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    메타버스 브랜드 공간에서의 장소적 체험이 브랜드 자산 형성에 미치는 영향 = The Effects of Place Experience in the Metaverse Brand Space on Brand Equity Formation

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    https://www.riss.kr/link?id=A108924077

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    A new form of management in customer interface has now become necessary as brand spaces are expanding to the metaverse environment, which is a virtual world, beyond the physical environment. This study examines brand spaces in the metaverse in terms of ‘place’ and ‘experience’ and suggests strategic plans for customer communication. For research, a case analysis and focus group interviews were conducted based on place factors, strategic experiential modules (SEMs), and brand equity formation factors summarized by researchers of previous studies. The results showed that brand spaces in the metaverse also have placeness just like the physical world, and customer experiences through avatars are associated with the value of place, conveying emotional and spiritual values to users as experiences of aesthetics, emotions, information, participation, and interactions are manifested as a whole. Furthermore, these experiences turned out to be effective in improving brand awareness and image by affecting brand equity formation as well. This study has significance in proposing strategic methods to implement brand spaces in the metaverse based on ‘place’ and ‘experience’ using the aforementioned results of analysis. Companies can select a place associated with their brand values and messages to recreate it in a metaverse environment. Alternatively, they can create a new metaverse space imbued with their brand values. A brand-related place, where customer experience is created, should encompass aesthetic, emotional, informational, participatory, and interactive factors to serve as a meaningful and valuable space for customers. The range of values derived from this place includes not only emotional values gained through sentimental and engaging experiences but also mental values gained through social contribution activities, creative activities, and more. Furthermore, a metaverse space is distinct from a real-world space in that it possesses dematerial characteristics and facilitates interaction among multiple users without constraints of time and space. Thus, it has the potential to create and offer new and differentiated experiences that customers have not experienced, amplifying brand imprinting effects on their minds.
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    A new form of management in customer interface has now become necessary as brand spaces are expanding to the metaverse environment, which is a virtual world, beyond the physical environment. This study examines brand spaces in the metaverse in terms o...

    A new form of management in customer interface has now become necessary as brand spaces are expanding to the metaverse environment, which is a virtual world, beyond the physical environment. This study examines brand spaces in the metaverse in terms of ‘place’ and ‘experience’ and suggests strategic plans for customer communication. For research, a case analysis and focus group interviews were conducted based on place factors, strategic experiential modules (SEMs), and brand equity formation factors summarized by researchers of previous studies. The results showed that brand spaces in the metaverse also have placeness just like the physical world, and customer experiences through avatars are associated with the value of place, conveying emotional and spiritual values to users as experiences of aesthetics, emotions, information, participation, and interactions are manifested as a whole. Furthermore, these experiences turned out to be effective in improving brand awareness and image by affecting brand equity formation as well. This study has significance in proposing strategic methods to implement brand spaces in the metaverse based on ‘place’ and ‘experience’ using the aforementioned results of analysis. Companies can select a place associated with their brand values and messages to recreate it in a metaverse environment. Alternatively, they can create a new metaverse space imbued with their brand values. A brand-related place, where customer experience is created, should encompass aesthetic, emotional, informational, participatory, and interactive factors to serve as a meaningful and valuable space for customers. The range of values derived from this place includes not only emotional values gained through sentimental and engaging experiences but also mental values gained through social contribution activities, creative activities, and more. Furthermore, a metaverse space is distinct from a real-world space in that it possesses dematerial characteristics and facilitates interaction among multiple users without constraints of time and space. Thus, it has the potential to create and offer new and differentiated experiences that customers have not experienced, amplifying brand imprinting effects on their minds.

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    참고문헌 (Reference)

    1 Kotler, P., "필립 코틀러 마켓 5" 더퀘스트 2021

    2 Pine II, B. J., "체험의 경제학" 21세기북스 2010

    3 eller, K. L., "전략적 브랜드 관리" 시그마프레스 2022

    4 박상훈, "장소의 재탄생" 디자인하우스 2009

    5 백선혜, "장소성과 장소마케팅" 한국학술정보 2005

    6 이경은 ; 장동련, "장소 브랜딩 관점에서 본 메타버스에서 멀티 페르소나의 전략적 가치 연구- MZ세대를 중심으로 -" 사단법인 한국브랜드디자인학회 20 (20): 245-262, 2022

    7 윤주현, "자생적 장소브랜드 시스템 디자인 프레임워크" 홍익대학교 대학원 2017

    8 Aaker, D. A., "브랜드 자산의 전략적 경영" 비즈니스북스 2006

    9 김다정, "브랜드 경험 극대화를 위한 플래그쉽 스토어 메타버스 공간 연구 : 코스메틱 브랜드를 중심으로" 홍익대학교 대학원 2023

    10 Schmitt, B. H., "번 슈미트의 체험 마케팅" 김앤김북스 2013

    1 Kotler, P., "필립 코틀러 마켓 5" 더퀘스트 2021

    2 Pine II, B. J., "체험의 경제학" 21세기북스 2010

    3 eller, K. L., "전략적 브랜드 관리" 시그마프레스 2022

    4 박상훈, "장소의 재탄생" 디자인하우스 2009

    5 백선혜, "장소성과 장소마케팅" 한국학술정보 2005

    6 이경은 ; 장동련, "장소 브랜딩 관점에서 본 메타버스에서 멀티 페르소나의 전략적 가치 연구- MZ세대를 중심으로 -" 사단법인 한국브랜드디자인학회 20 (20): 245-262, 2022

    7 윤주현, "자생적 장소브랜드 시스템 디자인 프레임워크" 홍익대학교 대학원 2017

    8 Aaker, D. A., "브랜드 자산의 전략적 경영" 비즈니스북스 2006

    9 김다정, "브랜드 경험 극대화를 위한 플래그쉽 스토어 메타버스 공간 연구 : 코스메틱 브랜드를 중심으로" 홍익대학교 대학원 2023

    10 Schmitt, B. H., "번 슈미트의 체험 마케팅" 김앤김북스 2013

    11 이광호, "메타버스와 오프라인 스토어의 브랜드 체험 비교 연구" 공주대학교 대학원 2022

    12 이경은, "메타버스 환경에서의 브랜드 전략 연구 : Z게대의 멀티 퍼소나를 중심으로" 홍익대학교 대학원 2015

    13 김상훈, "메타버스 사용자들의 공간행태에 관한 연구 : 메타버스 플랫폼 제페토를 대상으로" 세종대학교 대학원 2022

    14 한효주, "능동적 오브제로서의 인터렉티브 미디어를 활용한 장소성 구현 방법에 관한 연구" 건국대학교 건축전문대학원 2013

    15 "https://www.statista.com/outlook/amo/metaverse/worldwide"

    16 "https://www.statista.com/outlook/amo/ar-vr/worldwide"

    17 "https://www.spc.co.kr/business/brand-detail/?idx=143"

    18 "https://www.kiehls.co.kr/kr/mission-renewal.html"

    19 "https://www.kiehls.co.kr/kr/heritage.html"

    20 "https://cu.bgfretail.com/brand_info/story.do?category=brand_info&sf=N"

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