• Title/Summary/Keyword: sports brand character

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Consumers' Cognition and Buying Behavior of Sports Brand Character (스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동)

  • 이지연;안민영;박재옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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A Study on Lifestyle and Sportswear Benefits Sought according to Consuming Desire of Sports (스포츠 소비 욕구에 따른 라이프스타일 특성과 스포츠 의류 추구혜택 특성)

  • Cho, Sun-Myoung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.3
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    • pp.418-430
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    • 2008
  • The purpose of this study were 1) to subdivide sportswear consumers according to consuming desire of sports 2) to identify the differences in lifestyle and sportswear benefits sought. The data were collected via a questionnaire from 312 consumer who have been purchased sportswear and living in Seoul. The results of this study were as follows: 1) Sportswear consumers were divided into four segments: sports mania, attractive body pursuers, passive followers, mind purifiers. 2) Six realms of lifestyle such as clothing, food, home & interior, leisure life, consumption and sense of values were factor-analysed separately, and lifestyle factors which showed significant differences among segments are I) fashion ostentation in the realm of clothing ii) western style, health-oriented in the realm of food, iii) sports life enjoyment, sociable life, hoped-for foreign travel in the realm of leisure life, iv) brand oriented, price comparison, sale goods preference in the realm of consumption, and v) realist, interpersonal skills, strong personality, individualism in the realm of values 3) Five factors of sportswear benefits sought which showed significant differences among segments are comfortability/practicality, ideal body/good-looking, individual character, fashion! ostentation, and brand oriented.

A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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A Study on Street Fashion of Korean Teenager -Since the Latter Half of the `90s- (한국 청소년의 거리패션 분석 연구 -1990년대 후반을 중심으로-)

  • 김주영;김소영;양숙희
    • The Research Journal of the Costume Culture
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    • v.5 no.3
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    • pp.96-117
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    • 1997
  • The purpose of this study is focused on revealing teenager characteristics and mass culture in the end of the 20th century, and researching the general traits of teenager costume in the latter half of the \`90s and the typical style based on the analysis of the teenager culture. The result of this study are following as; The general traits of teenager costume are classified with sports-orientation, brand-orientation, and foreign street fashion-orientation. Typical styles are classified with sportive look, hiphop look, and funny look. Sportive look became the core of the street fashion developed with the street sports in the city, and presented the practical use with the fashionability mixing sportswear such as hightech snickers, sports character wear and items. Hiphop look, the genderless fashion, expresses teenager\`s free life style and the diversiied sensibility and deconstructs the border of gender, racism. Funny look accepts the burden of the millenium as a humor and presents katharsis by creating unexpected style. The contemporary costume of teenager deconstructs the fixed idea about mix and match, good taste and bad taste, gender, coordination suited with T.P.O and intends ‘open costume’ for 21st century.

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A Study on The Conditions of The Department Stores in Seoul -Emphasis on the Layout of the Fashion Zone and Brands- (국내 백화점의 패션매장 구성과 브랜드 전개현황 분석)

  • 유지헌
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.357-374
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    • 2001
  • This study analyzed the trends of fashion market in 15 branch stores of 3 major department stores in Seoul. The purposes of this study were to classify fashion zone and brands in each floor of the department stores, and to analyze the rate which a fashion brand was located department store. The results were as follows : 1. There were sundry goods on main floor, women\`s clothings on 2-4th floor, sports & golf wears and infants & children\`s clothings from 6th floor to the top in most department stores. 2. Lotte Chamshil branch had the largest number of fashion brands in it, the nest was Lotte Main store and followed by Hyundai Chunhoe branch, Shinsegae Gangnam branch, Hunndai Shinchun branch, Lotte Gangnam branch, Hyundai Main store, Hyundai Muyeuk-Center branch, and Lotte Youngdeungpo branch, etc. 3. The fashion categories of the Lotte Department stores were segmented as the Casuals (character, young, young basic, career, town, jean, city), Young worlds, Imported beautique, Madams, Designers(beautique), Intelligences, Unisex, Ladies formal wears, the Seasonables, and the Formals, Missy Careers. This was the most various fashion market segments among 3 major department stores. This store had 667 Women\`s fashion and Casual brands. The Chamshil branch and Main store were intensified the Casual & sundry goods on 5th floor. 4. The fashion categories of the Hundai Department stores were segmented as Women\`s wears, Women\`s casuals, Young-Adult, Young live, Women\`s former wears, Royal beautique and Young characters. It was less segmented than other Department stores. Total number of Women\`s fashion and casual brands were 471 brands. The market segmentation of fashion zone was well done at Chunho branch and Shinchun branch. It was intensified that Fashion sundry goods at Muyeuk-Center branch and The Women and Young fashion zone at Chunho branch. 5. The fashion categories of the Shinsaegae Department stores were segmented as Casuals (young, young character, X-, missy, career, character), Imported beautique, Designer\`s characters, Young basics, Elegance, Missy, Young weave, Original brands. This store had 304 Women\`s fashion and Casual brands. Shinsaegae has also developed it\`s own brand(PB items) and classified as the Original zone which differentiated it from other Departments. 6. The Deco was the most popular brand in the department stores, the next were Micha/Botticelli, and followed by Darks/System/lzzat Baba, Givy/Obzee/Lee won jae/Kim yeon Joo, and so on. The target of 6 out of 10 brands which were included in here were career women of age 20 to 30 ages. The price rate were from 200,000 won to 300,000 won.

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Case on Brand Management of the Fashion Brand EXR (패션 브랜드 EXR의 브랜드 매니지먼트 사례)

  • Min, Bok-Ki;Lee, Hye-Joo;Kim, Mi-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.220-232
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    • 2010
  • Companies have been difficult to capture the minds of consumers by staying in the sales phase in order to sell products. The marketing and brand management strategies of more understanding consumers and systematically managing for the perception of them are becoming important. Since launched, EXR has implemented a systematic brand management process from its early stage. Based on the idea of 'brand asset by customer' by Kevin Lane Keller that the total of consumer brand knowledge ultimately completes the company brand power, 'brand asset', to satisfy areas of 'functionality' and 'design', EXR pioneered its ultimate brand asset which is 'CAPORTS' and established its own identity called, 'PROGRESSIVE'. For the success of a brand management, there must be a clear vision supported by the determination of a specific brand identity. Also, it needs to be shared by members of the organization, and to maintain and manage it in the long run, an integrated management strategy is essential. On the basis of such identity, EXR was able to carry out the integrated management for its brand and the overall implementation of the marketing strategy. Therefore, In this study, we seek for a sustainable brand management strategy of fashion brand by looking into the process of the EXR's brand establishment.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

An Analysis of 2006 Summer Street Fashion in Harbin, China

  • Bae, Sao-Jeong
    • Journal of Fashion Business
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    • v.11 no.3
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    • pp.87-96
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    • 2007
  • The purpose of this study is to analyse the characteristics of style, color and items of street fashion in Harbin. This kind of study will contribute to the understanding the preference of fashion in northeastern area, thereby, affording a fundamental resources for the strategic establishments of design and marketing in Korean brand launching into China. The results of this study are as follows. The preferred fashion style is casual one, rather than formal one. The order of preference in casual wear is character, jean and sports casual. In the view of color, preference in top color is, white, black, brown and pink. In the bottom, it is blue, white, black and brown. In one-piece, it is white, blue and brown. Throughout all items, the most frequently founded color is white, which might be ascribed to the seasonal influence of summer. The Chinese specific preference of color could not be observed. In aspect of items, the one-piece takes the proportions of more than half of the all the items. The typical details of one-piece dress are irregular hemline and asymmetrical line. While knee length takes proportion of 70%, in item of skirt, the full length is 46.8% in frequency for pants. In one-piece, knee length is 80% amounted as first rank, followed by midi and mini.