본문 바로가기
KERD
논문KCI 등재

The PRISMA Statement: The Characteristics of Fashion Distribution Channels in Virtual Reality

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

초록

Purpose: Virtual reality's impact on fashion distribution extends beyond singular transactions, facilitating the emergence of novel collaborations. As investigating the characteristics of fashion distribution channels in virtual reality, this study explores how the fashion industry can utilize virtual reality distribution channels to their maximum capacity while minimizing potential disadvantages. Research design, data, and methodology: The approach used to gather previous studies for this study adheres to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This method is widely acknowledged and recommended for its systematic and transparent approach to selecting relevant literature. This kind of literature search plays a vital role in a systematic evaluation as it informs the results. Results: The finding indicates consistently a total of eight kinds of characteristics of fashion distribution channels in virtual reality. The result means that the attributes of fashion distribution channels in virtual reality are causing significant changes in the fashion industry, revolutionizing the consumer experience, and redefining the parameters of creativity and collaboration. Conclusions: In sum, the global reach and accessibility of modern technology enhance the capacity of fashion companies to expand their market presence. This facilitates their participation in intercultural interactions and allows them to serve a wide range of customers.

Abstract

Purpose: Virtual reality's impact on fashion distribution extends beyond singular transactions, facilitating the emergence of novel collaborations. As investigating the characteristics of fashion distribution channels in virtual reality, this study explores how the fashion industry can utilize virtual reality distribution channels to their maximum capacity while minimizing potential disadvantages. Research design, data, and methodology: The approach used to gather previous studies for this study adheres to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This method is widely acknowledged and recommended for its systematic and transparent approach to selecting relevant literature. This kind of literature search plays a vital role in a systematic evaluation as it informs the results. Results: The finding indicates consistently a total of eight kinds of characteristics of fashion distribution channels in virtual reality. The result means that the attributes of fashion distribution channels in virtual reality are causing significant changes in the fashion industry, revolutionizing the consumer experience, and redefining the parameters of creativity and collaboration. Conclusions: In sum, the global reach and accessibility of modern technology enhance the capacity of fashion companies to expand their market presence. This facilitates their participation in intercultural interactions and allows them to serve a wide range of customers.

참고문헌 (62)

  1. Md. Saiful ALAM, "Management Accounting in the Era of Digitalization", 산경연구논집, 12(11), pp.1~8 (2021), 한국유통과학회
  2. Bae, S., "The influence of mixed reality on satisfaction and brand loyalty in cultural heritage attractions : A brand equity perspective", Sustainability, 12(7), pp.2956~ (2020)
  3. Bai, H., "Luxury fashion retailers' localised marketing strategies in practice–evidence from China", International Marketing Review, 39(2), pp.352~370 (2022)
  4. Bertot, J. C., "The impact of polices on government social media usage : Issues, challenges, and recommendations", Government information quarterly, 29(1), pp.30~40 (2012)
  5. Boardman, R., "Technology-Driven Sustainability: Innovation in the Fashion Supply Chain", pp.155~172 (2020)
  6. Cavallaro, S., "Virtual Tours to Promote the Remote Customer Experience", Advances in Transdisciplinary Engineering, 16, pp.477~486 (2021)
  7. Chen, I. J., "Understanding customer relationship management(CRM) : People, process and technology", Business process management journal, 9(5), pp.672~688 (2003)
  8. Chu, S. C., "Electronic word-of-mouth in social networking sites : A cross-cultural study of the United States and China", Journal of Global Marketing, 24(3), pp.263~281 (2011)
  9. de Regt, A., "Virtual reality marketing and customer advocacy : Transforming experiences from story-telling to story-doing", Journal of Business Research, 136, pp.513~522 (2021)
  10. De Silva, R. K. J., "A collaborative apparel new product development process model using virtual reality and augmented reality technologies as enablers", International Journal of Fashion Design, Technology and Education, 12(1), pp.1~11 (2019)
  11. Edwards, W., "Dynamic decision theory and probabilistic information processing", Human factors, 4(2), pp.59~74 (1962)
  12. Gonzalez, C., "The use of microworlds to study dynamic decision making", Computers in human behavior, 21(2), pp.273~286 (2005)
  13. González-Rodríguez, M. R., "The impact of virtual reality technology on tourists’ experience : a textual data analysis", Soft Computing, 24(18), pp.13879~13892 (2020)
  14. Griffin, T., "Is VR always better for destination marketing? Comparing different media and styles", Journal of Vacation Marketing, 29(1), pp.119~140 (2023)
  15. Haenlein, M., "Navigating the New Era of Influencer Marketing : How to be Successful on Instagram, TikTok, & Co", California management review, 63(1), pp.5~25 (2020)
  16. Han, D. I. D., "Virtual reality consumer experience escapes : preparing for the metaverse", Virtual Reality, 26(4), pp.1443~1458 (2022)
  17. 한정임, "The Role of Visual Communication for Emotional Marketing Strategy", 산경연구논집, 13(11), pp.39~46 (2022), 한국유통과학회[DOI]
  18. Hwang, Y. M., "Using eye tracking to explore consumers’ visual behavior according to their shopping motivation in mobile environments", Cyberpsychology, Behavior, and Social Networking, 20(7), pp.442~447 (2017)
  19. 장주연, "Analyzing visual behavior of consumers in a virtual reality fashion store using eye tracking", Fashion and Textiles, 10(1), pp.1~16 (2023), 한국의류학회[DOI]
  20. Javornik, A., "Augmented reality : Research agenda for studying the impact of its media characteristics on consumer behaviour", Journal of Retailing and Consumer Services, 30, pp.252~261 (2016)
  21. Jenkins, D. P., "A formative approach to developing synthetic environment fidelity requirements for decision-making training", Applied Ergonomics, 42(5), pp.757~769 (2011)
  22. 정소원, "리테일 서비스 로봇의 소비자 수용에 관한 연구", 복식문화연구, 28(4), pp.409~419 (2020), 복식문화학회[DOI]
  23. Byoungho JIN, "Consumer store experience through virtual reality: its effect on emotional states and perceived store attractiveness", Fashion and Textiles, 8(1), pp.1~21 (2021), 한국의류학회[DOI]
  24. Kim, J., "Advertising in the metaverse : Research agenda", Journal of Interactive Advertising, 21(3), pp.141~144 (2021)
  25. Jung, J., "Consumer experiences of virtual reality : Insights from VR luxury brand fashion shows", Journal of Business Research, 130, pp.517~524 (2021)
  26. Kang, E., "The relationship between reinforcement of employee’s customer-centric behavior and employee motivation factors", Advances in Social Sciences Research Journal, 7(7), pp.338~347 (2020)
  27. 강은구, "Qualitative Research: Impact of Corporate Climate on Employee Capability", East Asian Journal of Business Economics, 9(4), pp.57~67 (2021), 동아시아경상학회
  28. 강은구, "Secondary Literature Analysis: The Marketing Practice to Attract Potential Customers into Leisure and Sports Industry", 산경연구논집, 14(6), pp.1~8 (2023), 한국유통과학회[DOI]
  29. Kim, J., "User experience in VR fashion product shopping : focusing on tangible interactions", Applied Sciences, 11(13), pp.6170~ (2021)
  30. Kim, W. B., "How virtual reality shopping experience enhances consumer creativity : The mediating role of perceptual curiosity", Journal of Business Research, 154, pp.113378~ (2023)
  31. King, A. J., "Improving visual behavior research in communication science : An overview, review, and reporting recommendations for eyetracking methods", Communication Methods and Measures, 13(3), pp.149~177 (2019)
  32. Kumar, V., "Understanding the role of artificial intelligence in personalized engagement marketing", California Management Review, 61(4), pp.135~155 (2019)
  33. Lau, K. W., "Shopping in virtual reality : a study on consumers’ shopping experience in a stereoscopic virtual reality", Virtual Reality, 23(3), pp.255~268 (2019)
  34. Lombart, C., "Effects of physical, nonimmersive virtual, and immersive virtual store environments on consumers' perceptions and purchase behavior", Computers in Human Behavior, 110, pp.106374~ (2020)
  35. Lin, L. P. L., "Could virtual reality effectively market slow travel in a heritage destination?", Tourism Management, 78, pp.104027~ (2020)
  36. McCormick, H., "Fashion retailing–past, present and future", Textile Progress, 46(3), pp.227~321 (2014)
  37. Meißner, M., "How virtual reality affects consumer choice", Journal of Business Research, 117, pp.219~231 (2020)
  38. Moes, A., "The online appeal of the physical shop : How a physical store can benefit from a virtual representation", Heliyon, 3(6), pp.e00336~ (2017)
  39. Moroz, M., "Tendency to use the virtual fitting room in generation Results of a qualitative study", Foundations of Management, 11(1), pp.239~254 (2019)
  40. Muresan, I. C., "Exploring residents’ perceptions of the sociocultural benefits of tourism development in the mountain area", Societies, 11(3), pp.83~ (2021)
  41. Pachoulakis, I., "Augmented reality platforms for virtual fitting rooms", The International Journal of Multimedia & Its Applications, 4(4), pp.35~46 (2012)
  42. Page, M. J., "The PRISMA 2020 statement : an updated guideline for reporting systematic reviews", International journal of surgery, 88, pp.105906~ (2021)
  43. Pantano, E., "Enhancing the online decision-making process by using augmented reality : A two country comparison of youth markets", Journal of Retailing and Consumer Services, 38, pp.81~95 (2017)
  44. Pham, L., "Technology readiness and customer satisfaction in luxury hotels : A Vietnam case study", International Journal of Entrepreneurship, 22(2), pp.1~23 (2018)
  45. Phommahaxay, S., "Preparedness of Lao People’s Democratic Republic to Implement ASEAN Common Visa(ACV)", Research in World Economy, 10(3), pp.419~430 (2019)
  46. Qasem, Z., "The effect of positive TRI traits on centennials adoption of try-on technology in the context of E-fashion retailing", International Journal of Information Management, 56, pp.102254~ (2021)
  47. Orús, C., "Enhancing the customer experience with virtual and augmented reality : The impact of content and device type", International Journal of Hospitality Management, 98, pp.103019~ (2021)
  48. Qushem, U. B., "Multimodal technologies in precision education : Providing new opportunities or adding more challenges?", Education sciences, 11(7), pp.338~ (2021)
  49. Rao, A. K., "Learning from feedback : Evaluation of dynamic decision-making in virtual reality under various repetitive training frameworks", Frontiers in Psychology, 13, pp.872061~ (2022)
  50. Rethlefsen, M. L., "Librarian co-authors correlated with higher quality reported search strategies in general internal medicine systematic reviews", Journal of clinical epidemiology, 68(6), pp.617~626 (2015)
  51. Ricci, M., "Immersive and desktop virtual reality in virtual fashion stores: a comparison between shopping experiences", Virtual Reality, pp.1~16 (2023)
  52. Sampson, M., "No consensus exists on search reporting methods for systematic reviews", Journal of Clinical Epidemiology, 61(8), pp.748~754 (2008)
  53. Tandon, U., "Customer satisfaction as mediator between website service quality and repurchase intention : An emerging economy case", Service Science, 9(2), pp.106~120 (2017)
  54. Telukdarie, A., "Analysis of the Impact of COVID-19 on the Food and Beverages Manufacturing Sector", Sustainability, 12(22), pp.9331~ (2020)
  55. Venkatesh, V., "User acceptance of information technology : Toward a unified view", MIS Quarterly, 27(3), pp.425~478 (2003)
  56. Wang, X., "Reporting items for systematic reviews and metaanalyses of acupuncture : the PRISMA for acupuncture checklist", BMC complementary and alternative medicine, 19, pp.1~10 (2019)
  57. Wei, W., "Effects of virtual reality on theme park visitors' experience and behaviors : A presence perspective", Tourism Management, 71, pp.282~293 (2019)
  58. Xi, N., "Shopping in virtual reality : A literature review and future agenda", Journal of Business Research, 134, pp.37~58 (2021)
  59. Yan, J., "The power of affection : exploring the key drivers of customer loyalty in virtual reality-enabled services", Frontiers in Psychology, 13, pp.850896~ (2022)
  60. Woo, E. J., "Environmental issues as an indispensable aspect of sustainable leadership", Sustainability, 12(17), pp.7014~ (2020)
  61. Wu, Y. F., "Users’ Perceptions of Technological Features in Augmented Reality (AR) and Virtual Reality (VR) in Fashion Retailing: A Qualitative Content Analysis", Mobile Information Systems, 2022, pp.3080280~ (2022)
  62. Wu, J., "Personalizing 3D virtual fashion stores : Exploring modularity with a typology of atmospherics based on user input", Information & Management, 58(4), pp.103461~ (2021)

관련 논문AI추천

이 간행물의 다른 논문 (10건)