The current research is qualitative and empirical attempts to explore the success factor of SPA brands with analysis of 1:1 in-depth interviews with experts who have worked for global SPAs such as Uniqlo, H&M, and ZARA, based on the grounded theory. The main phenomenon was shown to be that global SPA brands were popular since they offer a variety of products with a large assortment at reasonable and cheap prices in a large scale and multifunctional retail store. Most of them displayed main phenomena that can be realized due to the purchasing cycle of clothing that is shorter with consumers' regarding clothing as consumables. Global SPA brands had three types of marketing strategy: sellable product, sales strategy according to consumer response, and multifunctional stores. Each global SPA brand developed marketing strategies based on core competency and national conditions. The three success factors shorten the consumer decision making process of clothing. This study concludes with implications for practitioners of SPA brands born in Korea.

3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구 (A Case Study on Collaborations in 3D Printing Fashion)

  • 박수연;유영선
    • 복식
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    • 제66권7호
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.

A Study on the Bobos Styles in the Contemporary Fashion Trend - Focusing on the Bobos feature in Korea -

  • Han, Gwi-Ja
    • 패션비즈니스
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    • 제8권3호
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    • pp.59-69
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    • 2004
  • This thesis has an intention to examine how much Bobos, which has appeared as a new ruling class in the age of digital information economy, has had an influence on the fashion design and which aspect Bobos fashion assumes specifically. The existence of Bobos in Korea and its cultural disposition are examined. To do so, questionnaire survey has been performed for 400 persons. According to the result, it is shown that they control themselves thoroughly through exercise and have much interest in their health; for example, they prefer organic agricultural products and nonpolluting foods. They also consume goods reasonably, emphasizing on their own individuality, rather than purchase high-price articles for no good reason, and enjoy their life while seeking for success in the society. Such a disposition is almost same as that in the U.S, showing a small difference in the occupation or origins. It is examined which aspect Bobos fashion design, a new trend, assumes in more detail. Bobos seeks for a thing that is not cheap, has a recognized brand, and is not behind the fashion. They like the nature friendly, classical, and not vulgar thing. design should be casual and practical, and the quality of the material should be good. Especially, an individual disposition is emphasized in Bobos fashion, in which they disregard a brand and try to be the subject of a trend, by creating a fashion by themselves, to express their originality freely. Bobos fashion the first style it harmonizes the appear things not to be matching with each other and depending on pursuing the mix & match. The second style of Bobos fashion nature is friendship and fight. The hazard which it does like that the fact that it attempts is the composition characteristic of idea. The namely design is an utility cheap assuredly with high-class characteristic of subject matter is not a recognize cheap. The third style of Bobos fashion is expressed in nostalgic about the art. Of course Bobos style is not a possibility fashion as main stream of doing still today, but the effect of Bobos is magnified gradually from cultural, social, economic area. It analyzes style is a tendency where trend of the consumer is gradually converted marketing. This paper is meaningful in the sense that Bobos class, which has not been examined yet systematically, and the fashion are connected closely, and the fashion trend in the next is examined.

SNS 소셜 빅데이터를 통한 아웃도어 의류 소비자 특성과 주요 아웃도어 의류 브랜드 현황 분석 (Analysis of Outdoor Wear Consumer Characteristics and Leading Outdoor Wear Brands Using SNS Social Big Data)

  • 정혜정;오경화
    • 한국의류산업학회지
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    • 제18권1호
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    • pp.48-62
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    • 2016
  • Consumers have come to demand high quality, affordable prices, and innovative product designs of the outdoor wear market due to their well-being and leisure oriented lifestyle. A new system of business in outdoor wear has emerged in the process through which corporations have endeavored to satisfy such consumer needs. Outdoor wear brands have utilized social network services (SNS) such as Facebook and Twitter as means of marketing and have built close relations with consumers based on communication through these media. Recently, explosively escalating SNS data are referred to as social big data, and now that every consumer online is a commentator, reviewer, and publisher, the outdoor wear market and all of its brands have to stop talking and start listening to how they are perceived. Therefore, this study employs Social $Metrics^{TM}$, a social big data analysis solution by Daumsoft, Inc., to verify changes in the allusions related to outdoor wear market found on SNS. This study aims to identify changes in consumer perceptions of outdoor wear based on changes in outdoor wear search words and trends in positive and negative public opinion found in SNS social big data. In addition, products of interest, the major brands mentioned, the attributes taken into consideration during purchases of products, and consumers' psychology were categorized and analyzed by means of keywords related to outdoor wear brands found on SNS. The results of this study will provide fundamental resources for outdoor wear brands' market entry and brand strategy implementation in the future.

럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구 (An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show)

  • 정효조;고은주
    • 패션비즈니스
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    • 제27권2호
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

의복쇼핑성향에 따른 여대생의 충동구매 예측변수에 관한 연구 -마케팅 자극요인과 정보원을 중심으로- (A Study on the Predictable Variables of Impulse Buying by College Women′s Clothing Shopping Orientation -on Marketing Stimulus Factors and Information Source-)

  • 정수진;강경자
    • 복식문화연구
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    • 제6권4호
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    • pp.104-119
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    • 1998
  • The purpose of this research were to classify college women's clothing shopping orientation and analyze the predictable variables of impulse buying. The results of this research were as follows ; 1. Clothing shopping orientation was classified leisure pursuit, economic, careful and name brand preferring shopping. With reference to leisure pursuit and economic shopping, they were classified into four types, low shopping involved shopping type, economic shopping type, leisure pursuit shopping type, and high shopping involved shopping type. The low shopping-involved and the economic shopping types made much of planned buying. The planned impulse buying, reminder impulse buying, fashion oriented impulse buying and pure impulse buying were highly evaluated in the high-involved and the leisure pursuit shopping types. 3. The high shopping-involved and leisure pursuit shopping types were more likely to do impulse buying than low shopping-involved and the economic shopping types. 4. The most important factor for the four groups was design. Quality, color, utility were followed by design. 5. Impulse buying behaviors of four groups could be predicted by the information source and the marketing stimulus buying.

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대구(大邱) 여성복(女性服) 생산업체(生産業體) 디자이너들의 직무실태(職務實態) (Job Characteristics of the Fashion Designers of Women's Wear Industries in Taegu)

  • 김순분
    • 패션비즈니스
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    • 제3권4호
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    • pp.83-91
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    • 1999
  • The purpose of this study is to provide some useful references to the educational field in terms of providing on analysis of job characteristics of fashion designers working in the women's wear industries. The data were collected from 102 fashion designers working in women's wear industries through the questionnaire and were analyzed by SPSS packages of frequencies and percentiles for comparative study, and the results are as follows: 1. The demographic characteristics of the fashion designers are; unmarried (80.4%), working less than 2 years (20.2%), completion of junior college(68.6%), majority ages between 20-24 yrs(43.1%). An average length of working in one company war less than 6 months. 2. The ratio computer usage of the design room was approx. 52.0% especially in the management of sales (52.9%) and the ratio in fashion design was approx. 17.6% in merchandising planning. 3. 76.4% of respondents was working 10 hours a day, and 50% of them was dissatisfied on the job caused by excessive working hour (31.4%) and job over load (35.3%). In the developing fashion design with the relation of actual job, insufficient knowledges of the concerned technical and production fields (68.6%) were indicated as the most difficult area. In addition, fashion magazines were considered as the most helpful resource(94.1%). 4. It was noted that the target age groups for the brand were clearly divided into two groups, notably the early and middle of twenties and the early and middle forties. Among the produced items, formal wears were accounted for 52.9%. 5. As far as the contents of job are concerned, the fashion designers are mostly engaged in purchasing textile, collecting informations of fashion, quality control, whereas their actual job is apparel design. 6. The training that the fashion designer received beside formal education includes attendance of private institutes(62.7%), OJT(7.8%), seminars(4.9%). Regarding formal education, the respond indicated that they had least opportunity to received computer training. 7. The necessary subjects in the schools for the fashion designers in relation to the current job were fashion information, merchandising planning, pattern making, cutting, fashion marketing, knowledges of clothing material in sequence. Subjects which are necessary for the further development include pattern making(21.6%), fashion marketing(14.7%), and designing with computer(7.8%).

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산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作) (Retail Product Development and Brand Management Collaboration between Industry and University Student Teams)

  • Carroll, Katherine Emma
    • 마케팅과학연구
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    • 제20권3호
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    • pp.239-248
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    • 2010
  • 本文阐述了产业和学术之间的合作项目. 这个合作项目关注美国东北部的一家大型地区连锁百货商店的两个自有品牌服装的营销和产品开发战略发展. 这个项目的目标是通过和学生的想法的合作来振兴产品线. 从而给学生提供真实产业环境中的实践经验. 这个项目中有很多关键者. 在美国东北部的一家私有连锁百货商店为已有的两个自有服装品牌寻求一个学术伙伴. 他们的目标客户是追求休闲, 适中价格的中年消费者. 这个公司想要改变包装和展示的方向, 甚至是产品的设计. 公司的品牌和产品开发部门联系东北一个州立大学的学术部门的教授. 有两位教授认为这个项目非常适合他们的课程-一个是初级的媒介品牌管理课程; 一个是高级的时装产品开发课程. 这些教授认为通过合作项目, 学生在安全的学术学习环境中能进入一个真实的工作场景中在一个多学科协作团队, 提供超出一个学生的能力, 经验和资源优势, 并增加了解决问题的过程中的 "智囊" (Lowman 2000). 这种提高学生的能力目标的方向让每班教师去组织品牌和产品开发类的跨学科团队. 此外, 许多大学都聘请科研和教学的产业伙伴关系, 协作的时间(学期)和环境(教室/实验室)的约束有助于提高学生的知识和对现实世界的经验. 在田纳西大学, 产业服务中心和UT-Knoxville's 工学院和一家公司合作来发展它们美国公司的的设计进步. 本研究中, 因为是和一个自有商标零售品牌, Wickett, Gaskill 和Damhorst's (1999) 指出产品开发和品牌管理团队使用的零售服装产品开发模型. 之所以选择这个框架是因为它从零售这个角度强调了服饰产品开发. 两个班级参与了这个项目: 一个初级品牌管理班级和一个高级时装产品开发班级. 7个团队包括四名学习品牌管理的学生和两名学习产品开发的学生. 这两个课程在同一个学期但是不同的时间. 在学期开始的时候, 每个班级都被介绍给了产业合作伙伴并接受了问题. 一半的团队指定为男士品牌, 另一半是女士品牌. 这些小组负责制定解决问题的方法, 制定自己的工作时间表, 在与业界代表保持接触, 并确保每个小组成员以积极的方式负责任. 这些小组的目标是通过用销售规划进程来计划, 发展和展示一条产品线(遵循Wickett, Gaskill和Damhorst 模型) 并为这条产品线发展新的品牌战略. 这些小组展示了趋势, 色彩, 面料和目标市场调查; 制定一个产品线的草图;编辑了草图, 介绍他们的执行计划书写说明书, 配上合适的模型并最终开发生产样品. 品牌班的学生完成了SWOT分析, 品牌测量研究报告, 品牌心智图和完整综合的营销报告. 这些报告在介绍新产品线时同时发表. 将来如果有更多这样的协作机会而且公司希望同时考虑品牌和产品开发战略, 那么课程应该定在相同的时间, 这样学生有更多的时间在一起讨论时间表和被分配的任务. 像上面的任务, 学生不得不每堂课之外的时间见面. 这使得团队工作变得具有挑战性(Pfaff和Huddleston, 2003). 虽然这项工作的后勤是费时设立和管理, 但教授认为对学生的好处是多种多样的. 根据两堂课的学生的回复, 最重要的好处是和产业专业人士一起工作的机会, 跟进他们的进程, 并看到公司里做决定级别的高层对他们作品的评估. 教员们都感激有一个 "真实的世界" 的案例. 制定的创意和战略扩大和加强了品牌和产品开发两个部门的联系. 通过和来自不同知识领域的学生一起工作并且和产业伙伴联系, 遵守产业活动的框架和时间表, 学生小组在新的环境中完成优秀创新的作品是具有挑战性的. 在产品开发和为 "现实生活" 品牌的品牌工作, 这些品牌都在努力给学生一个机会, 看看他们的课程是如何紧密的与现实世界联系, 以及公司运营中设计和商业方面如何需要创造性, 协作和灵活性. 行业人员对(a)学生的知识水平和深度以及执行力, (b)品牌的新思路的创造性产生了深刻的印象.

The impact of Marketing Communication Content Distributed on Social Networks on Electronic Word-of-Mouth

  • VO, Minh Sang;HUYNH, Dung Quoc Vu;NGUYEN, Giang Huong;DANG, Giang Ha Nguyen;HUYNH, Duong Dai;LE, Bao Quang;DANG, Nhut Minh
    • 유통과학연구
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    • 제20권5호
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    • pp.65-74
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    • 2022
  • Purpose: This paper evaluates which characteristics of marketing communication content distributed on social networks impact electronic word-of-mouth (e-WOM). Research design, data, and methodology: Quantitative research was carried out on 637 Vietnamese people aged from 18, who were exposed to marketing communication programs of fashion brands. Preliminary data were analyzed by the reliability of the scale, multivariate regression analysis, and analysis of variance. Results: The research findings have identified the four characteristics of social media content that positively impact e-WOM, including entertainment, interaction, trendiness, and customization. Participants aged 30 and under have a higher appreciation for media content and e-WOM than those from 31 and over. Conclusion: To promote e-WOM, marketing communication content distributed on social networks should focus on the following characteristics: (1) The entertainment of marketing communication content should involve positive emotions, fun, and enjoyment; (2) With interactive content, focus should be placed on discussion and exchange content, content that encourages sharing, and two-way interactive content; (3) For trending marketing communication content, marketers consider communicating brand-related latest information, up-to-date information, and hot discussion topics; and (4) When creating customized content, brands should be interesting, customized (information, product, price), and unique.