The purposes of this study were as follows: first, to investigate the usage cases of augmented reality applications related to fashion; second, to analyze the effects of the experience realms of augmented fashion reality applications on consumers' ple...
The purposes of this study were as follows: first, to investigate the usage cases of augmented reality applications related to fashion; second, to analyze the effects of the experience realms of augmented fashion reality applications on consumers' pleasure, satisfaction, intention of reuse, and purchase intention; and finally, to examine the effects of the experience realms of augmented fashion reality applications on consumers' pleasure, satisfaction, intention of reuse, and purchase intention according to gender groups.
This study is based on the survey subjecting those who have an iPhone. A total of 207 questionnaires were processed in analysis. The analysis consisted of several statistical analysis such as descriptive analysis, frequency analysis, reliability analysis, t-test and regression analysis, all of which mainly done by SPSS 18.0 for window.
The major research findings were as follows:
First, as for the usage cases of augmented reality fashion applications, it turned out that augmented reality fashion applications were implemented in a variety of fashion areas including Atol les opticiens, Converse, IWC, J.ESTINA, MLB, Moosejaw, OLZEN, STCO, Stylid and ZIOZIA.
Second, the study examined the effects of the four experience realms(entertainment, educational, escapist, and esthetic) of augmented reality fashion applications on the pleasure, satisfaction, intention of reuse, and purchase intention of consumers. Pleasure's connections with the four experience realms experienced by consumers when using an augmented reality fashion application were first examined. The results show that entertainment and esthetic experience had positive impacts on consumers' pleasure.
Then, the study examined the influence of the four experience realms experienced by consumers when using an augmented reality fashion application on satisfaction. As a result, entertainment, educational and esthetic experience had positive effects on satisfaction, but escapist experience did not.
The study also examined whether pleasure experienced by consumers would affect their satisfaction. The results reveal that pleasure had a positive impact on satisfaction.
It was investigated whether pleasure and satisfaction experienced by consumers would affect their intention of reuse of an augmented reality fashion application. As a result, both pleasure and satisfaction had positive effects on intention of reuse of an augmented reality fashion application. It was also investigated what kind of impact pleasure and satisfaction would have on purchase intention for the products consumers were implementing an augmented reality fashion application for. As a result, both pleasure and satisfaction had positive impacts on purchase intention for the products consumers were implementing an augmented reality fashion application for.
Third, it was examined the effects of the four experience realms of augmented reality fashion applications on the pleasure, satisfaction, intention of reuse, and purchase intention of consumers according to gender groups. First, it was investigated whether the effects of the four experience realms experienced by consumers when using a fashion application on their pleasure according to gender groups. As a result, entertainment and esthetic experience had positive effects on the pleasure of the male consumer groups. Entertainment, escapist, and esthetic experience had positive effects on the pleasure of the female consumer groups with educational experience having a negative effect on it.
It was then investigated whether the effects of the four experience realms experienced by consumers when using a fashion application on their satisfaction according to gender groups. As a result, educational and esthetic experience had positive effects on the satisfaction of the male consumer groups. Entertainment, educational, and esthetic experience had positive effects on the satisfaction of the female consumer groups.
It was also examined whether the effects of pleasure experienced by consumers on their satisfaction according to gender groups. Pleasure had a positive effect on satisfaction both in the male and female consumer groups
It was examined whether the effects of pleasure and satisfaction experienced by consumers on their intention of reuse of an augmented reality fashion application according to gender groups. As a result, both pleasure and satisfaction had positive effects on intention of reuse of an augmented reality fashion application in the male consumer groups, whereas only satisfaction had a positive effect on intention of reuse in the female consumer groups. It was then examined whether the effects of pleasure and satisfaction experienced by consumers on their purchase intention for the products they were implementing an augmented reality fashion application for according to gender groups. As a result, both pleasure and satisfaction had positive effects on the male consumer group's intention of reuse for the products they were implementing an augmented reality fashion application for, whereas only satisfaction had a positive effect on the female consumer group's intention of reuse for the products they were implementing an augmented reality fashion application for.
Based on those findings, the study made the following suggestions for research implications:
First, the study surveyed users who downloaded an application, used it, and filled out a questionnaire themselves. The empirical analysis results of the study will help brand companies trying to plan an augmented reality fashion application design an effective marketing program.
Second, effective marketing plans capable of immediate interactions between entertainment and esthetic experience are proposed for fashion brand companies as it turned out the entertainment and esthetic experience of an augmented reality fashion application had positive effects on the pleasure and satisfaction of consumers.
Third, the study examined differences, if any, in augmented reality fashion applications according to gender and provided useful data for the marketing strategies of brand companies trying to plan an augmented reality fashion application. The study results enable them to devise target marketing strategies according to gender.
The study provides data that will promote the useful utilization of an augmented reality fashion application in the fashion industry and also objective information to the fashion industry and consumers.