• Title/Summary/Keyword: experiential product

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Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.8
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

"The time vs. money effect" on undergraduate consumers' responses : Product type as a moderator (대학생 소비자에게 미치는 "시간 대 돈 효과" : 조절변인으로써의 제품유형)

  • Chung, Eun Kyoung;Kim, Hyun Jung;Lim, Ga Young;Sohn, Young Woo
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.43-52
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    • 2013
  • "Time versus money effect" refers to a favorable shift in consumers' responses activated by time(vs. money). In general, how people spend their time or money could reflect one's personal identity. Previous research indicates that drawing individuals' attention to time makes more effective in product satisfaction rather than money. Also, whereas because time is experienced as an experience, time activates more positive product satisfaction for experiential product rather than materialistic product, money has the reverse effect because money relates with possessions. Present study examined the effect of time and money on consumers' attitudes and decisions and the role of product type including smartphone. In experiment 1, participants evaluated their experiences or their own products(family restaurant, smartphone, premium jean). They satisfied more with their smartphones when activated by time than by money. In experiment 2, 3 image ads, a promotion image ad for each product(family restaurant, smartphone, premium jean), were offered to find the effect of time and money in promotion ads. The interaction effects between activating condition and product type were revealed on the product attitudes, product satisfaction, purchase intent, and personal connection reflecting the consistent time effect on smartphone. In addition, the main effect of the activating condition was significant which meant time activating ads were more effective than money activating ads.

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Effect of Toruism Image on Tourism Motivation and Experientiality of Chinese Tourists' on Korean Wave (한류관광객의 관광동기 및 체험성이 관광 이미지에 미치는 영향)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.387-395
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    • 2011
  • This research the impacts of the tourism motivation and tourism product experimentiality to the korea national image and the results are as follow. First, chinese tourist' on korean wave showed sensory experiences of experiential marketing, emotional experience, cognitive experiences positively affect to the festival brand loyalty. Second, it showed all items of sensory experiences of experiential marketing, emotional experience, cognitive experiences positively affect to the festival brand loyalty. Through these results, first, Necessity is the possibility of knowing the thing there was grasp about tourism motive difference of the cold Chinese tourists' on korean wave. Second, there must be to cold current tourism goods development, must provide the possibility of knowing the thing was an experience characteristic to the tourists. With this character direction, presented a ongoing search that cold current korean wave tourism market measurement from governmental dimension, cold korean wave tourism goods development which applies the contents from enterprise dimension, theoretical foundation data triangular position from scientific dimension.

A Study on the affecting factors of Smart banking usage in terms of user's benefits and personalization (사용자 편익과 맞춤화가 스마트뱅킹 이용에 미치는 영향 연구)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.4
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    • pp.135-143
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    • 2016
  • The purpose of this study is to investigate the user's attitude and usage of smart banking application in terms of user's benefits and personalization. While the prior researches on mobile banking adoption focus on the characteristics of service itself, this paper intends to investigate the smart banking application in terms of user's benefits, which are personal value consumers attach to the product or service attributes. Based on prior studies functional benefits, social benefits, experiential benefits, and personalization are identified as affecting factors of the user's attitude and usage of smart banking application. According to the results of multiple regression analysis, all benefit factors(functional benefit, experimental benefit, social benefit) and personalization were found to be significantly related to the user's attitude. Users' attitude on smart banking was found to be significantly related to the real usage as well. This paper has value in that it investigates the attitude and usage of smart banking in terms of benefits.

The Antecedents and Consequences of Effective Brand Positioning

  • Kim, Changju;Seo, Eunji;Hong, Junghwa;Kang, Sangmin;Newell, Stephen J.
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.33-51
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    • 2015
  • This study investigates which variables most effectively influence the positioning strategy of a brand. In addition, we test the connection between the positioning strategy of the brand and loyalty. Finally, we explore how brand experience effects the relationship between brand position and brand loyalty. To this end, this study employs the street-intercept method to collect data on consumers' perception of home appliances in Japan and conducts structural equation modeling analysis to test our hypotheses. Specifically, we find that assessments of product, service, and image have a significant impact on a brand's position which, in turn, drives brand loyalty. In addition, brand experience seems to moderate the relationship between service and brand positioning effectiveness. We also find that price promotions negatively affect brand loyalty. The research provides a consumer-centered, experiential view of how firms can develop strategies to more effectively position brands and increase loyalty among their customers. These results help both academics and practitioners to better understand how consumers assess a brand's position in the marketplace.

A linked data system framework for sharing construction defect information

  • Lee, Doyeop;Park, Chansik
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.232-235
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    • 2015
  • Defect data contains experiential knowledge about specific work conditions. And the number of projects performed by a company is too limited for an individual to experience the various defects under the current complex construction environment. Therefore, in order to manage and prevent a reoccurrence of defects, a proper data feedback mechanism is required. However, most defect data are stored in unstructured ways, resulting in the fundamental problem of data utilization. In this paper, a new framework is proposed by using linked data technologies to improve defect data utilization. The target of this framework is to convert defect data to the ontology-based linked data format for sharing defect data from different data sources. To demonstrate it, some technical solutions are implemented by using real cases. The proposed approach can reduce data search time and improve the accuracy of search results as well. Moreover, the proposed approach can be applied to other domains that need to refer to external sources such as safety, specification, product, and regulation.

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An Interactive UCC Creation and the Effect Analysis (상호작용 UCC의 제작 및 효과 분석)

  • Kim, Min-Su;Boo, Kyung-Min;Im, Kyung-Duk;Ko, Seong-Bo;Kim, Seong-Baeg
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.459-466
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    • 2010
  • Recently, UCC, which stands for User Created Content, has emerged in various media industries including Internet. However, there exists little research regarding interaction to overcome the drawback of UCC, one way superficial form. In particular, little research has been done on the creation and effect of experiential UCC type. In the existing research, the interactive feature shows to bring the effectiveness in the field of education or promotion. So, in this study, we examine the problem of provider-centered UCC and to solve this problem, we propose a new experiential UCC form with interactive functionality by adapting the product test between UCCs. From the results of the analysis on the effectiveness of UCC after users experience the proposed UCC related to water industry, watching the interactive UCC represented the values of the higher levels in the aspect of recognition change than watching the existing UCCs. Also, the outcome showed that if this interactive UCC invigorates, UCC application will be very useful in eduction, industry, and promotion. From the analysis of the question instrument on whether an interactive UCC would be helpful or not, the positive response ratios was 84% in promotion, 70% in education, and 52% in industry, respectively.

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A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.53-66
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    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.

The Effect of Perceived Customer Value on Customer Satisfaction with Airline Services Using the BERTopic Model (BERTopic 모델을 이용한 항공사 서비스에서 지각된 고객가치가 고객 만족도에 미치는 영향 분석)

  • Euiju Jeong;Byunghyun Lee;Qinglong Li;Jaekyeong Kim
    • Knowledge Management Research
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    • v.24 no.3
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    • pp.95-125
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    • 2023
  • As the aviation industry has rapidly been grown, there are more factors for customers to consider when choosing an airline. In response, airlines are trying to increase customer value by providing high-quality services and differentiated experiential value. While early customer value research centered on utilitarian value, which is the trade-off between cost and benefit in terms of utility for products and services, the importance of experiential value has recently been emphasized. However, experiential value needs to be studied in a specific context that fully represents customer preferences because what constitutes customer value changes depending on the product or service context. In addition, customer value has an important influence on customers' decision-making, so it is necessary for airlines to accurately understand what constitutes customer value. In this study, we collected customer reviews and ratings from Skytrax, a website specializing in airlines, and utilized the BERTopic technique to derive factors of customer value. The results revealed nine factors that constitute customer value in airlines, and six of them are related to customer satisfaction. This study proposes a new methodology that enables a granular understanding of customer value and provides airlines with specific directions for improving service quality.