BỘ GIÁO DỤC VÀ ĐÀO TẠO ĐẠI HỌC KINH TÉ THÀNH PHỐ HÒ CHÍ MINH BÁO CÁO TỐNG KÉT ĐÈ TÀI NGHIÊN cứu KHOA HỌC THAM GIA XÉT GIẢI THƯỞNG “NHÀ NGHIÊN CỨU TRẺ UEH” NĂM 2024 META VERSE SERVICES IN THE FASHION FIELD: RESEARCH ON GENE z IN HO CHI MINH CITY Thuộc nhóm chuyên ngành: 1. Kinh tế: Thương mại - Quản trị kinh doanh và Du lịch - Marketing TP. Hồ Chí Minh, tháng 2/2024 2 ABSTRACT Fashion companies are increasingly challenged to provide engaging experiences for online customers. Along with the constant need for shopping, the idea of applying Metaverse to the fashion industry also gradually appears.
The research aims to understand the impact of Metaverse service quality on the “immersive” experience, thereby affecting the satisfaction and attitudes of Gen z customers in Ho Chi Minh City. The study was conducted in Ho Chi Minh City through an online survey with 200 valid responses from Gen z people from 16 to 26 years old. SmarlPLS 4 and SPSS 20 software were used for data processing. Research results show that Metaverse*s service quality has a positive impact on customers’ immersive experience.
Gen z customers' satisfaction and attitudes in Ho Chi Minh City are strongly influenced by Metaverse’s “immersive” experience. Besides, the satisfaction when experiencing “immersive” with Metaverse in fashion between Men and Women, across age groups and income levels is different, especially in terms of income. The study complements current information on “Metaverse Fashion” and brings research benefits to businesses in the fashion sector. Keyword: Metaverse, fashion, Gen z, customer satisfaction, attitude, SERVQUAL, immersive.
3 TABLE OF CONTENTS ABSTRACT. 2 TABLE OF CONTENTS. 3 LIST OF TABLES.8 LIST OF FIGURES.8 LIST OF ABBREVIATIONS. Subject and Scope of research.
Qualitative research method. Quantitative research method. Contributions of the research. 14 CHAPTER 2: LITERATURE REVIEW AND HYPOTHESIS DEVELOPMENT.
Theoretical basis of the research. SERVQUAL theoretical framework. Overview of related studies. The research article ‘‘The Metaverse: exploring consumer's expectations, their attitudes, and its meaning to the fashion industry” by Dennis Bre iter and Patrick Siegfried (2022).
The research article “The Influence of Music Content Marketing on User Satisfaction and Intention to Use in the Metaverse: A Focus on the SPICE Model ” by RakGun Hwang and MinKyung Lee (2022). The research article “Metaverse as Future Promising Platform Business Model: Case Study on Fashion Value Chain ” by Saravanan Periyasami and Aravin Prince Periyasamy (2022). The research article “The Effects of Chatbot Service Recovery With Emotion Words on Customer Satisfaction, Repurchase Intention, and Positive Word-Of-Mouth " by Jeewoo Yun and Jungkun Park (2022). The research article “The Journey from customer participation in service failure to co-creation in service recovery ” by Ramin Bagherzadeh, Monika Rawal, Shuqin Wei, Jose Luis Saavedra Torres (2020).
The research article “How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions ” by Alexandra Rese, Daniel Baier, Andreas Geyer-Schulz and Stefanie Schreiber (2016). The research article “Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective” by Mark Yi-Cheon Yim & Shu-Chuan Chu & Paul L. The research article “How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design ” by Bingqing Shen, Weiming Tan, Jingzhi Guo, Linshuang Zhao and Peng Qin (2021). The research article “The Intersection of Fashion, Immersive Technology, and Sustainability: A Literature Review” by Lyndsay Mesjar, Karen Cross, Yang Jiang and Josie Steed (2023).
The research article “Fashion Intelligence in the Metaverse: Promise and Future Prospects ” by Xiangyu Mu et al. Summary of previous studies. Proposal research hypothesis. Impact of Reliability of Metaverse (RLM) on Customer’s immersive experience with Metaverse (CIEM).
Impact of Responsiveness of Metaverse (RPM) on Customer’s immersive experience with Metaverse (CIEM). Impact ofAssurance ofMetaverse (ASM) on Customer's immersive experience with Metaverse (CIEM). Impact of Interactivity of Metaverse (ITM) on Customer's immersive experience with Metaverse (CIEM). Impact of Empathy of Metaverse (EPM) on Customer's immersive experience with Metaverse (CIEM).
The Impact of Customer's immersive experience with Metaverse (CIEM) on Customer satisfaction with Metaverse (CSWM). The Impact of Customer's immersive experience with Metaverse (CIEM) on Attitude toward Metaverse (ATM). Proposal research model. Summary of chapter 2.
Data collecting methodology. Data analysis methodology. Measurement model analysis by SmartPLS 4. Structural model analysis by SmartPLS 4.
One-way ANOVA test by SPSS 20. Summary of chapter 3. Descriptive statistics: demographic characteristics. Evaluating of the measurement model.
Internal consistency reliability - Cronbaclỉ's alpha. Convergent validity - Outer loadings and Average Variance Extracted (AVE). Discriminant validity - Fornell-Larcker Standard. Evaluating of structural model.
Path coefficient and hypothesis testing. Testing the differences between groups of qualitative variables on Customer satisfaction with Metaverse (CSWM). Testing the difference in "Customer satisfaction with Metaverse ” by gender. Testing the difference in "Customer satisfaction with Metaverse" by age 52 4.
Testing the difference in "Customer satisfaction with Metaverse ” by income. Summary of chapter 4. RESEARCH CONCLUSION & MANAGERIAL IMPLICATION. Conclusion of the research project.
Discuss and compare with results of previous studies. About theoretical aspect. About managerial implication aspect. New findings of research.
Managerial Implication of Gene z and Metaverse Fashion. Limitations and future research directions. EXPORT DATA RESULTS FROM SMARTPLS:. 71 CRONBACH’S ALPHA, COMPOSITE RELIABILITY & AVERAGE VARIANCE EXTRACTED (AVE).
EXPORT DATA RESULTS FROM SMARTPLS: OUTER LOADINGS. EXPORT DATA RESULTS FROM SMARTPLS: DISCRIMINANT VALIDITY. EXPORT DATA RESULTS FROM SMARTPLS:. EXPORT DATA RESULTS FROM SMARTPLS:.
76 PATH COEFFICIENTS AND HYPOTHESES TESTING. TESTING DIFFERENCES BY ONE-WAY IN SPSS 20 : GENDER 77 APPENDIX 8. TESTING DIFFERENCES BY ONE-WAY IN SPSS 20 : AGE. TESTING DIFFERENCES BY ONE-WAY IN SPSS 20 : INCOME 79 8 LIST OF TABLES Table 2.
Summary of previous studies. Original and adjusted measurement of concepts. Details of demographics. Assessment of measurement model.
Outer loading coefficients. Fornell & Larcker criterion. Collinearity table: Variance innation coefficient (V1F) results. Path coefficient and hypothesis testing results.
50 LIST OF FIGURES Figure 2. Research model of Rak Gun Hwang và Min Kyung Lee (2022).4: Research model of Jeewoo Yun and Jungkun Park (2022). Research model of Ramin Bagherzadeh, Monika Rawal, Shuqin Wei, Jose Luis Saavedra Torres (2020). Research model of Alexandra Rese, Daniel Baier, Andreas Geyer-Schulz and Stefanie Schreiber (2016).
Research model in Study 2 of Mark Yi-Cheon Yim & Shu-Chuan Chu & Paul L. Proposal research model. Research process of the study about Metaverse Fashion. Path coefficients result in SmartPLS.50 9 LIST OF ABBREVIATIONS Abbreviations Meaning ASM Assurance of Metaserve ATM Attitude toward Metaverse AVE Average Variance Extracted CA Cronbach's alpha CIEM Customer's immersive experience with Mctavcrsc CR Composite Reliability CSWM Customer satisfaction with Metaverse EPM Empathy of Metaverse ITM Interactivity of Metaverse RLM Reliability of Metaverse RPM Responsiveness of Metaverse TP.HCM Ho Chi Minh City 10 CHAPTER 1.
Overview At the end of October 2021, Facebook CEO Mark Zuckerberg announced the rebranding and the new name “Meta” was introduced. But more importantly, with this name change, the world's major social media platforms created the so-called “Metaverse”. Metaverse - essentially a parallel reality consisting of connected and interactive digital dimensions, brought to life by technologies including virtual reality (VR) and augmented reality (AR), with commerce underpinned by blockchain, will help accelerate the ability to change, not just the lives of consumers but the entire way we live. Zuckerberg describes it as a digital platform where you can do all the things you can do in real life but online (Breiter, D.
The list of possible activities includes going shopping, seeing a movie, trying on clothes, or going to a concert (Milmo, D. The company backed this up with a $10 billion investment in its Virtual Reality (VR) and augmented reality (AR) division “Reality Labs” in 2021 (Milmo, D. The fashion industry is considered one of the most important and growing industries globally, creating an economy worth $3 trillion and contributing 2% of the world's GDP. Fashion companies are increasingly challenged to provide engaging customer experiences across online and offline touchpoints (Katherine N.
In parallel with people's constant shopping needs, the idea of applying Metaverse to the fashion industry also gradually appears. Virtual reality is no longer the exclusive “weapon” of gaming and entertainment, but now it has appeared and occupies an important position in the fashion industry (Cortina. For instance, Ralph Lauren's recent collaboration with the online gaming platform “Roblox” enabled players to buy designer clothes for their avatars in a virtual Ralph Lauren store, with prices ranging from 3 to 5 USD (Breiter, D. This partnership allowed Roblox to leverage Ralph Lauren's iconic fashion status, potentially leading to increased exposure and similar future collaborations (Winbeck, M.
Another notable venture into digital fashion was the 2021 collaboration between 11 “Fortnite” and luxury fashion brand Balenciaga. They launched an exclusive in-game clothing line, allowing players to coordinate their in-game character’s outfits with their real-world attire. Despite high prices, these products sold out within hours, underscoring the growing significance of the intersection between the digital and real worlds in fashion (Eckhardt, s. Nike, the sports apparel giant, has also expanded its presence in the Metaverse by acquiring NFT developer RTFKT.
This move introduces collectible digital sportswear and sneakers, varying based on their creators (Spotter, o. The adoption of such collectibles could surge with advancements in VR and AR technologies, enabling owners to virtually “wear” these items. Imagine a scenario where someone wearing AR glasses sees another person in a flaming dress, which turns out to be a simple T-shirt and sweatpants when the glasses are removed, as depicted by GQ magazine (Tashjian, R. Previous research highlights the Metaverse’s potential in offering appealing customer experiences through VR, AR.
However, these studies primarily focus on the technology acceptance model, with little emphasis on the broader value of Metaverse in enhancing customer experiences and decision-making processes (Rese, 2014). In Vietnam, the Metaverse is rapidly gaining traction, particularly among Gen z, though its applications are mostly limited to messaging and social networks. The Metaverse’s influence on the Vietnamese fashion industry remains under-researched, given its recent emergence. An example of AR application was seen in the F&B industry with AR-enabled Fami soy milk cartons in December 2021, a result of a partnership between Tetra Pak and Vinasoy.
Currently, VRTECH - Vietnam Virtual Reality Technology Development Joint Stock Company, and the only company in Vietnam that develops products on Virtual Reality Technology in general, applies to many different professions such as education, training, research, marketing, business, communications,. In the future, it promises to bring this technology to more fields, especially in the fields of fashion and furniture. And now, with the increasing level of development of Vietnam in general and Ho Chi Minh City in particular, whether Metaverse Fashion can be widely introduced or not is only a matter of sooner or later. And sooner or later, it is partly driven by 12 consumer response, especially the Gen z generation, who come into contact with technology early, and are the main target group to focus on if they want to expand Metaverse development.
Because of the benefits that Metaverse can bring to the fashion industry in particular and the world economy in general, we decided to research the satisfaction and attitudes of Gen z consumers in Ho Chi Minh City towards with Metaverse's “immersive” experience with the topic "Metaverse services in the fashion field: Research on Gene z in Ho Chi Minh City ”. General objectives The article's main objective is to identify the factors that influence young Gen z people's “immersive” Metaverse experiences in the fashion industry in Ho Chi Minh City, as well as their satisfaction and attitude about those experiences. Particular objectives Firstly, to identify the factors of Metaverse service quality in the fashion industry affect the “immersive” experience and consumer satisfaction, attitudes. Secondly, to measure the influence of these factors that affect customer satisfaction and attitudes when brands apply Metaverse to enhance the experience.
Thirdly, to recommend some suitable solutions to attract customers, promote sales, increase the business’s market share in the fashion field.