• 제목/요약/키워드: Metaverse Fashion Marketing

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A study on the perception of the metaverse and luxury fashion brands

  • Hosun Lim
    • 복식문화연구
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    • 제32권2호
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    • pp.125-147
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    • 2024
  • This study aims to analyze consumer perceptions of the metaverse platform and luxury fashion brands in relation to consumer lifestyles, thereby providing foundational data for future marketing strategies of fashion brands using the metaverse. A survey on the lifestyle and perceptions of the metaverse, as well as on luxury fashion brands, was conducted among 300 men and women between their 20s and 40s. Statistical analyses included frequency analysis, cross-tabulation, chi-square (χ2) analysis, factor analysis, cluster analysis, one-way ANOVA, and Duncan's post-hoc test. Factor analysis of the participants' lifestyles revealed five distinct types: "Indifferent," "Social, individual, and leisure-oriented," "Trend-leading and brand-oriented," "Appearance and fashion-oriented," and "Self-improvement-focused and individualistic" types. The analysis of luxury fashion brand perceptions based on lifestyle types showed that the "Trend-leading and brand-oriented" type had higher awareness and preference for brands such as Gucci, Burberry, and Balenciaga, while the "Indifferent" type showed lower levels of awareness and preference. Regarding brand perception related to luxury fashion brand content experiences within the metaverse, Gucci, Burberry, and Balenciaga showed consistent results across all types. Specifically individuals classified under the "Trend-leading and brand-oriented" category exhibited higher awareness and preference for these brands within metaverse experiences, while those categorized as "Indifferent" displayed comparatively lower levels. Therefore, digital marketing strategies targeting consumers under the "Trend-leading and brand-oriented" category are expected to be highly effective for luxury fashion brands. This study is poised to contribute to the expansion of the marketing landscape within the metaverse virtual world for fashion.

A study on the impact of fashion brand Metaverse platform characteristics on perceived avatar identity and user purchase intention

  • Jihye Jeon;Eun-Jung Lee
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.406-418
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    • 2024
  • In line with the rapid spread of Metaverse in various marketing areas, fashion companies have also begun to devise various activities using the Metaverse. Fashion experiences within the Metaverse platform must be conducted considering the characteristics of the Metaverse itself. However, there has yet to be any research on Metaverse fashion based on the characteristics of the Metaverse platform itself. Accordingly, this study sought to empirically analyze the impact of various characteristics of the Metaverse platform on consumers' virtual fashion experience within the platform. In particular, this study focused on the relationships among the Metaverse platform characteristics, perceived avatar identity, and the purchase intention of actual fashion products. In order to test the hypotheses, a survey was conducted on 300 Korean male and female consumers with an average age of 39.3 who had experience with virtual fashion through the Metaverse platform. In response to the recent increase in domestic and foreign brands' attempts to experience fashion using ZEPETO, the questionnaire provided an experience scenario that included detailed captured images of the use of avatars in the ZEPETO world. Data was subjected to statistical analysis using the SPSS 28.0 program. The results confirmed that the characteristic factors of the Metaverse platform (i.e., presence, social interactivity, anonymity) had a significant impact on the user's perceived avatar identification. Additionally, perceived avatar identity significantly affected users' purchase intention. Theoretical and managerial implications and study limitations are discussed.

A Study on Fashion Brand Metaverse Experience and Store Visit Intention: The Experience Economic Theory Perspective

  • Baltabayeva Bibigul;Eun-Jung Lee
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.234-242
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    • 2024
  • The current Metaverse phenomenon, a collective virtual shared space, has drawn attention to Metaverse marketing in the fashion industry. Metaverse fashion marketing refers to the promotion and sale of fashion products and experiences within this virtual environment, which simulates real-world experiences. This study conducted an online survey to identify research problems empirically. The study subjects were surveyed by domestic male and female consumers aged 35.69 on average, and the authors conducted an online survey, reminiscent of the fashion brand's virtual reality store presented in the questionnaire. Three hundred copies of the collected response data were analyzed using the SPSS 28.0 program. As a result of the study, it was confirmed that consumer experience factors in the fashion brand's Metaverse virtual reality store environment significantly impacted the intention to visit the actual store. As a result of the study, it was found that consumers' perceived presence in the fashion brand Metaverse virtual reality store had a significant effect on entertainment, esthetic, educational, and escapism experiences. Consumers' perceived social presence influenced entertainment, esthetic, educational, and escapism experiences but did not affect educational experiences. It was confirmed that the consumer experience factors in a fashion brand's Metaverse virtual reality store environment had a significant effect on the actual store visit intention. Through the results of this study, we contributed to the related research stream by empirically analyzing the impact of various dimensions of the Metaverse fashion experience, which needed to be improved so far, on consumers' actual store visit intention.

패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치 (Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces)

  • 박신영;신수연
    • 복식문화연구
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    • 제32권3호
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

패션디자인 분야의 메타버스 플랫폼 활용 연구 (Study on Use the Metaverse Platform in Fashion Design)

  • 류경옥
    • 한국의상디자인학회지
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    • 제25권2호
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 - (An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing -)

  • 이민지;이정민;신은정
    • 한국의류산업학회지
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    • 제25권5호
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향 (The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention)

  • 박신영;신수연
    • 한국의류학회지
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    • 제48권1호
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향 (The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention)

  • 신승희;김효정;유정민;박민정
    • 한국의류학회지
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    • 제47권3호
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.334-345
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    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.

빅데이터 분석을 통한 메타버스에 대한 인식 변화 분석 - 코로나19 발생 전후 비교를 중심으로 - (An Analysis of Changes in Perception of Metaverse through Big Data - Comparing Before and After COVID-19 -)

  • 강유림;김문영
    • 한국의류산업학회지
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    • 제24권5호
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    • pp.593-604
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    • 2022
  • The purpose of this study is to analyze the flow of change in perception of metaverse before and after COVID-19 through big data analysis. This research method used Textom to collect all data, including metaverse for two years before COVID-19 (2018.1.1~2019.11.30) and after COVID-19 outbreak (2020.1.11~2021.12.31), and the collection channels were selected by Naver and Google. The collected data were text mining, and word frequency, TF-IDF, word cloud, network analysis, and emotional analysis were conducted. As a result of the analysis, first, hotels, weddings, and glades were commonly extracted as social issues related to metaverse before and after COVID-19, and keywords such as robots and launches were derived, so the frequency of keywords related to hotels and weddings was high. Second, the association of the pre-COVID-19 metaverse keywords was platform-oriented, content-oriented, economic-oriented, and online promotion-oriented, and post-COVID-19 clusters were event-oriented, ontact sales-oriented, stock-oriented, and new businesses. Third, positive keywords such as likes, interest, and joy before COVID-19 were high, and positive keywords such as likes, joy, and interest after COVID-19. In conclusion, through this study, it was found that metaverse has firmly established itself as a new platform business model that can be used in various fields such as tourism, travel, festivals, and education using smart technology and metaverse.