• Title/Summary/Keyword: avatar's fashion marketing

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Comparative Study on Avatar's Clothing Image and Casual Brand Image based on Avatar's Fashion Marketing (아바타 패션마케팅에 따른 아바타 의복 이미지와 캐주얼 브랜드 이미지 비교 연구)

  • Jang Seung-Hee;Lee Sun-Jae
    • Journal of the Korean Society of Costume
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    • v.55 no.5 s.95
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    • pp.28-42
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    • 2005
  • Objectives of this study were to investigate about the avatar's fashion products efficiency on casual wear advertisements to study about the effect of avatar's clothing image provided by apparel industry and to investigate about the effort of avatar's fashion product on apparel advertisement for fundamental data on the avatar's fashion marketing. Following were the summaries of the results: First, in terms of the correlation between avatar's clothing and casual brand images of nate avatar's fashion marketing, avatar's clothing image of FUBU male, female and maru male, female that is reformative, characteristical, unique and sensitive to latest fashion has positive correlation with FUBU and maru brand images. Therefore, consumers' higher perception on avatar's clothing image that are 'reformative', 'characteristical' and 'unique', indicated higher casual brand image perception, proving avatar's clothing image is effective in suggesting the brand. Second, in terms of advertising the avatar by clothing them with garments of each brand and comparing avatar's clothing and casual brand images, active avatar's clothing image of FUBU male, female emphasized active brand image of FUBU. However, FUBU male avatar's clothing image did not emphasize 'reformative', 'characteristical', 'cool', or 'sensitive to latest fashion' images compared to FUBU female avatar's clothing image. Also, in case of maru, 'male', 'conseuative' and 'insensitive to latest fashion' image of male avatar clothing emphasized maru brand image. Maru female's 'unpractical' ,'female' and 'characteristical' images emphasized maru brand image.

A Study on Avatar's Fashion Marketing Strategies of Casual Wear (캐주얼웨어의 아바타 패션마케팅 전랸 제고 연근)

  • Jang Seung-Hee;Lee Sun-Jae
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.35-48
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    • 2004
  • This thesis researches consumers' behaviors in Purchasing avatar fashion products depending on their motives and point of reference as the avatar fashion marketing is conducted. Also, it explores the correlation between avatar's fashion products and the point of reference by which consumers actually purchase casual wear. The results were as follows: First, Avatar's fashion product purchasing motivation is done through four classified dimensions, conformity, differentiation, fashionability, and substitution. The standard of Avatar's fashion product choice was classified by the symbol (Product name recognition) and two dimensions of aesthetics. Second. the more valued the aesthetic component of Avatar's fashion product the greater effect on the order the dimensions used in correlation in this case being substitution, differentiation, conformity, and fashionability. Should the consumer place greater value on the Product symbol the dimension order is affected in order by fashionability, conformity, and differentiation. Third, fashionability was a stronger consideration for women as opposed to men in terms of demographical feature. whereas symbol (Product recognition) was of greater importance to higher income people. Last, when aesthetics is considered to buy Avatar's fashion products it is favorably comparable to other casual wear lines. In other words, symbol is considered to buy casual's, it brings to the same result when buying Avatar's. Avatar's fashion product was great tool to research new casual wear line because of approving by the correlation to each other.

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

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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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.

Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes - (패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 -)

  • Lim, Hyun-Jung;Park, Hye-Won
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

The Factors Affecting the Avatar Addictive Buying Behavior (아바타의 중독 구매행동에 영향을 미치는 요인에 관한 연구)

  • Lee, Seung-Hee;Jo, Se-Na
    • Journal of the Korean Home Economics Association
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    • v.44 no.8
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    • pp.117-126
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    • 2006
  • The purposes of this study were to examine the factors affecting the avatar addictive buying behavior. The survey subjects were 220 females and males who had purchased avatar items in the internet. For data analysis, descriptive statistics, factor analysis, t-test and regression analysis were used. In the results, first, the frequency test of quantity of owned items, payment method, main using site, frequency of purchase, and price of purchase was conducted to reveal the avatar addictive buying behavior. Second, the avatar addictive buying behavior was classified into three factors: conspicuous addictive, psychological addictive and habitual addictive. Also, the pursuit of pleasure was classified into three factors: superiority, pastime and enjoyment. Third, flow, vicarious satisfaction, stress, superiority and pastime affected avatar addictive buying behavior. Based on these results, fashion marketing strategies and implications regarding avatar addictive buying were suggested.