3차원 아바타 모델을 활용한 의류상품 제시가 소비자 접근행동에 미치는 영향
The Effect of Presentation of Apparel Products on Consumers' Approach Behavior using 3D Avatar Model
2
조회
0
다운로드
7
인용
0
참고문헌
키워드
초록
This study utilizes a S-O-R model to investigate the effects of apparel product presentations using a 3D avatar model in Internet fashion malls for pleasure(emotional state) and approach behavior. We chose a 3D avatar model to present a fashion product in this study. The model walked for about one minute on stage; subsequently, respondents completed a questionnaire after they viewed it. The questionnaire consists of telepresence, pleasure and approach behavior. Respondents are limited to females 20s and 30s years old who have purchased fashion products in an Internet mall and are highly interested in fashion products. A total of 226 samples were used for the final analysis. Cronbach's alpha, correlation analysis, confirmatory factor analysis, and structural equation modeling were utilized in this study. The results are as follows. First, telepresence has a significant influence on pleasure; subsequently, pleasure influenced consumer approach behavior. Second, telepresence positively influenced the approach behavior (directly and indirectly). This verified the effectiveness of a 3D avatar model using S-O-R. A 3D avatar model can be a strategic alternative in the fiercely competitive Internet shopping sector.
Abstract
This study utilizes a S-O-R model to investigate the effects of apparel product presentations using a 3D avatar model in Internet fashion malls for pleasure(emotional state) and approach behavior. We chose a 3D avatar model to present a fashion product in this study. The model walked for about one minute on stage; subsequently, respondents completed a questionnaire after they viewed it. The questionnaire consists of telepresence, pleasure and approach behavior. Respondents are limited to females 20s and 30s years old who have purchased fashion products in an Internet mall and are highly interested in fashion products. A total of 226 samples were used for the final analysis. Cronbach's alpha, correlation analysis, confirmatory factor analysis, and structural equation modeling were utilized in this study. The results are as follows. First, telepresence has a significant influence on pleasure; subsequently, pleasure influenced consumer approach behavior. Second, telepresence positively influenced the approach behavior (directly and indirectly). This verified the effectiveness of a 3D avatar model using S-O-R. A 3D avatar model can be a strategic alternative in the fiercely competitive Internet shopping sector.
참고문헌 (37)
- Bagozzi, R., "On the evaluation of structural equation models", Journal of the Academy of Marketing Science, 16(1), pp.74~94 (1988)
- Bitner, M. J., "Servicescapes: the impact of physical surroundings on customers and employees", Journal of Marketing, 56(2), pp.57~71 (1992)
- Cho, J. H., "3D product digital camera model on the web and study about developing 3D shopping mall", Journal of Korean Society of Design Science, 40, pp.63~70 (2001)
- Coyle, J. R., "The effects of interactive images and goal-seeking behavior on telepresence and site ease of use", Journal of Website Promotion, 3(1), pp.39~61 (2008)
- Donovan, R. J., "Store atmosphere and purchasing behavior", Journal of Retailing, 70(3), pp.283~294 (1994)
- Eroglu, S. A., "Empirical testing of a model of online store atmospherics and shopper response", Psychology and Marketing, 20(2), pp.139~150 (2003)
- Fiore, A. M., "An integrative framework capturing experiential and utilitarian shopping experience", International Journal of Retail & Distribution Management, 35(6), pp.421~442 (2007)
- Fiore, A. M., "Effect of image interactivity technology on consumer responses toward the online retailer", JOURNAL OF INTERACTIVE MARKETING, 19(3), pp.38~53 (2005), ELSEVIER
- Fornell, C., "Evaluating structural equation models with unobservable variables and measurement error", Journal of Marketing Research, 18(1), pp.39~50 (1981)
- Ha, Y., "Online visual merchandising(VMD) cues and consumer pleasure and arousal: purchasing versus browsing situation", Psychology & Marketing, 27(2), pp.141~165 (2010)
- Hair, J., "Multivariate data analysis (7th ed.)" (2010), Prentice Hall
- "IT meets fashion\" (2012)[URL]
- 장세윤, "인터넷 의류 쇼핑몰의 상호작용성, 원격실재감, 플로우가 미래행동의도에 미치는 영향", 한국의류학회지, 33(9), pp.1409~1418 (2009), 한국의류학회
- Jeong, S. W., "The role of experiential value in online shopping: the impacts of product presentation on consumer response towards an apparel web site", Internet Research, 19(1), pp.105~124 (2009)
- Kim, J. H., "Influences of online store perception, shopping enjoyment, and shopping involvement on consumer patronage behaviour towards an online retailer", Journal of Retailing and Consumer Services, 14(2), pp.95~107 (2007)
- Klein, L. R., "Creating virtual product experience: The role of telepresence", Journal of Interactive Marketing, 17(1), pp.42~55 (2003)
- 19.0, "Structural Equation Modeling with AMOS 18.0", pp.2011, Lee, H. S.
- Lee, K. C., "Effect of virtual reality-driven shopping mall and consumer's purchase intention", Korean Management Review, 29(3), pp.377~405 (2000)
- Li, H., "Impact of 3-D advertising on product knowledge, brand attitude, and purchase intention: The mediating role of presence", Journal of Advertising, 31(3), pp.43~57 (2002)
- 임호선, "온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석", 한국의류산업학회지, 14(1), pp.83~89 (2012), 한국의류산업학회
- Manganari, E. E., "Store atmosphere in web retailing", European Journal of Marketing, 43(9), pp.1140~1153 (2009)
- Mehrabian, A., "An approach to environmental psychology" (1974), MIT Press
- Mollen, A., "Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives", Journal of Business Research, 63(9), pp.919~925 (2010)
- 나윤희, "영화 의상과 3D 가상 의상의 표현 특성 비교 연구 - CLO 3D와 Marvelous Designer2 소프트웨어를 중심으로 -", 한국의류산업학회지, 14(1), pp.1~12 (2012), 한국의류산업학회
- Park, J. H., "On-line product presentation: effects on mood, perceived risk, and purchase intention", Psychology & Marketing, 22(9), pp.695~719 (2005)
- Schlosser, A., "Experiencing products in the virtual world: the role of goal and imagery in influencing attitudes versus purchase intentions", Journal of Consumer Research, 30(2), pp.184~198 (2003)
- Shih, C., "Conceptualizing consumer experiences in cyberspace", European Journal of Marketing, 32(7), pp.655~663 (1998)
- Song, K., "Telepresence and fantasy in online apparel shopping experience", Journal of Fashion Marketing and Management, 11(4), pp.553~570 (2007)
- Suh, K. S., "User interface and consumer perceptions of online stores: the role of telepresence", Behaviour & Information Technology, 25(2), pp.99~113 (2006)
- Steuer, J., "Defining virtual reality: dimensions determining telepresence", Journal of Communication, 42(4), pp.73~93 (1992)
- 양희순, "움직이는 가상 모델을 활용한 인터넷 쇼핑몰에서 쇼핑의 즐거움, 위험감소가 미래행동의도에 미치는 영향", 한국의류산업학회지, 13(3), pp.390~397 (2011), 한국의류산업학회
- 양희순, "인터넷 패션 쇼핑몰의 비주얼 머천다이징 요소가 소비자 접근행동에 미치는 영향", 한국디자인포럼, (31), pp.315~324 (2011), 한국디자인트렌드학회
- 양희순, "Effects of Consumers' Technology Readiness on Telepresence and E-loyalty toward 3D Online Shopping Mall", 한국의류학회지, 35(6), pp.659~669 (2011), 한국의류학회
- Heesoon Yang, "The Influences of E-service Quality according to Image Interactivity Technology on Customer Loyalty and Purchasing Involvement", International Journal of Costume and Fashion, 10(1), pp.15~27 (2010), 한국복식학회
- 양희순, "도전감과 능력이 플로우에 미치는 영향-2D 쇼핑몰과 3D 쇼핑몰을 중심으로-", 한국의류학회지, 32(4), pp.573~585 (2008), 한국의류학회
- 양희순, "소비자의 기술 준비성, 패션 혁신성 및 참여수준 지각이 3차원 가상 피팅 시스템 수용의도에 미치는 영향", 한국의류학회지, 36(3), pp.269~281 (2012), 한국의류학회
- "Clo 3D"[URL]
