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VR쇼핑의 소비자 수용도 분석 연구
Analysis of Consumer Acceptance of VR Shopping

첫 페이지 보기
  • 발행기관
    한국생산성학회 바로가기
  • 간행물
    생산성연구: 국제융합학술지 KCI 등재 바로가기
  • 통권
    제33권 제1호 (2019.03)바로가기
  • 페이지
    pp.79-97
  • 저자
    정연승, 안수진
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A351349

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

원문정보

초록

영어
With the recent development of the 4th industry technology, new shopping trends that go beyond the on-line and off-line are spreading. VR is especially expected to be widely used in the distribution industry. Since the biggest advantage of VR is that it provides personalized and customized experience, VR shopping is expected to be used as the core technology of next generation’s online distribution platform by maximizing online and mobile experience. As a result, global retailers and ICT companies are seeing VR as a future growth engine and making active investments. In order to promote the introduction of new industrial revolution technology in the distribution industry, the government promoted the VR shopping mall project during the Korea Sale Festa in 2017, and analyzed the consumer acceptability of the VR shopping mall simultaneously. The purpose of this study is to evaluate the consumer acceptance and attractiveness of VR shopping mall, which is a new distribution type, in order to draw an improvement direction in the consumer‘s perspective and to examine the possibility of future commercialization of VR shopping mall. According to research results, the future usage and values of VR shopping mall have received positive reviews. In other words, consumers’ awareness of VR shopping and future intentions for use have already reached a considerable level. Consumers discriminated VR shopping compared to existing shopping methods and confirmed that consumers can adapt more quickly than conventional PC or mobile shopping. However, improvements include improving quality through consumer targeting, revisions to customer experiences that are not consumer friendly, etc. Therefore if domestic retailers increase the overall quality of VR shopping’s software and hardware and expand various experiential chance about VR shopping, it is expected that there will be a significant increase of user base for VR Shopping.

목차

Ⅰ. 서론
Ⅱ. 선행 연구 및 연구개요
Ⅲ. 연구 결과 분석
Ⅳ. 결론 및 시사점
참고문헌
Abstract

키워드

VR VR Shopping VR Shopping Mall Consumer Acceptance

저자

  • 정연승 [ Jung, Yeon sung | 단국대학교 경영학부 부교수 ] 주저자
  • 안수진 [ Ahn, SuJin | 단국대학교 일반대학원 박사과정, 한국사회적기업진흥원 설립지원팀장 ] 교신저자

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국생산성학회 [Korea Productivity Association]
  • 설립연도
    1985
  • 분야
    사회과학>경제학
  • 소개
    본 학회는 생산성에 관련된 학술연구의 진흥과 회원상호간의 친목을 도모함을 목적으로 한다. 그리고 다음의 사항에 주력한다. - 생산성에 관련된 학술연구의 진흥 - 생산성 향상을 위한 산학연계의 확립 - 회원상호간의 친교 및 정보교환 강화

간행물

  • 간행물명
    생산성연구: 국제융합학술지 [Productivity Research: An International Interdisciplinary Journal]
  • 간기
    격월간
  • pISSN
    1225-3553
  • 수록기간
    1987~2025
  • 등재여부
    KCI 등재
  • 십진분류
    KDC 325 DDC 330

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