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可持續(xù)視角下虛擬服裝對(duì)實(shí)體服裝消費(fèi)的影響

2024-05-08 00:00:00魯成陳子燁
現(xiàn)代紡織技術(shù) 2024年4期
關(guān)鍵詞:可持續(xù)

摘 要:在時(shí)尚產(chǎn)業(yè)數(shù)字化和低碳化的趨勢(shì)下,探究虛擬服裝對(duì)實(shí)體服裝消費(fèi)賦能的商業(yè)革新價(jià)值。基于技術(shù)接受模型,以虛擬服裝美學(xué)性和技術(shù)性為外部變量構(gòu)建理論模型,探索虛擬服裝屬性對(duì)實(shí)體服裝消費(fèi)的影響及作用機(jī)理。通過289份有效問卷,采用回歸分析進(jìn)行實(shí)證,結(jié)果表明:虛擬服裝美學(xué)性和技術(shù)性正向影響實(shí)體服裝態(tài)度,感知有用性和品牌態(tài)度在其中起鏈?zhǔn)街薪樽饔茫庥^一致性在其中起調(diào)節(jié)中介作用。研究結(jié)論肯定了虛擬服裝的商業(yè)價(jià)值溢出,解析了虛擬服裝賦能實(shí)體服裝消費(fèi)的機(jī)理,為時(shí)尚企業(yè)數(shù)字化設(shè)計(jì)與減少浪費(fèi)的可持續(xù)生產(chǎn)提供了思路。

關(guān)鍵詞:虛擬服裝;實(shí)體服裝;可持續(xù);技術(shù)接受模型;美學(xué)性;技術(shù)性;品牌態(tài)度

中圖分類號(hào):TS941.12 文獻(xiàn)標(biāo)志碼:A 文章編號(hào):1009-265X(2024)04-0104-10

隨著數(shù)字技術(shù)的發(fā)展和可持續(xù)改革的深入,時(shí)尚產(chǎn)業(yè)數(shù)字化進(jìn)程不斷加快,人們與數(shù)字世界的互動(dòng)愈發(fā)頻繁,虛擬服裝或?qū)⒊蔀檫B接虛擬和現(xiàn)實(shí)的媒介,在品牌營銷中發(fā)揮重要作用。虛擬服裝是利用計(jì)算機(jī)數(shù)字技術(shù)制作而成的數(shù)字化服裝[1]。早期,設(shè)計(jì)師和制造商主要使用仿真和模擬技術(shù)來創(chuàng)建虛擬服裝,用以展示新款服裝原型和樣式[2]。隨著元宇宙概念的興起和相關(guān)技術(shù)的發(fā)展,虛擬服裝的形態(tài)和應(yīng)用場(chǎng)景得到了豐富。從設(shè)計(jì)風(fēng)格上看,當(dāng)前虛擬服裝可分為仿真型和創(chuàng)意型兩種類型,前者在款式和材質(zhì)上與實(shí)體服裝較為相似,而后者則強(qiáng)調(diào)數(shù)字美學(xué)下的夸張廓形和虛擬質(zhì)感[3]。從應(yīng)用人物上看,虛擬服裝既可應(yīng)用于游戲虛擬人物,也可通過增強(qiáng)現(xiàn)實(shí)(Augmented reality, AR)濾鏡和照片建模技術(shù)“穿戴”在真人身上,后者所得的著裝照片或視頻還可在社交媒體平臺(tái)上發(fā)布[2]。相較于高污染的實(shí)體服裝生產(chǎn)模式,數(shù)字創(chuàng)作模式使虛擬服裝展現(xiàn)出天然的可持續(xù)性優(yōu)勢(shì)[4-5],因此如何應(yīng)用虛擬服裝實(shí)現(xiàn)產(chǎn)業(yè)數(shù)字化和綠色化的協(xié)同發(fā)展便成為一個(gè)重要問題。2021年,Helsinki時(shí)裝周開啟了全數(shù)字模式(與會(huì)者僅在線上觀展,秀場(chǎng)、模特、服裝皆為數(shù)字虛擬形態(tài)),每位與會(huì)者產(chǎn)生的碳足跡從傳統(tǒng)線下參展的137 kgCO2e減少到了0.66 kgCO2e [6]。虛擬服裝在替代實(shí)體生產(chǎn)、減少資源消耗方面的可持續(xù)價(jià)值得到了廣泛認(rèn)可,品牌開始探索其在市場(chǎng)推廣方面的商業(yè)價(jià)值[7]。將虛擬服裝用于品牌傳播,不僅可以減少傳統(tǒng)拍攝和宣傳模式下實(shí)體物資的消耗,虛擬服裝以其多樣化的數(shù)字形態(tài)還可適用于各種網(wǎng)絡(luò)平臺(tái)(如社交媒體、虛擬展覽等),幫助品牌觸達(dá)更多消費(fèi)者、提升品牌影響力。例如2021年,奢侈品牌GUCCI創(chuàng)建了虛擬時(shí)尚空間“Vault”,任何用戶都有機(jī)會(huì)在線瀏覽和獲取品牌虛擬服裝,這吸引了年輕群體的訪問和關(guān)注。然而,關(guān)于虛擬服裝是否能有效地引起消費(fèi)者對(duì)品牌或?qū)嶓w商品的興趣尚未有確切的答案。當(dāng)前,實(shí)體服裝銷售仍是大部分品牌的主要盈利來源,虛擬服裝在推動(dòng)實(shí)體服裝消費(fèi)方面的作用將直接關(guān)系到時(shí)尚品牌在創(chuàng)造和應(yīng)用虛擬服裝方面的信心和發(fā)展方向。

當(dāng)前虛擬服裝相關(guān)研究更多集中于技術(shù)實(shí)現(xiàn)層面,而關(guān)于其潛在商業(yè)價(jià)值的實(shí)證分析較少。盡管已有部分學(xué)者對(duì)當(dāng)前虛擬服裝的價(jià)值[4]和消費(fèi)群體特征[8]進(jìn)行了梳理,并指出虛擬服裝在品牌推廣和促進(jìn)實(shí)體銷售方面的潛力[9],但大部分研究主要停留在理論探討階段,缺乏實(shí)證分析。關(guān)于虛擬服裝能否以及如何助推實(shí)體服裝消費(fèi)需要進(jìn)一步地探索與解釋。此外,雖然已有學(xué)者聚焦虛擬服裝穿戴技術(shù)探究了虛擬服裝試穿體驗(yàn)與消費(fèi)者行為的聯(lián)系,指出虛擬試穿在促進(jìn)實(shí)體服裝消費(fèi)方面有積極作用[10-11]。但其主要關(guān)注的是技術(shù)特性,而未涉及消費(fèi)者對(duì)虛擬服裝本身的認(rèn)知。另一方面,當(dāng)前虛擬服裝形態(tài)趨于多樣化,關(guān)于通過AR濾鏡和照片建模形成的新形態(tài)虛擬服裝對(duì)實(shí)體服裝消費(fèi)是否仍有積極作用需要進(jìn)一步探究。技術(shù)接受模型(Technology acceptance model, TAM)能夠有效預(yù)測(cè)外部因素對(duì)個(gè)體內(nèi)部信念的影響,可被用于解釋個(gè)體采用新產(chǎn)品/技術(shù)的行為[12]。但TAM模型本身缺乏對(duì)于新產(chǎn)品/技術(shù)具體特征的關(guān)注[13],關(guān)于虛擬服裝對(duì)實(shí)體服裝消費(fèi)影響的討論,僅應(yīng)用基礎(chǔ)的TAM模型無法提供充分的解釋和針對(duì)性的見解,因此需納入更多外部變量來進(jìn)行補(bǔ)充。

本文立足于消費(fèi)者視角,構(gòu)建拓展的TAM模型,以真人“穿戴”的虛擬服裝為研究對(duì)象,采用回歸分析法,探析虛擬服裝屬性對(duì)消費(fèi)者實(shí)體服裝態(tài)度的影響及作用機(jī)制,以挖掘虛擬服裝在推動(dòng)品牌實(shí)體服裝消費(fèi)方面的商業(yè)價(jià)值,為品牌設(shè)計(jì)與應(yīng)用虛擬服裝、助力可持續(xù)發(fā)展提供有益參考。

1 虛擬服裝文獻(xiàn)回顧

21世紀(jì)初,國內(nèi)外虛擬服裝研究主要集中于虛擬服裝制作技術(shù)的優(yōu)化升級(jí)。這一時(shí)期,虛擬服裝被定義為通過仿真和模擬技術(shù)手段形成的數(shù)字服裝,被視為服裝生產(chǎn)打樣的輔助工具,用于實(shí)現(xiàn)對(duì)實(shí)體服裝的設(shè)計(jì)與展示[14]。為更真實(shí)地呈現(xiàn)設(shè)計(jì)效果,學(xué)界主要在虛擬服裝建模[15]、人體建模[16]、紋理映射[17]等仿真模擬技術(shù)方面展開研究。

隨著虛擬技術(shù)的發(fā)展,VR、AR技術(shù)在虛擬服裝領(lǐng)域的應(yīng)用使得虛擬服裝與真實(shí)人體進(jìn)行互動(dòng)成為可能,虛擬試穿的技術(shù)升級(jí)和應(yīng)用前景得到廣泛關(guān)注。基于虛擬試穿系統(tǒng)的虛擬服裝仍主要是仿實(shí)物形式,旨在替代實(shí)體服裝、提供試穿體驗(yàn)[18]。學(xué)界主要專注于提升虛擬試穿系統(tǒng)的實(shí)時(shí)著裝效果,應(yīng)用機(jī)器學(xué)習(xí)[19]等方法不斷優(yōu)化系統(tǒng)性能,逐步解決了數(shù)據(jù)存儲(chǔ)、人體測(cè)量、仿真建模等技術(shù)難題[20]。同時(shí),考慮到虛擬服裝無物理限制的優(yōu)勢(shì),部分學(xué)者對(duì)其在個(gè)性化定制[21]、虛擬秀場(chǎng)[22]和傳統(tǒng)服飾復(fù)原[23]等方面展開了應(yīng)用研究。此外,從消費(fèi)者的視角出發(fā),已有學(xué)者對(duì)虛擬試穿系統(tǒng)的體驗(yàn)感受[24]和接受度[25]進(jìn)行了深入探討,并驗(yàn)證了虛擬試穿對(duì)品牌/產(chǎn)品傳播和銷售增長的積極影響[26]。在虛擬試穿的消費(fèi)者行為研究中,TAM模型也得到了應(yīng)用,例如Kim等[27]從感知有用性、感知易用性和感知娛樂性三個(gè)維度探究了影響消費(fèi)者采用虛擬試穿系統(tǒng)的原因。

近年來,數(shù)字化前沿領(lǐng)域中多種技術(shù)整合,虛擬服裝得到了較大發(fā)展,其內(nèi)涵和應(yīng)用場(chǎng)景得到延伸,學(xué)界關(guān)于虛擬服裝的研究重點(diǎn)從技術(shù)層面逐漸向商業(yè)和社會(huì)價(jià)值擴(kuò)展。一方面,現(xiàn)階段國內(nèi)外研究仍在不斷推進(jìn)虛擬服裝的技術(shù)升級(jí),通過引入更先進(jìn)的圖像渲染算法等,使虛擬服裝能夠進(jìn)一步還原實(shí)體服裝材質(zhì)特性并更貼合人體曲線[28-29]。另一方面,隨著元宇宙概念的興起和區(qū)塊鏈技術(shù)的發(fā)展,虛擬服裝不再僅限于虛擬試穿系統(tǒng)中,而是以多種形態(tài)應(yīng)用于社交平臺(tái)、游戲等虛擬網(wǎng)絡(luò)空間中,并逐步發(fā)展為可收藏、可交易的數(shù)字商品[2]。在元宇宙語境下,學(xué)界開始對(duì)虛擬服裝體驗(yàn)的維度和方式進(jìn)行分析和重構(gòu),對(duì)虛擬服裝的內(nèi)涵進(jìn)行拓展,對(duì)于虛擬服裝的商業(yè)價(jià)值[30]和消費(fèi)者特征[4]等進(jìn)行了理論探討。在挖掘虛擬服裝商業(yè)價(jià)值的同時(shí),部分學(xué)者也對(duì)其可持續(xù)意義展開了探討[31]。Yan等[32]指出,虛擬服裝在產(chǎn)業(yè)供應(yīng)鏈的設(shè)計(jì)、生產(chǎn)和推廣方面的融入,可在滿足客戶需求的同時(shí)最大限度地減少環(huán)境破壞,助力實(shí)現(xiàn)循環(huán)經(jīng)濟(jì)商業(yè)模式。未來的研究可以進(jìn)一步探索虛擬產(chǎn)品與實(shí)體產(chǎn)品之間互聯(lián)互通的可能性以及虛擬服裝的可持續(xù)意義[33]。雖然當(dāng)前關(guān)于虛擬服裝的實(shí)證研究較為缺乏,但現(xiàn)有文獻(xiàn)在理論上支持了虛擬服裝的價(jià)值和研究意義,為進(jìn)一步深入相關(guān)研究指明了方向。

2 理論基礎(chǔ)與假設(shè)構(gòu)建

2.1 技術(shù)接受模型

Davis等[34]提出的TAM模型是當(dāng)前預(yù)測(cè)個(gè)體對(duì)新產(chǎn)品/技術(shù)采用行為最成熟、最穩(wěn)健的理論之一,主要用于理解個(gè)體接受新產(chǎn)品/技術(shù)的過程,并為新產(chǎn)品/技術(shù)的設(shè)計(jì)和實(shí)施提供見解。該模型的主要思想是:個(gè)體對(duì)新產(chǎn)品/技術(shù)的態(tài)度是影響其行為的主要決定因素,而態(tài)度可通過感知有用性和感知易用性兩個(gè)主要先行變量進(jìn)行預(yù)測(cè)[35-36]。目前,在虛擬技術(shù)、數(shù)字產(chǎn)品等研究領(lǐng)域中,TAM模型是探究消費(fèi)者態(tài)度和行為的首選理論之一[13]。

2.2 產(chǎn)品屬性

產(chǎn)品屬性是產(chǎn)品有形和無形特征,通常包含美學(xué)性、功能性和象征性3個(gè)方面,其作為外部客觀條件影響著個(gè)體對(duì)產(chǎn)品有用性和易用性的感知[37]。美學(xué)性是個(gè)體對(duì)產(chǎn)品視覺吸引力的感知[38]。借助數(shù)字技術(shù),虛擬服裝在美學(xué)設(shè)計(jì)方面有巨大潛力,可實(shí)現(xiàn)全新的工藝塑造和視覺呈現(xiàn)。功能性強(qiáng)調(diào)產(chǎn)品的性能和效用,對(duì)于虛擬服裝等數(shù)字產(chǎn)品,技術(shù)性的變革與創(chuàng)新是功能性中主要關(guān)注的維度[39]。象征性則是產(chǎn)品所能提供的情感屬性,如社會(huì)聲望與身份認(rèn)同[40]。對(duì)于虛擬服裝而言,美學(xué)性和技術(shù)性是其設(shè)計(jì)之初所固有的基礎(chǔ)屬性,而象征性是消費(fèi)者在社交群體中用以自我表達(dá)的屬性,需要依托虛擬社交空間來實(shí)現(xiàn),如虛擬社區(qū)[41-42]。當(dāng)前,虛擬服裝仍在發(fā)展初期,相關(guān)展示平臺(tái)和社交空間也在建設(shè)之中,消費(fèi)者對(duì)虛擬服裝象征性的感知較弱。Khelladi等[43]研究發(fā)現(xiàn),象征性因素對(duì)消費(fèi)者虛擬服裝購買意愿未能產(chǎn)生顯著影響。因此,本研究主要聚焦于虛擬服裝的基礎(chǔ)屬性,將美學(xué)性和技術(shù)性作為技術(shù)接受模型的外部變量,討論虛擬服裝作為一種視覺呈現(xiàn)在品牌線上宣傳中對(duì)實(shí)體服裝消費(fèi)的助力作用。

2.3 基于虛擬服裝屬性的實(shí)體服裝接受模型

2.3.1 虛擬服裝屬性對(duì)實(shí)體服裝態(tài)度的影響

實(shí)體服裝態(tài)度是指消費(fèi)者對(duì)品牌實(shí)體服裝產(chǎn)品所持有的主觀評(píng)價(jià)。視覺線索可以激發(fā)消費(fèi)者對(duì)真實(shí)產(chǎn)品的期望[44]。相較于外觀普通的產(chǎn)品,外觀設(shè)計(jì)水平較高的產(chǎn)品更具吸引力和啟發(fā)性,更容易引發(fā)消費(fèi)者積極的行為反應(yīng)[45]。此外,先進(jìn)的技術(shù)也能夠模擬消費(fèi)者穿戴服裝的真實(shí)效果[46],增加消費(fèi)者穿著實(shí)體服裝的信心,從而對(duì)實(shí)體服裝產(chǎn)生積極的期待。因此提出:

H1a:虛擬服裝美學(xué)性正向影響實(shí)體服裝態(tài)度;

H1b:虛擬服裝技術(shù)性正向影響實(shí)體服裝態(tài)度。

2.3.2 品牌態(tài)度的中介作用

品牌態(tài)度是個(gè)體對(duì)品牌的相對(duì)穩(wěn)定和持久的評(píng)價(jià),消費(fèi)者會(huì)將產(chǎn)品表現(xiàn)作為線索用于品牌評(píng)估[47] 。產(chǎn)品的美學(xué)和技術(shù)優(yōu)勢(shì)有助于塑造良好的品牌形象。擁有出眾美學(xué)價(jià)值的產(chǎn)品能夠脫穎而出,并增強(qiáng)消費(fèi)者的認(rèn)知體驗(yàn),進(jìn)而激發(fā)積極的品牌感知和良好印象[48]。品牌態(tài)度可以預(yù)測(cè)消費(fèi)者采用該品牌產(chǎn)品的傾向[49]。當(dāng)消費(fèi)者對(duì)品牌表示認(rèn)可時(shí),他們會(huì)支持品牌的新產(chǎn)品,即使新產(chǎn)品與原有產(chǎn)品存在差異[50]。另外,當(dāng)產(chǎn)品具備先進(jìn)的技術(shù)能力和出色的性能表現(xiàn)時(shí),消費(fèi)者會(huì)將品牌與高質(zhì)量、可靠性和創(chuàng)新性聯(lián)系在一起。增加AR等的技術(shù)應(yīng)用,能夠引導(dǎo)消費(fèi)者產(chǎn)生更積極的品牌評(píng)價(jià)[51],而這種品牌認(rèn)同可進(jìn)一步提升消費(fèi)者對(duì)品牌實(shí)體服裝的評(píng)價(jià)。因此提出:

H2a:品牌態(tài)度在美學(xué)性與實(shí)體服裝態(tài)度之間起中介作用;

H2b:品牌態(tài)度在技術(shù)性與實(shí)體服裝態(tài)度之間起中介作用。

2.3.3 感知有用性、感知易用性和品牌態(tài)度的鏈?zhǔn)街薪?/p>

感知有用性是指?jìng)€(gè)體認(rèn)為產(chǎn)品或系統(tǒng)的有益程度。視覺美學(xué)可以減少認(rèn)知負(fù)荷,從而提升用戶對(duì)產(chǎn)品有用性的感知[52]。除了審美滿足之外,通過虛擬穿戴技術(shù),用戶還能夠?qū)崟r(shí)感受虛擬服裝的上身效果,快速體驗(yàn)多種風(fēng)格[53],這在一定程度上豐富了用戶的生活、提升了試穿效率,使虛擬服裝的實(shí)用性得到提升。感知易用性是指?jìng)€(gè)體在使用產(chǎn)品或系統(tǒng)的過程中是否感到直觀和方便。產(chǎn)品的視覺吸引力對(duì)用戶情感反應(yīng)產(chǎn)生積極影響,進(jìn)而提高其對(duì)產(chǎn)品使用效率和有效性的感知[54]。另外,虛擬服裝允許用戶在虛擬環(huán)境中“穿戴”服裝,這種試穿的方式相對(duì)傳統(tǒng)的線下試衣更為便捷。而一個(gè)越易使用的產(chǎn)品則越容易被用戶所接受[36]。

感知易用性和有用性會(huì)影響消費(fèi)者的品牌態(tài)度,如果新產(chǎn)品更有價(jià)值或容易使用,消費(fèi)者便會(huì)有更高的滿意度,進(jìn)而對(duì)產(chǎn)品及其品牌產(chǎn)生積極的印象[55]。結(jié)合前文對(duì)品牌態(tài)度中介作用的討論,因此提出:

H3a:感知有用性、品牌態(tài)度在虛擬服裝美學(xué)性對(duì)實(shí)體服裝態(tài)度中起鏈?zhǔn)街薪樽饔茫?/p>

H3b:感知有用性、品牌態(tài)度在虛擬服裝技術(shù)性對(duì)實(shí)體服裝態(tài)度中起鏈?zhǔn)街薪樽饔茫?/p>

H3c:感知易用性、品牌態(tài)度在虛擬服裝美學(xué)性對(duì)實(shí)體服裝態(tài)度中起鏈?zhǔn)街薪樽饔茫?/p>

H3d:感知易用性、品牌態(tài)度在虛擬服裝技術(shù)性對(duì)實(shí)體服裝態(tài)度中起鏈?zhǔn)街薪樽饔谩?/p>

2.3.4 外觀一致性的調(diào)節(jié)作用

外觀一致性是指虛擬服裝外觀與實(shí)體服裝之間的相似程度。由于品牌目標(biāo)和受眾的不同,一些虛擬服裝在制作過程中以實(shí)體服裝為原型,強(qiáng)調(diào)對(duì)實(shí)物的高仿真模擬,即數(shù)字孿生服裝;而另一些虛擬服裝在設(shè)計(jì)中更追求虛擬產(chǎn)品的特殊性,強(qiáng)調(diào)設(shè)計(jì)的新奇感,屬于數(shù)字原生服裝[3]。當(dāng)虛擬服裝與實(shí)體服裝的外觀高度相似時(shí),虛擬服裝能夠在視覺上更好地融入真實(shí)環(huán)境,呈現(xiàn)更為逼真的著裝效果[56]。當(dāng)消費(fèi)者形成積極的品牌印象時(shí),逼真的虛擬服裝能夠更進(jìn)一步引導(dǎo)消費(fèi)者聯(lián)想自身穿著品牌實(shí)體服裝的效果和適配度,從而影響其對(duì)品牌實(shí)體服裝評(píng)價(jià)[57]。因此提出H4:外觀一致性在品牌態(tài)度對(duì)實(shí)體服裝的影響中起正向調(diào)節(jié)作用,即虛擬服裝與實(shí)體服裝的外觀一致性越高,品牌態(tài)度對(duì)實(shí)體服裝態(tài)度的影響越強(qiáng)。

綜上,在TAM模型的基礎(chǔ)上,以實(shí)體服裝態(tài)度為因變量,以感知有用性、感知易用性和品牌態(tài)度為中介變量,引入美學(xué)性和技術(shù)性為外部變量,并添加外觀一致性為調(diào)節(jié)變量,構(gòu)建了基于虛擬服裝屬性的實(shí)體服裝態(tài)度接受模型,如圖1所示。

3 研究設(shè)計(jì)

3.1 量表與問卷設(shè)計(jì)

問卷主要由3個(gè)部分組成。首先,向受試者介紹虛擬服裝概念、穿戴流程、展示穿戴虛擬服裝視頻和圖片。然后,分別對(duì)外觀一致性[58]、美學(xué)性[59]、技術(shù)性[39]、感知有用性[60]、感知易用性[60]、品牌態(tài)度[61]、實(shí)體服裝態(tài)度[61]和身體自尊[46]進(jìn)行測(cè)量,所有量表均來自成熟量表。最后,統(tǒng)計(jì)受訪者的年齡、性別和對(duì)虛擬服裝的熟悉度。問卷題項(xiàng)皆采用李克特7級(jí)量表進(jìn)行測(cè)量:以1-7進(jìn)行評(píng)分,1分表示“非常不符合/同意”,7分表示“非常符合/同意”。

3.2 問卷收集

2023年4月至5月在微信、小紅書和微博等多平臺(tái)發(fā)布問卷,共發(fā)放337份,剔除無效問卷后獲得有效問卷共計(jì)289份。此次調(diào)查問卷結(jié)果顯示:受訪者以女性居多,占63.7%;受訪者主要為年輕群體,18~25歲群體占47.4%,26~35歲占37.0%;多數(shù)受訪者對(duì)虛擬服裝較為熟悉,38.4%的受訪者對(duì)虛擬服裝的熟悉度評(píng)分為“5”,28.7%的受訪者對(duì)虛擬服裝的熟悉度評(píng)分為“6”。

3.3 信度與效度分析

問卷信度和收斂效度檢驗(yàn)結(jié)果見表1。表1數(shù)據(jù)顯示:?jiǎn)柧硭鶞y(cè)變量的克隆巴赫系數(shù)(Cronbach′s α)皆大于0.7;因子載荷系數(shù)大于接受值0.6;組合信度(CR)大于接受值0.7;平均提取方差(AVE)大于接受值0.5,驗(yàn)證了此次調(diào)查問卷具有較好的信度和收斂效度。

問卷區(qū)分效度檢驗(yàn)結(jié)果見表2。表2數(shù)據(jù)顯示:大部分的AVE平方根大于各變量之間的相關(guān)系數(shù),實(shí)體服裝態(tài)度與感知有用性的相關(guān)系數(shù)略大于感知有用性的AVE平方根,實(shí)體服裝態(tài)度與品牌態(tài)度的相關(guān)系數(shù)也略大于品牌態(tài)度的AVE平方根,但這兩項(xiàng)相關(guān)系數(shù)皆小于實(shí)體服裝本身的AVE平方根,該區(qū)分效度在一定程度上仍可被接受[62]。上述指標(biāo)共同驗(yàn)證此次問卷信效度良好,可以反映受訪者的真實(shí)態(tài)度。

4 假設(shè)檢驗(yàn)

采用多元線性回歸檢驗(yàn)假設(shè)。該檢驗(yàn)分為6個(gè)模型:在控制相關(guān)變量的條件下,將美學(xué)性和技術(shù)性與實(shí)體服裝態(tài)度放入模型1,以檢驗(yàn)主效應(yīng);模型2和模型3則在前一模型的基礎(chǔ)上逐步增加感知有用

性、感知易用性,模型4在模型1的基礎(chǔ)上增加品牌態(tài)度,模型5在前一模型基礎(chǔ)上增加感知有用性,以檢驗(yàn)中介作用;模型6和模型7則在前一模型的基礎(chǔ)上再逐步加入外觀一致性、外觀一致性×品牌態(tài)度交互項(xiàng),以檢驗(yàn)調(diào)節(jié)作用。模型結(jié)果如表3所示。

4.1 主效應(yīng)分析

表3中模型1的結(jié)果表明,美學(xué)性(回歸系數(shù)(B)=0.299, P<0.01)和技術(shù)性(B=0.355, P<0.01)皆顯著正向影響實(shí)體產(chǎn)品態(tài)度,且技術(shù)性對(duì)品牌實(shí)體服裝態(tài)度的影響強(qiáng)度大于美學(xué)性,假設(shè)H1a和H1b成立。

4.2 中介作用分析

表3中模型1和模型4結(jié)果顯示,模型加入品牌態(tài)度后,美學(xué)性和技術(shù)性對(duì)實(shí)體服裝態(tài)度的回歸系數(shù)下降,品牌態(tài)度(B=0.451, P<0.01)正向影響實(shí)體服裝態(tài)度。因此,假設(shè)H2a和H2b成立。

模型1和模型2結(jié)果顯示,在加入感知有用性后,美學(xué)性和技術(shù)性對(duì)實(shí)體服裝態(tài)度的回歸系數(shù)下降,感知有用性(B=0.165, P<0.01)正向影響實(shí)體服裝態(tài)度;模型2和模型5結(jié)果顯示,感知有用性對(duì)實(shí)體服裝態(tài)度的影響在加入品牌態(tài)度之后由顯著轉(zhuǎn)為不顯著,美學(xué)性、技術(shù)性和感知有用性對(duì)實(shí)體服裝態(tài)度的回歸系數(shù)皆下降,品牌態(tài)度(B=0.443, P<0.01)正向影響實(shí)體服裝態(tài)度。由此可得,美學(xué)性和技術(shù)性依次通過感知有用性和品牌態(tài)度對(duì)實(shí)體服裝態(tài)度產(chǎn)生影響,感知有用性和品牌態(tài)度的鏈?zhǔn)街薪樽饔贸闪ⅲ僭O(shè)H3a和H3b成立。

模型3結(jié)果表明,感知易用性對(duì)實(shí)體服裝態(tài)度的影響并不顯著,感知易用性和品牌態(tài)度的鏈?zhǔn)街薪樽饔梦吹玫津?yàn)證,假設(shè)H3c和H3d不成立。究其原因,可能是由于信息技術(shù)的不斷進(jìn)步,使用便捷成為產(chǎn)品的普遍特點(diǎn),多數(shù)年輕人可能不再視易用性為評(píng)估的重要方面 [55]。

4.3 調(diào)節(jié)作用分析

表3中模型7數(shù)據(jù)顯示,外觀一致性×品牌態(tài)度交互項(xiàng)(B=-0.094,Plt;0.01)對(duì)品牌實(shí)體服裝態(tài)度有顯著正向影響,假設(shè)H4成立。

5 結(jié)論與啟示

5.1 研究結(jié)論

為探討虛擬服裝在實(shí)體服裝消費(fèi)方面的助推作用,本文通過TAM模型建立了態(tài)度接受模型,通過實(shí)證檢驗(yàn)了虛擬服裝屬性對(duì)實(shí)體服裝態(tài)度的影響及作用機(jī)制,結(jié)論如下:

a)虛擬服裝的美學(xué)性和技術(shù)性皆正向影響實(shí)體服裝態(tài)度,且技術(shù)性對(duì)品牌實(shí)體服裝態(tài)度的影響強(qiáng)度大于美學(xué)性。虛擬服裝的優(yōu)秀視覺設(shè)計(jì)和先進(jìn)技術(shù)能夠有效提升消費(fèi)者對(duì)品牌及其實(shí)體服裝的態(tài)度,這在一定程度上預(yù)測(cè)了消費(fèi)者未來購買該品牌實(shí)體服裝的潛在可能。

b)感知有用性和品牌態(tài)度在美學(xué)性和技術(shù)性對(duì)實(shí)體服裝態(tài)度的影響中起鏈?zhǔn)街薪樽饔谩OM(fèi)者對(duì)品牌的積極評(píng)價(jià)來源于其對(duì)虛擬服裝有用性的感知,積極的品牌態(tài)度會(huì)進(jìn)一步向?qū)嶓w服裝態(tài)度遷移,這一研究結(jié)果支持了虛擬服裝在提升品牌聲譽(yù)、推動(dòng)實(shí)體消費(fèi)方面的潛力。

c)外觀一致性在品牌態(tài)度對(duì)實(shí)體服裝態(tài)度影響中起調(diào)節(jié)作用。高度仿真的虛擬服裝能夠加強(qiáng)消費(fèi)者對(duì)實(shí)體服裝的聯(lián)想,促進(jìn)品牌態(tài)度向?qū)嶓w服裝態(tài)度的遷移。

5.2 理論貢獻(xiàn)

本文的理論貢獻(xiàn)體現(xiàn)在以下2個(gè)方面:第一,擴(kuò)展了虛擬服裝的研究視角。本文聚焦于虛擬服裝的特征屬性,從技術(shù)接受的理論視角解析了虛擬服裝賦能實(shí)體服裝消費(fèi)的機(jī)理,彌補(bǔ)當(dāng)前鮮有實(shí)證研究討論虛擬服裝商業(yè)價(jià)值的不足。第二,拓展了TAM模型的適用領(lǐng)域。本文在原有TAM模型的基礎(chǔ)上引入虛擬服裝美學(xué)性和技術(shù)性為外部變量、外觀一致性為調(diào)節(jié)變量,豐富了TAM模型在虛擬服裝中的實(shí)證研究結(jié)果。

5.3 實(shí)踐啟示

本文肯定了虛擬服裝在助推實(shí)體消費(fèi)方面的商業(yè)價(jià)值溢出,為時(shí)尚企業(yè)數(shù)字化設(shè)計(jì)與減少浪費(fèi)的可持續(xù)生產(chǎn)提供了提供理論參考。具體建議如下:

a)突破物理限制,優(yōu)化虛擬服裝外觀設(shè)計(jì)。產(chǎn)品美學(xué)設(shè)計(jì)的升級(jí)是提升產(chǎn)品價(jià)值和品牌認(rèn)可度的有效途徑。虛擬服裝的創(chuàng)作應(yīng)充分利用其不受物理限制的優(yōu)勢(shì),引入多樣且有趣味的視覺元素,注重整體視覺效果的和諧統(tǒng)一,避免元素的機(jī)械相加。同時(shí),產(chǎn)品設(shè)計(jì)的理念也應(yīng)具有深度且易于理解。通過探索文化、藝術(shù)或科技等主題,融入符合目標(biāo)群體喜好的細(xì)節(jié)和符號(hào),賦予虛擬服裝設(shè)計(jì)以意義和內(nèi)涵,增加消費(fèi)者對(duì)其的共鳴和好奇心。

b)著重技術(shù)升級(jí),提升虛擬服裝實(shí)用價(jià)值。較之外觀設(shè)計(jì),產(chǎn)品的技術(shù)含量更能夠提升消費(fèi)者對(duì)品牌及其產(chǎn)品的價(jià)值評(píng)估。品牌應(yīng)著重虛擬服裝技術(shù)功能的升級(jí),賦予其更多的數(shù)字活力。通過引入VR、AR等數(shù)字技術(shù)和智能設(shè)備,上線虛擬試衣、虛擬商店、虛擬展覽等個(gè)性化、高流量、多接口的虛擬應(yīng)用與數(shù)字平臺(tái),增加產(chǎn)品在虛擬世界中的“可玩性”與現(xiàn)實(shí)生活中的交互性,使虛擬服裝能在多空間實(shí)現(xiàn)穿戴,甚至是觸摸。

c)關(guān)注可持續(xù)發(fā)展,以數(shù)字孿生鏈接實(shí)體服裝。虛擬服裝的高仿真性使消費(fèi)者能夠更快速、更準(zhǔn)確地形成對(duì)實(shí)體服裝的想象,刺激其對(duì)品牌實(shí)體服裝的興趣。因此,品牌可更多地關(guān)注數(shù)字孿生服裝,購入技術(shù)軟件或與數(shù)字技術(shù)企業(yè)合作,借助仿真技術(shù)、3D渲染技術(shù)等先進(jìn)工具,對(duì)虛擬服裝的部件細(xì)節(jié)和材質(zhì)紋理進(jìn)行更加精確的模擬和刻畫,盡可能地還原實(shí)體服裝的質(zhì)感和光影效果,以此助推實(shí)體服裝的銷售,從而減少傳統(tǒng)品牌宣傳中的實(shí)體物料消耗。

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The impact of virtual apparel on physical apparel consumption from a sustainable perspective

LU" Chenga, b," CHEN" Ziyea

Abstract: "The post-epidemic era has witnessed a rapid shift in consumption patterns towards online channels. The convergence of information technology and the fashion industry has given rise to virtual apparel. Virtual apparel, which is rooted in a digital creation mode, possesses various advantages such as creativity, inclusivity, and sustainability. Consequently, it has garnered significant attention from capital investors, and numerous traditional apparel brands to launch virtual apparel lines. The investment potential and sustainable value of virtual apparel are highly anticipated. Nowadays, virtual apparel has diversified forms, extending beyond the realm of traditional virtual try-on experiences. Photo modeling and other forms of social media dissemination have attracted widespread public attention and generated intense discussions. These developments offer new opportunities for brand promotion and the expansion of consumer groups. However, it should be noted that the virtual trading market is still in its nascent stages, and brands′ profitability continues to rely on the sale of physical products. As a result, many brands are currently focusing on leveraging virtual apparel for publicity and promotional purposes. Nevertheless, this marketing strategy is still in its early exploratory phase, and it remains uncertain whether virtual apparel can effectively drive brand promotion and physical product sales. Additionally, while existing literature has analyzed the value system of virtual apparel and acknowledged its role in brand promotion and sustainable value, most of these discussions are theoretical in nature and lack empirical research to substantiate their claims.

We aimed to explore the commercial value of virtual apparel in physical apparel consumption and facilitate the sustainable development of the industry. Firstly, we conducted a comprehensive review of the research progress on virtual apparel both domestically and internationally since the 20th century to identify the current hotspots and deficiencies in related research. Secondly, based on product attributes and technology acceptance model, we used physical apparel attitude as a predictor variable of physical apparel purchase intention, introduced the two variables of aesthetic and technology attributes of virtual apparel, and discussed the influence factors of the attributes of virtual clothing on the attitude of physical clothing. Additionally, we verified the chain mediating role of perceived usefulness, perceived ease of use and brand attitude. Finally, we conducted a questionnaire survey to collect relevant data based on the model assumptions, analyzed their reliability and validity, and employed regression analysis to verify the assumptions and provide theoretical support for brand to design and applicate virtual apparel. The research not only expands the scope of applied research of the technology acceptance model but also enriches the research perspective of virtual apparel. Additionally, it provides empirical evidence for the sustainable value of virtual apparel and fills the gap in empirical research regarding the exploration of the commercial value of virtual apparel. The study results indicate that virtual aesthetics and technology have a significantly positive effect on physical apparel attitudes. Specifically, perceived usefulness and brand attitudes play a chain mediating role in this process, with appearance consistency playing a positively moderating role in the relationship between brand attitudes and physical apparel attitudes. This study affirms the marketing value of virtual apparel in facilitating brand promotion and promoting physical consumption. According to the results, when designing virtual garments, brands should fully leverage their digital creation advantages to enhance consumers' perception of the usefulness of virtual garments in terms of both aesthetics and technology. Moreover, brands should pay greater attention to the technological content of virtual apparel rather than the aesthetic effect, so as to give it more digital vitality and highlight its digital technology characteristics. Meanwhile, traditional fashion brands should focus on the simulation of virtual apparel to enhance the realism of its appearance. This method can drive profitable growth in physical garment sales and reduce the consumption of physical materials in traditional brand promotions.

Keywords: virtual apparel; physical apparel; sustainable; technology acceptance model; aesthetic; technological; brand attitude

收稿日期:2023-10-09 網(wǎng)絡(luò)出版日期:2023-11-23

基金項(xiàng)目:中央高校基本科研業(yè)務(wù)費(fèi)專項(xiàng)資金資助項(xiàng)目(2232023G-08, 2232021E-03)

作者簡(jiǎn)介:魯成(1981—),女,安徽宣城人,副教授,主要從事零售業(yè)發(fā)展與企業(yè)管理方面的研究。

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