• Title/Summary/Keyword: shopping experiences

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The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.

A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

Study on the Development of Tools for Measurement of Consumers' Brand Experience Inside and Outside a Fashion Brand Store at a Large Shopping Center (소비자의 대형 쇼핑센터 내 패션브랜드 매장 내·외부에서의 브랜드 체험 측정도구 개발에 관한 연구)

  • Lee, Jin Hwa;Kim, Jeong Hee
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.574-587
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    • 2015
  • This quantitative study helps develop a measurement tool for consumer experiences inside and outside of a fashion brand store in a large shopping center along with a previous qualitative study that utilized a consumer interview. An expert group interview was conducted to verify the result of the previous qualitative study. Subjects were selected through convenient sampling. A self-administered questionnaire was developed to collect the data. We used 666 questionnaires for data analysis. To analyze data, reliability analysis, factor analysis, correlation analysis and measurement equivalence verification were conducted with a statistical package of SPSS 21.0 and Amos 18.0. We used 27 questions in 8 factors for consumer experience inside of the fashion brand store: fashion product, VMD, salesperson responsiveness, salesperson specialty, salesperson's special treatment, salesperson's respect for customers, and positive/negative emotion. We used 27 questions concerning seven factors for the consumer experience outside of a fashion brand store that encompasses a large shopping center: experience with brand and product category diversity, experience with promotion and event, esthetic experience, experience with culture and entertainment, experience with recreational behavior, experience with reputation and sense of pride, and experience with customers.

A Sentiment Analysis Algorithm for Automatic Product Reviews Classification in On-Line Shopping Mall (온라인 쇼핑몰의 상품평 자동분류를 위한 감성분석 알고리즘)

  • Chang, Jae-Young
    • The Journal of Society for e-Business Studies
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    • v.14 no.4
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    • pp.19-33
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    • 2009
  • With the continuously increasing volume of e-commerce transactions, it is now popular to buy some products and to evaluate them on the World Wide Web. The product reviews are very useful to customers because they can make better decisions based on the indirect experiences obtainable through the reviews. Product Reviews are results expressing customer's sentiments and thus are divided into positive reviews and negative ones. However, as the number of reviews in on-line shopping increases, it is inefficient or sometimes impossible for users to read all the relevant review documents. In this paper, we present a sentiment analysis algorithm for automatically classifying subjective opinions of customer's reviews using opinion mining technology. The proposed algorithm is to focus on product reviews of on-line shopping, and provides summarized results from large product review data by determining whether they are positive or negative. Additionally, this paper introduces an automatic review analysis system implemented based on the proposed algorithm, and also present the experiment results for verifying the efficiency of the algorithm.

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Exploring Factors of Consumer's Impulsive Buying Behavior in Mobile Social Commerce (모바일 소셜커머스 이용자의 충동구매에 영향을 미치는 요인)

  • Moon, Jung-Keun;Kwak, Na-Yeon;Lee, Choong C.
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.113-125
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    • 2019
  • Mobile social commerce is one of the fastest growing distribution channels in recent years. Therefore, it is important to understand customer's buying behavior in mobile social commerce in order to continuously grow in the competitive mobile social commerce market. To achieve the purpose of this study is to investigate how impulsive buying behaviors are applied in mobile shopping and how factors affect impulse purchasing in online shopping. In order to verify the hypothesis, we surveyed the customers who have experiences of using mobile social commerce and analyzed 280 valid data by Smart PLS 3.0. As a result, it was confirmed that consumers' innovation and purchasing experience influenced impulse purchase in mobile social commerce, and scarcity messages among information attributes affect impulse buying. Through this study, impulsive buying behavior which is a frequently analyzed variable in an online shopping context will be extended to the mobile shopping context. and it will provide practical implications for customer strategy establishment in mobile social commerce market.

A Study on Consumers' Continuance Intention in Live Streaming E-commerce Shopping

  • Yongfeng Hu;Chi Gong
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.277-289
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    • 2023
  • The purpose of this study is to explore the mechanisms influencing consumers' continued intention to use live-streaming e-commerce for shopping, providing strategic recommendations for businesses to optimize live-streaming activities and enhance consumers' shopping experiences. In this paper, we innovatively integrate the UTAUT2 and ECM theoretical models to construct a comprehensive research framework. This framework not only thoroughly reveals the multi-dimensional variables that affect consumers' continuous usage intentions but also delves deeply into the interrelationships among these variables. We collected data extensively through surveys and utilized the Structural Equation Modeling and Bootstrapping methods for analysis. The research results indicate that performance expectation plays a crucial role in determining the continuous usage intention; satisfaction exerts a significant mediating effect between performance expectation and four other variables concerning continuous usage intention; and expectation confirmation stands out as the most prominent factor in enhancing satisfaction.

The Moderating effects of clothing consumers' regulatory focus on the relationship between shopping experience and impulsive buying (쇼핑체험과 충동구매간 관계에서 의류 구매자의 조절초점 역할에 관한 연구)

  • Suh, Yong-Han
    • Management & Information Systems Review
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    • v.32 no.2
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    • pp.237-257
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    • 2013
  • As there is impulsive buying that is pervasive phenomenon in the clothing consumption area, many academics and practitioners have been interested in it. Although prior studies have provided useful insights for understanding and predicting consumers' impulsive behavior, the findings do not clearly explain why different consumers influence impulsive behavior differently even when presented with the same shopping environment. Regulatory focus theory (Higgins, 1987, 1997, 2001) provides an insight for better understanding of consumers' impulsive responses to the elements of shopping experience. Thus, the purpose of our research was to understand the effect of consumers' regulatory focus (i.e., promotion focused vs. prevention focused) on their shopping experiences and impulsive behavior. A total of 157 data collected from female consumers lived in Ulsan and Pusan was used for this study. The results were as follows: First, sensitive experience and emotional experience have significantly positive effects on impulsive buying, but rational experience does significantly negatively effects on it. Second, to test the moderating effects of consumers' regulatory focus, responses were divided into two groups including promotion-focused group (n = 91) and prevention-focused group (n = 66) based on the relative strength of one type of their regulatory focus, which was introduced by Higgins (2001). Multiple regression analysis (independent variables: shopping experience, dependant variable: impulsive buying) was run within each group. The results showed that for the promotion-focused group, sensitive and emotional experience have significantly positive effects on impulsive buying. For prevention focused group, sensitive experience has significantly positive effects on impulsive buying and rational experience does significantly negatively effects on it. Chow's and Fisher's z-test were confirmed that the relationship between shopping experience and impulsive buying behavior was significantly different depending on consumers' regulatory focus.

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Personification of On-line Shopping Mall -Focusing on the Social Presence- (온라인 쇼핑몰의 의인화 전략 -사회적 실재감을 중심으로-)

  • Park, Ju-Sik
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.143-172
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    • 2012
  • While e-commerce market(B2C) grows rapidly, many experts argue that EC(B2C) transactions have not reached its full potential. A notable difference between online and offline consumer markets that is suppressing the growth of EC(B2C) is the decreased presence of human and social elements in the online shopping environments. Generally online shopping lacks human warmth and sociability. In this study, social presence in online shopping mall was proposed as a substitute for face-to-face social interaction in the traditional commerce and author explored what variables affect social presence(human warmth and sociability) on online shopping malls and how human warmth and sociability can influence on online store loyalty. To achieve research objectives, we reviewed literatures related with marketing, psychology and communication research areas. Based on literature review, we proposed a research model on the online shopping mall. To examine the proposed research model, we gathered data by using a self-report questionnaire. Respondents consists of online shoppers with at least five or more times of purchase experience in online shopping malls. Because social presence is a feeling which needs frequent contacts with malls to experience, respondents must have enough purchase experiences. The empirical results are as follows : First, shopping mall's customization efforts influence perceived social presence on the mall significantly. Second, shopping mall's responsiveness influences perceived social presence significantly. Third, perceived activity of community of online shopping mall influences perceived social presence significantly. Mall managers have to activate their customer community to reinforce social presence, resulting in trust building. Finally, perceived social presence influences trust and enjoyment on the mall significantly. And then trust and enjoyment on the mall affect store loyalty significantly. From these findings it can be inferred that perceived social presence appears determinant which is critical to the formation of core variables(trust and loyalty) in existing online shopping papers.

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Lizeth: Agent Mediated E-Commerce in a Virtual Environment

  • Cairo, Osvaldo;Olarte, Juan G.;Rivera, Fernando E.
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.11-15
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    • 2001
  • The explosion of the Internet, and most recently e-commerce, has caused great interest in agent technologies. The development of virtual environments has also increased in the last few years. A growing number of real-time applications use graphics with photorealistic quality, especially in the field of training, but also in the areas of design and ergonomic research. We describe an attempt to develop a framework that provides customers with multimedia information and interactive experiences with a virtual shopping environment. The application presented consists on a virtual visit to a music -store where the user is guided by an intelligent agent named Lizeth which responds in real-time to user's requests with precise information about music, artist's biographies, prices and related products to help the user to make decisions. The potential of UML and the Java programming language is discussed to show their application in the field of intelligent agents as mediators on shopping processes. We conclude that the proposed framework leads to the creation of application with a potentially significant impact in the development of e-commerce systems embedded in virtual environments.

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Implementation Techniques of a Workflow-based Service Broker for Service Leasing over the Internet (인터넷 서비스 임대를 위한 워크플로우 기반 서비스 중개자 구현기법)

  • Lee, Yong-Ju
    • The KIPS Transactions:PartD
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    • v.9D no.2
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    • pp.277-288
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    • 2002
  • A service broker supporting customers plays an important role in internet marketplaces. Recently. several intelligent brothers have been developed for electronic commerce, outline shopping mall, and electronic marketplaces. While these systems provide interesting shopping experiences, they fall short in fully exploiting the capabilities, such as the service integration and automatic execution required by internet market places. In this respect, we propose a workflow-based service broker system. Dependent services in our approach are modeled as workflow processes, which are automatical1y processed by a workflow engine. In the proposed system all data exchanges are realized through XML providing platform independent, extensible, open. and interoperable architecture.