최근 디지털 매체는 경험 소비를 중요시하는 소비자들에게 재미요소가 되면서 흥미로운 공간으로 소비자를 유혹할 수 있게 하며 정보를 제공하는 동시에 오락적인 요소를 제공하여 매장에서의 중요한 체험의 수단으로 주목을 받고 있다. 하지만 특정한 브랜드나 매장에서의 디지털 사이니지가 브랜드 인지나 태도에 미치는 영향력을 구체적으로 살펴본 연구가 미흡한 실정이다. 따라서 본 연구에서는 실제 의류매장의 디지털 사이니지 활용 사례를 다양한 측면에서 분석하고 이를 토대로 디지털 사이니지 특성을 파악했으며 디지털 사이니지의 특성과 브랜드 인지 및 태도의 관계에서 즐거움과 몰입의 역할을 알아보고, 이들의 관계에서 디지털 사이니지의 콘텐츠 유형과 소비자 기술혁신성의 조절효과를 함께 검증하고자 하였다. 이러한 목적을 위하여 디지털 사이니지의 개념과 관련 변인에 관한 이론적 고찰 바탕으로 사례연구와 실증적연구가 이루어졌다. 사례연구는 2017년 7월 기준으로 5년 이내에 개점한 쇼핑몰에서 디지털 사이니지를 사용하고 있는 의류브랜드를 대상으로 조사하였다. 디자이너 브랜드 10개, 스포츠 및 아웃도어 브랜드 14개, 캐주얼브랜드 8개, SPA브랜드 8개로 총 40브랜드였다. 조사기간은 2017년 7월 24일부터 8월 4일까지 조사하였다. 조사 대상의 매장 중 한 매장에 하나의 디지털 사이니지가 두 가지 이상의 다른 영상을 반복 상영하거나 하나의 매장에 2개 이상의 디지털 사이니지를 동시에 재생하고 각각의 내용이 다른 콘텐츠를 담고 있는 경우, 복수의 내용을 콘텐츠 분석에 모두 포함시켜 사용하였다. 사례연구를 바탕으로 3D 소프트웨어 및 동영상 편집 소프트웨어를 활용하여 2가지 다른 컨텐츠를 적용하는 스포츠 매장의 자극물 개발 후 실증적 연구를 인터넷 조사 업체를 통하여 80명을 대상으로 예비조사를 실시하였다. 예비조사의 결과를 바탕으로 수정 및 보완을 한 후 본 조사는 온라인 설문조사 전문회사를 통해 2018년 3월 13일부터 19일까지 실시하였다. 스포츠 브랜드의 주요 연령대인 만 20-49세 남녀를 대상으로 ‘erke’ 브랜드에 대한 인지도가 없는지를 확인한 후 진행하였으며 총 544명의 자료가 최종 분석에 사용되었다. 수집된 자료는 IBM SPSS 24.0 프로그램을 이용하였고, 자료 분석을 위해 빈도분석, 요인분석, 신뢰도 분석, t-검정, 다중회귀분석, 단계적 회귀분석 등을 실시하였다. 본 연구의 분석결과는 다음과 같다. 첫째, 실제 의류매장의 디지털 사이니지 활용 사례를 분석을 통하여 디지털 사이니지의 유형을 분류한 결과, 디지털 사이니지의 내용인 콘텐츠에 따라 ‘브랜드중심형’, ‘상품중심형’, ‘복합형’, ‘프로모션 부가형’의 4가지로 분류되었고, 영상 구성 방법에 따라서는 동영상, 스틸, 복합 3가지로 분류되었다. 설치 위치에 따라 파사드, 서비스 공간, 판매 공간으로 나누어 보았다. 디지털 사이니지와 의류매장과의 관계를 살펴보기 위하여 매장의 비주얼 머천다이징 전략과 디지털 사이니지의 활용 관계를 함께 분석하였다. 그 결과, 디자이너 브랜드의 경우는 상품중심형 콘텐츠에 파사드 위치가 많았다. 주로 고급스러운 매장 분위기와 브랜드 이미지 제고를 위하여 브랜드 패션쇼를 보여주는 경우가 많았다. 반면, SPA브랜드의 경우는 비주얼 머천다이징 전략이 프로모션 중심인 점과 같은 맥락으로 디지털 사이니지에 있어서도 프로모션 부가형 콘텐츠가 많이 사용되었다. 스포츠 및 아웃도어 브랜드의 경우는 역동성을 강조하는 비주얼 머천다이징 전략과 일관되게 디지털 사이니지에서도 역동성의 강조하는 동영상을 많이 활용하는 것을 볼 때, 의류매장의 디지털 사이니지는 매장 내 비주얼 머천다이징 전략과 관련성이 높게 나타났다. 둘째, 의류매장의 디지털 사이니지 특성을 살펴본 결과, 디지털 사이니지 특성의 하위차원은 매력성, 정보성, 오락성으로 도출되었으며, 브랜드중심형의 콘텐츠보다 상품중심형의 콘텐츠인 경우에 오락성이 높게 나타났다. 또한 여성이 디지털 사이니지의 매력성을 높게 평가하였으며 40대 소비자가 20, 30대의 소비자보다 정보성을 높게 평가하는 것으로 나타났다. 셋째, 디지털 사이니지 특성과 몰입의 관계에서 즐거움의 매개효과를 알아본 결과, 디지털 사이니지 특성 차원인 매력성, 정보성, 오락성 3요인 모두 즐거움을 매개로 하여 몰입에 영향을 미치는 것으로 나타났다. 넷째, 디지털 사이니지 특성과 몰입의 관계에서의 디지털 사이니지 콘텐츠 유형과 소비자 기술혁신성의 조절효과를 알아본 결과, 브랜드중심형의 디지털 사이니지 콘텐츠의 경우 매력성이 몰입에 미치는 영향력이 증가하는 것을 알 수 있었다. 또한 소비자 기술혁신성은 정보성과 오락성이 몰입에 미치는 영향력을 조절하는 것으로 나타났다. 다섯째, 디지털 사이니지 몰입은 브랜드 인지와 브랜드 태도에 모두 유의한 영향을 미치는 것으로 나타났다. 또한 브랜드 인지도는 브랜드 태도에 유의한 영향을 미치는 것을 확인하였다. 이상의 결과를 통하여 디지털 사이니지에 대한 효과를 매개효과와 조절효과를 통하여 변인들의 관계를 체계적으로 살펴보았다는 점에서 의류매장 디지털 사이니지 연구의 학문적 기초자료로 활용될 수 있으리라 본다. 또한 기업에서도 디지털 사이니지가 놓여 있는 환경의 특징, 매장의 브랜드 전략 및 VM전략과의 상호작용을 고려하여 시너지 효과를 높일 수 있는 마케팅 전략 수립에 도움이 될 것이다.
Recently, digital media providing entertainments and information are paid attention as important method of experience by customers who put stress on empirical consumptions. Thus, this research aimed to grasp the features of digital signage based on the analyses of the examples of digital signage utilized in actual apparel stores in various aspects, to investigate the roles of pleasure and flow, as well as to verify the controlling effects of the contents types of digital signage and consumers’ technological innovativeness at the relationship of the features of digital signage, brand recognition and attitude. For these goals, case studies and empirical studies were conducted based on the theoretical consideration of the concept and the relevant variables of digital signage. Case studies surveyed apparel brands which use digital signage at the shopping malls opened within five years as of July, 2017. The total 40 brands on survey included 10 designer brands, 14 sports and outdoor brands, 8 casual brands, and 8 SPA brands. The survey was conducted from Jul 24th to Aug 4th, 2017. All contents were used for analysis, if one digital signage repeats more than two contents or more than two digital signage play different contents simultaneously in a store. After the stimuli were developed for sports brand stores that apply two different contents using 3D software and video editing software, based on the case studies, the empirical study was conducted as preliminary research on 80 people by an internet survey company. After revising and complementing the survey questions through the result of the preliminary research, the main survey was conducted by an online research company from Mar 13th to 19th, 2018. The main survey was carried out to women and men aged 20 to 49, the major age group of sports brands, who have no recognition of the brand “erke” and the total of 544 data were used in the final analysis. The collected data were analyzed by IBM SPSS 24.0 program for frequency analysis, factor analysis, reliability analysis, t-test, multi- and stepwise-regression analysis and so on. The results of this study were as follow; First, digital signage in apparel store were categorized into four types by its content: brand-centric type, product-centric type, compound type, and promotional type; and, categorized into three types by the method of image configurations: video, still picture, combination. The installed locations were categorized as facade, service space, and sales space. To examine the relationship between digital signage and apparel stores, the visual merchandising strategy of the store and the utilization of digital signage were analyzed together. Consequently, designer brands mostly utilized product-centric contents at facades, which play the brand’s fashion shows to enhance the luxury store atmosphere and brand images. On the other hand, the SPA brand used promotional contents on digital signage, in the same context that the visual merchandising strategy is promotion-oriented. Since sports and outdoor brands played videos emphasizing vitality frequently at digital signage in consistence with visual merchandising strategy to highlight dynamics, digital signage of apparel stores has significant relevance to in-store visual merchandising strategy. Second, with the investigation of the features of digital signage of apparel stores, the sub-dimensions of digital signage features were drawn as attractiveness, informativity, and entertainment. Product-centric contents have higher entertainment than Brand-centric. In addition, women value attractiveness of digital signage highly and the customers in 40s think much of informativity than in 20s and 30s. Third, as a result of finding the mediating effect of pleasure in the relationship between digital signage characteristic and flow, all three sub-dimensions of digital signage features -attractiveness, informativity, and entertainment- affect flow by means of pleasure. Fourth, by examining the moderating effect of the contents types of digital signage and consumers’ technological innovativeness at the relationship of digital signage characteristic and flow, it was found that brand-centric contents of digital signage have increased effects of attractiveness on flow. Also, consumers’ technological innovativeness turned out moderating the influence of informativity and entertainment on flow. Fifth, flow of digital signage has a significant impact on both brand awareness and brand attitude. Brand awareness had also been identified as a significant for brand attitudes. Since the effects of digital signage were systematically examined with the relationship of variables through mediating and moderating effects, based on the above results, this research can be employed as academic base data for digital signage study of apparel stores. Furthermore, this can help a company creating the marketing strategy that increases synergetic effects by considering the characteristics of the environments in which digital signage is located, brand strategy, and the interaction with the VM strategy.
목차
제 1 장 서론 ···································································· 1제 1 절 연구의 필요성 ······················································ 1제 2 절 연구의 목적 ························································· 4제 3 절 연구의 구성 ························································· 5제 2 장 이론적 배경 ·························································· 7제 1 절 의류매장의 디지털 사이니지 ·····································71. 의류매장의 비주얼 머천다이징 ······································ 72. 디지털 사이니지 ······················································· 103. 디지털 사이니지와 기술혁신성 ······································· 16제 2 절 즐거움과 몰입 ···················································· 181. 즐거움(Pleasure) ······················································ 182. 몰입(Flow) ······························································ 23제 3 절 브랜드 인지와 브랜드 태도····································· 311. 브랜드 인지····································································· 312. 브랜드 태도····································································· 34제 3 장 의류매장의 디지털 사이니지 사례연구(STUDY 1)······· 38제 1 절 사례연구 방법 및 절차 ·········································· 381. 대상 선정기준··························································· 382. 사례조사 분석 기준 ··················································· 39제 2 절 의류매장의 디지털 사이니지 분석결과 ························· 421. 디지털 사이니지 콘텐츠에 따른 분류································ 422. 디지털 사이니지 영상 구성 방법에 따른 분류 ···················· 483. 디지털 사이니지 설치 위치에 따른 분류 ··························· 504. 비주얼 머천다이징과 디지털 사이니지의 활용 ············· 52제 4 장 디지털 사이니지 관련 변인에 관한 실증적 연구(STUDY 2) 72제 1 절 실증적 연구방법 및 절차········································· 721. 연구문제 및 연구모형················································· 722. 자극물 개발과정························································· 743. 측정도구 개발과정······················································ 794. 자료수집과 분석방법··················································· 81제 2 절 디지털 사이니지 특성 분석······································ 851. 디지털 사이니지의 하위차원 ········································ 852. 디지털 사이니지 콘텐츠 유형에 따른 차이······················883. 소비자 특성에 따른 차이···················································· 89제 3 절 디지털 사이니지 특성과 몰입의 관계에서 즐거움의 매개효과 ·······························································911. 즐거움과 몰입의 요인분석··········································· 912. 즐거움의 매개효과 검증·················································· 93제 4 절 디지털 사이니지 특성과 몰입의 관계에서의 조절요인991. 디지털 사이니지 콘텐츠 유형의 조절효과······················· 992. 기술혁신성의 조절효과··············································· 102제 5 절 몰입과 브랜드 인지 및 브랜드 태도의 관계 1061. 브랜드 인지와 브랜드 태도의 하위차원························ 1062. 몰입이 브랜드 인지와 브랜드 태도에 미치는 영향 ····· 107제 5 장 결론 ···························································109제 1 절 요약 및 결론····················································· 109제 2 절 연구의 시사점 및 제언 ··········································1121. 연구의 시사점···························································1122. 연구의 제한점 및 후속연구를 위한 제언························114참 고 문 헌 ································································· 116[부 록] 설 문 지 ···································································· 133Abstract ···················································································140생명연구윤리 결과통지서····························································144