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The effects of smart phone usage motive and fashion brand app factors upon the intention to accept fashion brand applications

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This study investigated the effects of smart phone usage motives and fashion brand app factors upon the intention to accept fashion brand applications. Data were collected from 250 female college students living in Seoul and Gyeonggi-do. 220 reliable data were analyzed by frequency, factor analysis, Cronbach's alpha, ANOVA,, Duncan test, paired t-test, chi-square analysis, regression. The results were as follows:Firstly, the ‘information acquisition' and the'use of time' were considered to be the most important motive factors driving consumer’s smart phone usage. Secondly, the motives underpinning smart phone user’s intention to accept a fashion brand application were 'social relationships', 'entertainment', and 'information acquisition'. Thirdly, the frequently used factors during the usage of fashion brand application could be classified in order of frequency as follows: 'product information provision', 'store information provision', 'coordinated information provision', 'fashion information provision', 'entertainment provision', 'hobbies and life information provision', virtual wearing provision', 'SNS provision', and, 'events and coupons provision'. Fourthly, a factor analysis of these nine factors were classified into ‘basic information type’, and ‘additional information type’. The influences of basic information type and the additional information type upon the intention to accept the fashion brand application showed the following significant result: The basic information type had a greater influence upon the intention to accept the fashion brand app.

Abstract

This study investigated the effects of smart phone usage motives and fashion brand app factors upon the intention to accept fashion brand applications. Data were collected from 250 female college students living in Seoul and Gyeonggi-do. 220 reliable data were analyzed by frequency, factor analysis, Cronbach's alpha, ANOVA,, Duncan test, paired t-test, chi-square analysis, regression. The results were as follows:Firstly, the ‘information acquisition' and the'use of time' were considered to be the most important motive factors driving consumer’s smart phone usage. Secondly, the motives underpinning smart phone user’s intention to accept a fashion brand application were 'social relationships', 'entertainment', and 'information acquisition'. Thirdly, the frequently used factors during the usage of fashion brand application could be classified in order of frequency as follows: 'product information provision', 'store information provision', 'coordinated information provision', 'fashion information provision', 'entertainment provision', 'hobbies and life information provision', virtual wearing provision', 'SNS provision', and, 'events and coupons provision'. Fourthly, a factor analysis of these nine factors were classified into ‘basic information type’, and ‘additional information type’. The influences of basic information type and the additional information type upon the intention to accept the fashion brand application showed the following significant result: The basic information type had a greater influence upon the intention to accept the fashion brand app.

참고문헌 (20)

  1. Chae Eunju, "A comparative analysis of internet homepage of fashion brand between smartphone application", Paper presented at the Korea Fashion & Costume Design Fall Conference, pp.60~62 (2010)
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  3. Park Jaesok, "A study on the causes of mobile application acceptance", 석사, pp.2010
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  5. "Mobile app forecast up, up, up" (2010)[URL]
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  8. The wind blowing into the mobile market opportunity, App Store, "LG Economic Research Institute", LG Economic Research Institute, ~ (2009)
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  10. Internet Issue Planning, , Korea Internet & Security Agency, ~ (2010)
  11. Tong Yang Investment Bank Research center, "Smart Phone, Communication, and Wireless Internet", pp.13~16 (2010), Tong Yang Investment Bank Research center
  12. Lee Heungpyo, "The relationship of irrational gambling belief, gambling motive, and risk taking with pathological gambling", 박사, pp.2002
  13. Lee Sungjoon, "Acceptance and rejection of smartphones and Application Genre Repertoire", Paper presented at the Korean Society for Internet Information Spring Conference, 2010(6), pp.271~276 (2010)
  14. Yang Heejo, "A study on uses and gratifications of smart phone users", 석사, pp.2010
  15. Jang Seunghee, "A study on the process of advertising acceptance and the advertising strategies of fashion brand applications according to the characteristics of smart phone users", 박사, pp.2011
  16. Bae Eunkyung, "Study on perceived value and user satisfaction and intention to reuse corresponding to characteristic factors in mobile fashion application : Focusing on consumer innovation and smart phone lifestyle", 석사, pp.2010
  17. Choi Gahyun, "A study on information-seeking benefits of fashions applications and their effects on satisfaction and loyalty", 박사, pp.2012
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  19. Nam Chonghoon, "A Study on factors influencing mobile TV adoption : Focused on comparison between S-DMB and T-DMB", 박사, pp.2006

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