• 제목/요약/키워드: fashion adoption behavior

검색결과 4건 처리시간 0.015초

청소년의 유행채택 행동 - 의복관여의 관점에서 - (Adolescents' Behaviors on Fashion Adoption - with Reference to Clothing Involvement -)

  • 구은영;조필교
    • 복식문화연구
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    • 제9권4호
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    • pp.592-601
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    • 2001
  • This study focuses on fashion adoption behavior of adolescents. The impact of their clothing involvement factors and socio-demographic factors on their fashion adoption behavior was examined. Three core issues were identified for empirical test: 1) Elements of clothing involvement for adolescents; 2) Fashion adoption behavior of adolescents; 3) Impact of clothing involvement elements on fashion adoption behavior. The Likert Type questionnaires were used to measure clothing involvement and fashion adoption behavior. The data of 472 samples drawn from middle and high school students in Taegu Metropolitan City were analyzed by factor analysis, ANOVA, Scheff test, t-test and regression analysis. Main results of the study are as follows. 1 . Concept of the clothing involvement is composed of five dimensions: importance, fashion, self-expression, pleasure, and buying risk. 2. Socio-demographic factors do influence fashion adoption behavior. Average monthly pocket money, expenditures on clothes and household income are found to have statistically significant impacts on the adoption behavior. Female students are more fashion-oriented than male students. 3. The clothing involvement elements are found to have significant influences on fashion adoption behavior: fashion, importance and self-expression elements on fashion innovation; fashion, importance and pleasure elements on fashion information search.

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유행동조성과 혁신성에 따른 소비자 세분화 및 준거대상 연구 (Consumer Segmentation of Clothing Products by Fashion Conformity/Innovativeness and Their Reference Groups)

  • 김한나;이은영
    • 한국의류학회지
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    • 제25권7호
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    • pp.1341-1352
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    • 2001
  • When segmenting consumers according to their fashion adoption behavior, it has been assumed that consumers' fashion conformity and innovativeness characteritics are negatively correlated. The purpose of this study was to examine the relationship between conformity and innovativeness and that these two attributes exist independently. The research problems of this study were to segment consumers according to the degrees of conformity and innovativeness, and to identify differences in reference groups and clothing purchasing behavior among the segments. The results of the empirical study showed that the fashion conformity and innovativeness were in and innovativeness; High conformity/High innovativeness group(HC/HI), High conformity/Low innovativeness group (HC/LI), Low conformity/High innovativeness group(LC/HI?, and Low conformity/Low innovativeness group (LC/LI). When the groups were compared in their reference groups and purchasing behavior, it was found out that HC groups were more influenced by reference groups than LC groups. When HC/LI and HC/HI groups were compared, HC/LI group was more influenced by their parents and siblings, while HC/HI group was more influenced by upper class and celebrities. Both groups were mostly influenced by friends and desirable passengers on the street. Friends and passengers were most influential to LC groups also, even though they were less influenced than HC groups. In conclusion, the fashion conformity and innovativeness were found to exist in different dimensions consisting dual structure. Thus, retailers and marketers can make their strategies more successfully if they use these two characteristics separately when segmenting consumers.

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스마트패션제품 수용에 관한 연구 - 확장된 기술수용모형 실증연구 - (A study on acceptance of smart fashion products - An empirical test of an extended technology acceptance model -)

  • 정소원;노정심
    • 복식문화연구
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    • 제24권2호
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    • pp.263-272
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    • 2016
  • Using the extended technology acceptance model (TAM), the study aimed to understand consumers' adoption process for smart fashion products. The research model was designed to examine the impacts of perceived ease of use and usefulness on attitude and behavior intention toward smart fashion products based on the technology innovativeness, enjoyment, and subjective norm variables. An online survey was conducted on consumers by employing a marketing research company. A total of 230 useable responses were obtained. Confirmatory Factor Analysis (CFA) was performed to test the measurement model. The proposed hypotheses were tested by employing the Structural Equation Model (SEM). The results found a positive impact of perceived ease of use on usefulness and a positive influence of usefulness on attitude and behavior intention. Attitude had a positive effect on behavior intention. In addition, technology innovativeness was found to have a positive influence on perceived ease of use and enjoyment had a positive influence on usefulness and attitude. Subjective norm predicted behavior intention. The findings of the study contribute to smart fashion literature and have important implications for smart fashion product developers and marketers, as they offer insights into the important role of technology innovativeness, enjoyment, and subjective norms perceived by consumers in improving attitudes and behavior intentions toward the products. Limitations and future research directions are discussed.

가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로 (A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR)

  • 권상희
    • 인터넷정보학회논문지
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    • 제19권1호
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    • pp.49-66
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    • 2018
  • 본 연구는 VR-AR 체험(Experiential Uses) 행위과정에 나타난 가치단계 요인을 분석(속성, 기능적 혜택, 심리적 혜택, 사용가치), 이용자의 체험 과정에 나타난 욕구와 이용행위 간의 '가치단계도(HVM : Hierarchical Value Map)'에 관한 모형을 구성하는데 목적이 있다. 이를 위해 '수단-목적 사슬 이론(means-end chain theory)'를 적용, 개인적 VR-AR 경험에 나타난 가치사슬을 측정하였다. 본 연구문제를 해결하기 위하여 1차로 AR-VR 콘텐츠 적합도 측정과 2차로 APT래더링을 활용한 구조화 된 설문지를 통하여 135명의 자료를 분석하여 VR-AR 관련 미디어 이용 선택의 '속성'- '기능적 혜택'- '심리적 혜택'- '이용 가치'에 이르는 수단-목적 가치사슬 구조를 파악한 후 가치단계도(HVM)로 VR-AR체험 가치 관계를 실증할 수 있었다. 연구결과, VR 이용자들은 새로운 가상현실 시청각 요소를 통해 현실이탈, 체험의 생생함, 유행선도를 통하여 새로운 성취감, 재미와 즐거움을 통하여 사회생활을 원활히 하고자 하였다. AR이 가지는 생생함과 주변 상호작용을 통하여 자아실현, 타인과 상호작용에 가치를 두고 있으며,'주변인'의 영향이 크게 작용하였고 이들과의 상호작용이 중요한 선택 목적이었다. 이용자들의 VR-AR 선택의 중요 가치는 타인과 상호작용 증진이며 성취감, 행복과 우호적인 가치 속성도 중요하게 고려되었다.