가상적 브랜드 교감 척도의 개발과 적용: 브랜디드 VR 및 AR 콘텐츠를 대상으로
Development and Application of a Virtual Brand Connection Scale: Focusing on Branded VR and AR Content
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<배경 및 목적> 이 연구는 소비자와 디지털 리얼리티 기반의 브랜디드 콘텐츠 내 브랜드 간의 교감을 가상적 브랜드 교감(이하 VBC)으로 새롭게 개념 규정하고 본 개념을 측정하기 위한 척도를 개발할 목적으로 수행되었다. <방법> VBC의 개념 규정과 이를 측정하기 위한 척도의 개발, 그리고 브랜디드 디지털 리얼리티 콘텐츠의 수용 과정에 관여하는 변인들과 VBC 간의 구조적 관계 파악을 위해 자극물을 활용한 설문 조사를 실시하고 SPSS와AMOS를 활용하여 분석하였다. <결과> VBC는 오락적 실재감, 개인화된 통제감, 양방향성의 세 개 요인으로 확인되었다. VBC 하위 차원 중 오락적실재감과 양방향성은 수용자의 지각된 전송에 긍정적인 영향을 미쳤다. 전송은 브랜디드 디지털 리얼리티콘텐츠에 대한 수용자의 태도에 영향을 미치며, 해당 콘텐츠에 대한 태도가 긍정적일수록 구전 의도와 브랜드 태도를 높이는 결과를 보였다. <논의 및 결론> 본 연구는 디지털 리얼리티 환경에서 소비자-브랜드 관계를 객관적으로 탐색할 수 있는 타당성이 검증된 도구를 개발했다는 의의가 있다.
Abstract
<Objectives> This study investigated how consumers experience brands in digital reality environments (i.e., virtual reality and/or augmented reality). In this study, the consumers’ experiences were conceptualized as virtual brand connections (VBCs). <Methods> To investigate the structural relationship between VBC and other variables and to develop a tool to measure VBC, this study used a survey method and analyzed the data using SPSS and AMOS. <Results> The results of this study showed that the VBC is three-dimensional (entertainment and presence, personalized control, two-way communication). In particular, among the subdimensions of VBC, the data showed that the dimensions of ‘entertainment and presence’ and ‘two-way communication’ had significantly positive influences on the perceived narrative transportation, and in turn, strong positive impacts on attitudes toward the branded digital reality content. <Conclusions> This study not only provides a theoretical foundation to understand how consumers interact with brands exposed in digital reality content, but the study has implications for practitioners interested in using digital reality content for branding purposes.
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