• Title/Summary/Keyword: fashion platform

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The Influence of Behavioral Intention on Usage Behavior of Chinese Online Fashion Platform Consumers Using the Expanded Unified Theory of Acceptance and Use of Technology - Focusing on Generation MZ - (확장된 통합기술수용이론을 활용한 중국 온라인 패션 플랫폼 소비자의 사용의도가 사용행동에 미치는 영향 - MZ세대를 중심으로 -)

  • Zi Wei Li;Jin Young Kim
    • Fashion & Textile Research Journal
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    • v.25 no.3
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    • pp.291-303
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    • 2023
  • The purpose of this study is to investigate the impact of technical acceptance factors of Chinese MZ generation consumers' use of online fashion platforms on behavioral intentions and usage behavior, and to determine whether satisfaction plays an additional role in the relationship between behavioral intentions and usage behavior. The research results can be summarized as follows. First, among the technology acceptance factors that influence Generation MZ consumers when they use online fashion platforms, it was found that performance expectancy, effort expectancy, facilitating conditions, hedonic motivation, price value, habit, and content quality significantly influence the behavioral intention to use online fashion platforms. Second, the facilitating conditions and the platform usage intention of Chinese Generation MZ consumers directly and significantly influence the usage behavior on online fashion platforms. In contrast, it was confirmed that habit does not significantly influence actual usage behavior. Third, this study confirmed the moderating effect of satisfaction on the relationship between behavioral intention and usage behavior on online fashion platforms. This research, which proposes a research model explaining the usage intention and behavior of online fashion platforms based on UTAUT2, integrating not only the organizational aspect but also the consumer aspect to empirically verify the usage intention and the final usage behavior from the general consumer's perspective, has academic significance.

A Study on the Effect of the Internet Self-Efficacy of Generation MZ on Use Intention of Luxury Fashion Platform - Focusing on the New Exogenous Mechanism of Extended UTAUT - (MZ세대의 인터넷 자기 효능감이 명품 패션플랫폼 이용의도에 미치는 영향 - 확장된 통합기술수용모델의 새로운 외생 메커니즘을 중심으로 -)

  • Jeong, Dayun
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.577-592
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    • 2022
  • This study aims to confirm which factors related to technology acceptance affect generation MZ's use of luxury fashion platforms. For this purpose, Internet self-efficacy and technology readiness were added as new exogenous and moderating variables using extended UTAUT. Then, performance expectancy, effort expectancy, social influence, and facilitating condition as a factor of UTAUT were set as mediating factors. Response data were collected through questionnaires for generation MZ with experience in using luxury fashion platforms, and a factor analysis, reliability analysis, correlation analysis, and path analysis were conducted using the SPSS and AMOS statistical programs. According to the results, the Internet self-efficacy of generation MZ significantly affected on performance expectancy, effort expectancy, social influence, and facilitating conditions on the luxury fashion platform. Moreover, performance expectancy and social influence had a significant effect on the use intention of luxury fashion platforms, but effort expectancy and facilitating condition did not have a significant effect on use intention and use behavior. Additionally, as the moderating effect of technology readiness affects only the relationship between social influence and behavioral intention, it was confirmed that social influence is an important variable with the characteristics of MZ consumers. Therefore, it is deemed necessary to recognize the importance of social influence when trying to use new technologies targeting generation MZ in the fashion industry.

Metaverse Fashion Design Characteristic Comparison Analysis -Focused on Asian Platforms that are Popular in the Republic of Korea-

  • HeeSeon Kim
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.85-98
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    • 2023
  • People nowadays must adapt to and live with a new software idea known as the "Metaverse" due to an inevitable shift in lifestyle brought on by pandemic effects. However, since the Covid-19 became an endemic, the enthusiasm towards the metaverse platform decreased significantly. But the potential of the metaverse remains a significant area of interest. Experiencing developments in technology can serve as a substantial lesson for the future. Notable metaverse platforms in the Republic of Korea so far include domestic companies such as ZEPETO, IFLAND, ZEP, and the Singaporean company BONDEE. Various metaverse platforms are being launched, and various studies are proceeding. However, there is still value in research specifically analyzed in the field of fashion. In this study, by comparing and analyzing the fashion design on the metaverse platforms ZEPETO, IFLAND, ZEP, and BONDEE, which are well-known in the Republic of Korea, metaverse fashion can be categorized into three types: 'Daily Type,' 'Costume Type,' and 'Unrealistic Type.' Analyzing these types revealed three characteristics of metaverse fashion design: realizable, playfulness, and expressiveness. This study holds significance in gaining foresight and a consistent interest in metaverse fashion by comparing and analyzing the fashion designs of well-known metaverse platforms in Korea.

A Study on C2B2C Business Integration Model Design Focusing On the Fashion Clothes Business

  • Cheng, Zhi-Chao;Kwon, Donghwoon;Jin, Chang-Hai;Kwon, YoungJik
    • Journal of Multimedia Information System
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    • v.3 no.3
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    • pp.85-90
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    • 2016
  • We firstly tried to understand consumers' purchasing tendencies and mainly focused on designing a platform model that offers integrated support. C2B (Customer to Business) orders integrate with a consumption platform of a B2C (Business to Customer) model, and integrated support aims at design, supply, processing, and distribution of a fashion business. All the information such as orders, sales, production, supply, and settlement of accounts is synchronized under the C2B, B2C, and O2O (Online to Offline) environment so that accurate information can be shared in real time. Our platform automatically handles with a net income of a product designer, manufacturer, and shipping company once shipping is confirmed.

The Meaning of Resell Activities Using the Online Second-hand Platform (온라인 중고 거래 플랫폼을 활용한 리셀의 의미)

  • Juha Park;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.822-838
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    • 2023
  • Reselling, an activity of purchasing high-scarcity products and selling them back at high prices, has gained popularity among those in their 20s and 30s in recent years. This study examines the resell activity process of the MZ generation using the online second-hand platform and its inherent meaning. Interviews with 15 participants in their 20s and 30s showed that respondents have four purchase stages: being influenced by social media, collecting and comparing information using various social media, purchasing efforts, and post-purchase behavior. The research derived three inherent meanings of resell activities: (1) means of self-presentation and differentiation, (2) confirmation of investment skills and aptitude to lead fashion trends, and (3) pleasure of consumption. Respondents indicated meeting self-satisfaction through public selfies on social media. In addition, they emphasized the empirical pleasure during the buying journey by collecting product information, comparing prices, and negotiating with buyers. Our findings confirm the spread of resell activities from minority groups to enthusiastic youth. This study is significant for focusing on fashion products that attract attention in the resell market and examining the respondents' consumption experiences from various perspectives.

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

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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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.

Analysis of Virtual Fashion Style Preferences and Purchasing Behavior of Metaverse Platform 'Zepeto' Users (메타버스 플랫폼 '제페토' 이용자의 가상패션 스타일 선호도 및 구매행태 분석)

  • Kim, Kaya;Seong, Okjin;Kim, Sookjin
    • Journal of Fashion Business
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    • v.26 no.3
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    • pp.33-49
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    • 2022
  • In the metaverse, it is important to embellish aesthetics of user with a character called 'Avatar', a virtual representation of the user. This study provides basic data related to the fashion trend of the metaverse by studying 'Zepeto', a representative Korean platform. For empirical research, Zepeto's "Best Items" section were investigated and analyzed in the first pre-survey. Based on this, the second and main survey was conducted using a questionnaire to investigate users' style-specific preferences and purchasing behaviors for virtual fashion, comparing style preferences between virtual and real, brand preferences, and purchasing behaviors of virtual fashion. The survey found that most users were teenage girls with a high preference for pastel-toned, feminine, and cute casual styles who had a much higher interest in brands bearing idol names than in real-world luxury brands. Many responded that they felt burdened by purchasing items that had to be purchased for cash. The same can be assumed to be the reason why they preferred a suit of items that were fully coordinated rather than individual items. These results seem to reflect characteristics of teenage girls who lack cash with a high preference for idols and feminine-cute casual styles. This study suggests considerations when creating virtual fashion items. By providing basic information, more effects and developments in creating virtual fashion items that reflect consumer preferences and reactions are expected in the future.