• Title/Summary/Keyword: Pop Culture

Search Result 251, Processing Time 0.02 seconds

Factors affecting fashion consumers' purchase decisions in nonprofit thrift stores (비영리 중고가게에서 패션제품 소비자의 구매 결정요인)

  • Seo, Min Jeong
    • The Research Journal of the Costume Culture
    • /
    • v.24 no.2
    • /
    • pp.119-131
    • /
    • 2016
  • With the increasing popularity of nonprofit thrift shopping, new marketing strategies are needed to respond to accelerated competition in the secondhand market. To help guide the development of marketing strategies for nonprofit thrift stores, this study aims to identify factors impacting consumers' buying behavior for secondhand fashion items sold in nonprofit thrift stores. Specifically, this study investigated 1) the effects of secondhand fashion selection criteria (i.e., design, brand name, lower price) and personal factors (i.e., gender, household income, beliefs about environment) on the secondhand fashion consumption experience in nonprofit thrift stores and 2) the moderating effects of point of purchase (POP) messages (i.e., "50% Off Sale," "New Arrivals," "Helping Others") on the relationships between purchase intention and impulsive buying in nonprofit thrift stores. An online survey was used to collect the data, and a total of 197 usable responses were received. The results showed that 1) gender, household income, beliefs about environment, and brand name affected the secondhand fashion consumption experience and 2) the POP message "Helping Others" negatively moderated the relationship between purchase intention and impulsive buying in nonprofit thrift stores. These results can help nonprofit thrift stores' managers to develop effective marketing strategies to increase their profits, which can be used to accomplish their mission of addressing social issues.

A Study on the Design of Pop Art Applied to T-Shirt (티셔츠에 표현된 팝아트 디자인 연구)

  • Kim, Eun-Ha;Cho, Jean-Suk
    • The Research Journal of the Costume Culture
    • /
    • v.16 no.3
    • /
    • pp.409-424
    • /
    • 2008
  • This study intends to analyze T-shirt designs, particularly in connection with pop art. 444 pieces of T-shirts which conveyed the pop art spirits of well-known designers were selected for five years from 2001 to 2005, through fashion magazines(Collection: Dong-ah TV, Collezioni: Italy). The findings are as follows. As for formative characteristics of pop art in T-shirts, previous studies were analyzed to set classifications criteria such as popularization of images, eroticism, lettering and graffiti, assemblage. The design factor of the image popularization includes everyday images, cartoon, celebrities, and caricature. Everyday images ranked first followed by cartoon, caricature and celebrities. The design factor of eroticism ranges from the see-through look, partial exposure of human body, symbolization of underwear, and to printing of sexy images. The see-through look was ranked first, followed by partial exposure of human body, symbolization of underwear, and printing of sexy images. The design factor of lettering and graffiti encompasses letters, numbers, symbols and logos. Adoption of letters, numbers or symbols was ranked first, followed by brand logos and graffiti. The design factor of Assemblage is closely related to a three-dimensional effect. Varied expressions are possible: combination of two different textiles and fusion of textile and non-textile. Combination of two different textiles are higher than fusion of textile and non-textile.

  • PDF

Development of Textile Design Combining K-pop star Symbols and Traditional Patterns - Focusing on BTS 'IDOL' - (K-pop 스타 상징물과 전통문양을 결합한 텍스타일디자인 개발 - BTS의 'IDOL' 중심으로 -)

  • Lee, Kyong-Soon;Choi, Yoon-Mi
    • Fashion & Textile Research Journal
    • /
    • v.24 no.1
    • /
    • pp.1-14
    • /
    • 2022
  • K-pop stars are an important influence in the era of digital culture based on emotions. The purpose of this study is to visually express the identity and worldview of their music in the virtual and real world, and to promote Korea's current and past culture. The study also intends to appeal to the emotions of the global fans by designing original textile in their music video 'IDOL' on Tiny TAN - a symbol of world pop star BTS. For design development, traditional Korean images shown in the 'IDOL' video were collected, patterns for each member were selected, and a motif was designed on Adobe Illustrator. We selected the dragon as the motif for V, cloud for Suga, chrysanthemums for Jin, mask for Jung Kook, hanok pavilion for RM, fan for Jimin, and Sam Taegeuk for J-Hope. The selected motifs were designed as per the four textile design arrangement methods: square pattern, 1/2 half drop pattern, turn-around pattern, and panel pattern. The design was presented by mapping Kwaeja to Tiny TAN character. The developed textile design can be used not only for character costumes in virtual space, but also for various products such as clothes, accessories, bedding, cosmetics, stationery, and food. By using it to produce goods inspired by K-pop stars, it can be used as basic data for the development of high value-added competitive products in the global market and create synergy effects of K-Design, which would lead a new trend in the design world.

IPA Analysis of The Causes of The Formation of K-POP Fans Phenomenon in China (중국 한팬(韩饭)의 K-POP 팬덤 형성요인 IPA 분석)

  • Wang, Anyue;Kwon, Byung Woong
    • Korean Association of Arts Management
    • /
    • no.49
    • /
    • pp.87-115
    • /
    • 2019
  • The impact of "Korean wave" has gradually expanded in recent years, its spread trend can also be seen in the United States, South America, and even in Europe. As the earliest and largest importer of Korean culture, China's importance is self-evident. Based on the results of empirical analysis, and analyze the importance and satisfaction of each element that makes up the four factors(Music, Dance, Style, Story) with IPA method, as well as the impact of its rankings on K-POP fans phenomenon in China. The results of this study are organized as follows. Firstly, according to the analysis results, only 10.5% of the K-POP fans are male, and K-POP fans are generally young, their age mainly concentrates in the first half of the 20th (49.0%). Secondly, among the survey respondents, 65% of the fans have positive comments on the Korean Wave, most of K-POP fans obtain their idols' information through Internet, and 49.5% have consumption behaviors for their favorite idols. Thirdly, it can be seen from the data of survey results that fans attach the greatest attention to the importance and satisfaction of the melody elements in terms of music, and the performance effect in terms of dance, the appearance is chosen as the priority in terms of styling, as for the last factor, topicality, the broadcasting is the first choice. In view of the formation of the phenomenon of K-POP fans among Chinese Korean fans, by conducting the correlation analysis and research on the importance and satisfaction of each factor through data, this study is with great practical significance in academic research, it can be used as practical and meaningful material for the K-POP fans among Chinese Korean fans.

A Study on the Integration Model of Continuous Intention to Collect K-POP Records Using SNS (SNS를 활용한 K-POP 기록물 수집활동에 대한 지속의도 통합모델 연구)

  • Kim, Geon;Yun, Sung-uk;Kim, Hyun-Tae
    • Journal of Digital Convergence
    • /
    • v.18 no.5
    • /
    • pp.441-453
    • /
    • 2020
  • This study conducted a questionnaire survey on SNS users who are conducting K-POP record collection activities using SNS and verified factors affecting the intention to continue K-POP record collection activities. The main methods of analysis were exploratory factor analysis, confirmatory factor analysis, correlation analysis, and path analysis using SPSS 21.0 program and AMOS 21.0 program. The results are summarized as follows. First, compatibility for K-POP record collection activities through SNS has a positive effect on perceived usefulness, and observability also has a positive effect on perceived usefulness and perceived ease of use. Second, perceived ease of use for K-POP records collection using SNS has a positive effect on perceived usefulness. Third, perceived usefulness and perceived ease of use for K-POP records collection using SNS have a positive effect on continuous intention of K-POP records collection activity through SNS. As a result of this study, it suggests that the intention to continue the collection activities of K-POP records using SNS can be explained through the integration of innovation diffusion theory and technology acceptance model.

Discussion of the success of Motown records company (모타운 레코드사의 성공 요인에 대한 고찰)

  • Kong, Jin-Seok;Cho, Tae-Seon
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.439-445
    • /
    • 2017
  • Summary. Most of American pop music, which are dominating the hegemony of the global pop music market, have been derived from the culture of African Americans, most of whom were slaves of European immigrants. The music of black slaves must be the one of the greatest undisputed achievements that have most influenced the American history. Indeed, All of the mainstream pop music works around the world, including those in America, are the descendants of the black music with the gene of the black people. We can say, therefore, the music born through the Afro-American culture has become the music that every person around the world enjoys in the present. Accordingly, K-Pop music culture, centered in idol group, is also based on the black music. This fact suggests that the K-Pop culture can be spread into people in different customs or traditions with little resistance. The success factor of Motown, at the very center of the black music, which integrated the whole global music, is not only their incredibly outstanding music works, but also the self-consciousness the musicians have that they are strongly reluctant to settle down to present reality. This shall lead to the necessity of self-reflection for the Korean music market, which are obsessed with present popularity and only taking advantage of teenager market, and for those engaged in music business in Korea, who are lack of the artistic value and the consciousness as artist.

A Study on the Club Wear around University (대학가 클럽웨어(Club Wear)에 관한 연구)

  • Bae Jungmin;Kim Young-Sam;Chung Heungsook
    • Journal of the Korean Society of Costume
    • /
    • v.55 no.2 s.92
    • /
    • pp.143-152
    • /
    • 2005
  • Stepping in the 1990s, we has lived under the time of co-existence of diverse culture as well as faced the diffusion of pop-culture. The border between subculture style and hi-fashion has been blurred since beginning of 1990s. By this reason, recognizing the power of influence and importance of subculture style, we will try to provide the comprehensive vision reflecting the cultural background to analyze the subculture style. We will conclude this article with discussing the club-culture which is settle as one type of culture. Enjoying the club-culture, clubber tries to escape from the structural estrangement putting by the magical and symbolic meaning through creating their own style, and endowing their life the meaning. They make liquid club wear targeting at general young culture, pop culture, and subculture as well as hippies, Mods, funk. The Club wear around University sort out Hiphop Style, Casual Style, Mix and Match style. As at the club the hiphop music was played, the hiphop style dress becomes the club ware. Especially, training style clothes which is easy to dance has become the everyday dress, not just restricted in the indoor dress.

A Study on the Pop Music and Fashion (팝 음악과 패션에 관한 연구)

  • 김미정;이상례
    • Journal of the Korean Society of Costume
    • /
    • v.53 no.2
    • /
    • pp.101-118
    • /
    • 2003
  • This paper describes pop stars' fashion style by the changes of pop music from the 1950's of the formative Period of a rock-n-roll to the 1990's. The author could examine the features of pop music as follows : the 1950's rock-n-roll, the 1960's rock and Psychedelic rock. the 1970's punk rock, the 1980's new wave and the 1990's reggae·hip-hop. Based on the examination, the author could do sampling of the fashion style, on which current pop music had influence, by rock style, new wave style, and reggae hip-hop style. The rock style makes appearance again as a new style when it is recently accepted to be a fashion. The 1960's hippie, which contains long-cherished desire of antiwar and peace after September 11, 2001 Attack on America and the Afghan War. reappeared as luxurious hippie, and the hybrid punk has been made because barriers between cultures have been collapsed to mix items and combine contradicting components at fashion field. The new wave style destroys sex difference of clothes. and men's clothes style has introduced women's dress style, so that androgynous style, which has handsome boy image with womanlike hair style and makeup, and the lingerie style without distinction of underwear and outer garment has made appearance through new cloth wearing ways and overexposure. The reggae and hip-hop style makes appearance to overcome social strata, groups, ages, regions and gender, etc and become one of the 21s1 century culture codes. In conclusion, pop music have played very important roles until expansion and popularity of new fashion style, and has been quickly expanded by mass media development. When the pop music fashion styles are introduced to high fashion, fashion styles have become more polished and high-qualify to expand them at main fashion world again.

Media Facades Used in Urban Outdoor Advertising - Focused on K-Pop Square Media (도시 공간 속 옥외 광고에서 활용되는 미디어 파사드특성 - K-Pop Square Media를 중심으로)

  • Boeun Park;Hyunseok Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.1
    • /
    • pp.345-352
    • /
    • 2024
  • K-Pop Square Media, located at COEX in Samseong-dong, has gained public attention and mass media focus by showcasing various three-dimensional videos on a large LED display. The video content on the distinctive large curved LED display utilizes a form of media façade technique, establishing itself as a new landmark and attraction within the spatial characteristics of the COEX Plaza. This study aims to examine the characteristics of media facades used in outdoor advertising in urban spaces, focusing on K-Pop Square Media. The approach for this research involves three aspects: Firstly, examining the 'spatial characteristics' of urban public spaces by referencing Kevin Lynch's five elements constituting urban space and William J. Mitchell's exploration of smart spaces and changes in spatial paradigms. Secondly, analyzing the 'digital nature' of outdoor advertising through an examination of three types of Digital Out-Of-Home (DOOH) Media. Thirdly, exploring the 'technological advancements and content composition of media facades' by investigating types of display media (projection, LED screens), the inception of media facades, and the latest display technology like Anamorphic displays. Through this research, it becomes evident that K-Pop Square Media exhibits characteristics of publicness, communicativeness, artistry, and placemaking through the spatial characteristics of smart spaces, the media-specific aspects of Digital Out-Of-Home advertising, and the content composition of media facades.

Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
    • /
    • v.10 no.6
    • /
    • pp.811-821
    • /
    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.