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      가상현실 점포의 체험요소가 소비자의 지각된 정보의 양, 고객만족 및 재방문의도에 미치는 영향 = The Effects of Experiential Factors of Virtual Reality (VR) Store on Perceived Information, Satisfaction and Revisit Intention

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      https://www.riss.kr/link?id=A106426032

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      다국어 초록 (Multilingual Abstract)

      This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factor...

      This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factors differ as a function of an individual characteristic such as environmental responsiveness. Female consumers who had an experience in using VR technology for digital shopping participated in the online survey. The results showed that educational, escapist and aesthetic experiences have a significant impact on the perceived amount of information, and entertainment and escapist experiences have a significant impact on satisfaction. In addition, the perceived amount of information has a positive effect on customer satisfaction, which in turn has a positive effect on revisit intention. There is also a difference in the effect of experiential factors on consumer responses depending on the environmental responsiveness. This study provides theoretical suggestions for experiential marketing and presents practical implications for developing marketing strategies for digital retailers utilizing VR technology.

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      참고문헌 (Reference)

      1 박수경, "체험 요소(4Es)가 체험즐거움, 만족도, 재방문에 미치는 영향: Pine과 Gilmore의 체험경제이론(Experience Economy)을 중심으로" 한국방송광고공사 (76) : 55-78, 2007

      2 소지인, "증강현실 패션 어플리케이션이 즐거움, 만족 및 행동의도에 미치는 영향" 복식문화학회 21 (21): 810-826, 2013

      3 양승권, "스마트폰 쇼핑몰의 서비스품질이 고객만족, 신뢰, 행동의도에 미치는 영향" 한국유통과학회 9 (9): 31-43, 2018

      4 한수정, "소비자 특성에 따른 주얼리 인터넷 쇼핑몰의 만족도와 재방문의도에 관한 연구" 국제e-비즈니스학회 15 (15): 69-93, 2014

      5 이경렬, "브랜드 앱에 대한 이용자의 체험이 브랜드성과에 미치는 영향에 관한 연구: 텔레프레즌스(telepresence)의매개변인으로서의 역할을 중심으로" 한국소비자·광고심리학회 13 (13): 467-488, 2012

      6 박민정, "복합쇼핑몰 소비자의 성별, 연령별, 쇼핑성향 유형에 의한 리테일 엔터테인먼트 차이" 한국디자인트렌드학회 (45) : 353-366, 2014

      7 김경희, "모바일 쇼핑동기, 쇼핑가치와 소비자만족도 및 재구매의도에 관한 연구" 한국정보통신학회 22 (22): 1287-1293, 2018

      8 우승현, "라이프스타일 숍의 체험 요소가 스토어 아이덴티티, 쇼핑 만족 및 행동의도에 미치는 영향" 한국의류학회 40 (40): 685-700, 2016

      9 한상린, "가상현실 유통 환경에서의 원격실재감과 소비자 구매행동 분석" 한국유통학회 24 (24): 51-71, 2019

      10 Matoniva, S., "World's first virtual reality department store"

      1 박수경, "체험 요소(4Es)가 체험즐거움, 만족도, 재방문에 미치는 영향: Pine과 Gilmore의 체험경제이론(Experience Economy)을 중심으로" 한국방송광고공사 (76) : 55-78, 2007

      2 소지인, "증강현실 패션 어플리케이션이 즐거움, 만족 및 행동의도에 미치는 영향" 복식문화학회 21 (21): 810-826, 2013

      3 양승권, "스마트폰 쇼핑몰의 서비스품질이 고객만족, 신뢰, 행동의도에 미치는 영향" 한국유통과학회 9 (9): 31-43, 2018

      4 한수정, "소비자 특성에 따른 주얼리 인터넷 쇼핑몰의 만족도와 재방문의도에 관한 연구" 국제e-비즈니스학회 15 (15): 69-93, 2014

      5 이경렬, "브랜드 앱에 대한 이용자의 체험이 브랜드성과에 미치는 영향에 관한 연구: 텔레프레즌스(telepresence)의매개변인으로서의 역할을 중심으로" 한국소비자·광고심리학회 13 (13): 467-488, 2012

      6 박민정, "복합쇼핑몰 소비자의 성별, 연령별, 쇼핑성향 유형에 의한 리테일 엔터테인먼트 차이" 한국디자인트렌드학회 (45) : 353-366, 2014

      7 김경희, "모바일 쇼핑동기, 쇼핑가치와 소비자만족도 및 재구매의도에 관한 연구" 한국정보통신학회 22 (22): 1287-1293, 2018

      8 우승현, "라이프스타일 숍의 체험 요소가 스토어 아이덴티티, 쇼핑 만족 및 행동의도에 미치는 영향" 한국의류학회 40 (40): 685-700, 2016

      9 한상린, "가상현실 유통 환경에서의 원격실재감과 소비자 구매행동 분석" 한국유통학회 24 (24): 51-71, 2019

      10 Matoniva, S., "World's first virtual reality department store"

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      12 Pine II, B. J., "Welcome to the experience economy" 97-105, 1998

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      28 Gilmore, J. H., "The experience is the marketing" BrownHerron Publishing 2002

      29 Pine II, B. J., "The experience economy:Work is theater & every business a stage" Harvard Business School Press 1999

      30 Minjeong Kim, "The effects of visual and verbal information on attitudes and purchase intentions in internet shopping" Wiley 25 (25): 146-178, 2008

      31 T Sai Vijay, "The Influence of Online Shopping Values and Web Atmospheric Cues on E-Loyalty: Mediating Role of E-Satisfaction" SciELO Comision Nacional de Investigacion Cientifica Y Tecnologica (CONICYT) 14 (14): 0-0, 2019

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      33 Suh, K.-S., "The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation" JSTOR 29 (29): 673-, 2005

      34 유정민, "The Effects of Apparel Product Presentation on Consumer Responses in U.S. Online Retailing" 한국전자거래학회 19 (19): 31-51, 2014

      35 M. Kim, "Television Shopping for Apparel in the United States: Effects of Perceived Amount of Information on Perceived Risks and Purchase Intentions" Wiley 28 (28): 301-331, 2000

      36 Hollender, A., "Swarovski introduces new VR shopping experience"

      37 Hancock, G. R., "Structural equation modeling methods of hypothesis testing of latent variable means" 30 (30): 91-105, 1997

      38 Yue-Teng Wong, "Shopping motives, store attributes and shopping enjoyment among Malaysian youth" Elsevier BV 19 (19): 240-248, 2012

      39 Alexander Leischnig, "Shopping events, shopping enjoyment, and consumers’ attitudes toward retail brands—An empirical examination" Elsevier BV 18 (18): 218-223, 2011

      40 Mary Jo Bitner, "Servicescapes: The Impact of Physical Surroundings on Customers and Employees" SAGE Publications 56 (56): 57-71, 2018

      41 Oliver, R. L., "Satisfaction: A behavioral perspective on the consumer" McGraw-Hill Education 1997

      42 Tibert Verhagen, "Satisfaction with virtual worlds: An integrated model of experiential value" Elsevier BV 48 (48): 201-207, 2011

      43 Bonasio, A., "Report: VR in retail and marketing to generate US$1.8 billion in 2022"

      44 Jihye Park, "On-line product presentation: Effects on mood, perceived risk, and purchase intention" Wiley 22 (22): 695-719, 2005

      45 Josée Bloemer, "On the relationship between store image, store satisfaction and store loyalty" Emerald 32 (32): 499-513, 1998

      46 Jung-Hwan Kim, "Music and amount of information: do they matter in an online apparel setting?" Informa UK Limited 22 (22): 55-82, 2012

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      49 Leif P. Berg, "Industry use of virtual reality in product design and manufacturing: a survey" Springer Science and Business Media LLC 21 (21): 1-17, 2017

      50 Lang, S., "IN: SHOP - using telepresence and immersive VR for a new shopping experience" 2003

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      54 Ryeok-Hwan Kwon, "Evaluating servicescape designs using a VR-based laboratory experiment: A case of a Duty-free Shop" Elsevier BV 26 : 32-40, 2015

      55 Mary Jo Bitner, "Evaluating Service Encounters: The Effects of Physical Surroundings and Employee Responses" SAGE Publications 54 (54): 69-, 1990

      56 Helena Van Kerrebroeck, "Escaping the crowd: An experimental study on the impact of a Virtual Reality experience in a shopping mall" Elsevier BV 77 : 437-450, 2017

      57 Sevgin A. Eroglu, "Empirical testing of a model of online store atmospherics and shopper responses" Wiley 20 (20): 139-150, 2003

      58 Kun Chang Lee, "Empirical analysis of consumer reaction to the virtual reality shopping mall" Elsevier BV 24 (24): 88-104, 2008

      59 Jung, T., "Effects of virtual reality and augmented reality on visitor experiences in museum" Springer 621-635, 2016

      60 Shun Cai, "Effects of outcome, process and shopping enjoyment on online consumer behaviour" Elsevier BV 5 (5): 272-281, 2006

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      68 M. Claudia tom Dieck, "Determining visitor engagement through augmented reality at science festivals: An experience economy perspective" Elsevier BV 82 : 44-53, 2018

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      73 Young Ha, "Consumer Responses to Online Atmosphere: The Moderating Role of Atmospheric Responsiveness" 한국마케팅과학회 2 (2): 86-94, 2011

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      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.64 0.64 0.67
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.69 0.7 0.844 0.14
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