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³í¹®¸í µðÀÚÀÎ »óÇ° Å©¶ó¿ìµå Æݵù Âü¿©¿¡ ¿µÇâÀ» ¹ÌÄ¡´Â ¸ÞŸ¹ö½º °ø°£ µðÀÚÀÎ ¿äÀÎ ¿¬±¸ / A Study on Metaverse Space Design Factors Influencing Crowdfunding Participation in Design Products
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¼ö·Ï»çÇ× Çѱ¹°ø°£µðÀÚÀÎÇÐȸ ³í¹®Áý, Vol.18 No.03 (2023-04)
ÆäÀÌÁö ½ÃÀÛÆäÀÌÁö(475) ÃÑÆäÀÌÁö(12)
ISSN 1976-4405
ÁÖÁ¦ºÐ·ù °èȹ¹×¼³°è / µµ½Ã
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¿ä¾à2 (Background and Purpose) Designing products with their own individuality and creative ideas has recently become more diverse in terms of formativeness and practicality, along with an increase in value consumption and variation in preferences. In particular, designers looking to advertise and sell their products with minimum funds can communicate with consumers through ¡°crowdfunding platforms.¡± The metaverse, which is recognized as a new dimension in an unusual space and time featuring common communication and personalization services, provides designers with opportunities to raise funds through crowdfunding for design products as a new channel. Therefore, the purpose of this research was to identify the main factors of metaverse spatial design that affect participation in crowdfunding for design products. (Method) The assets of the metaverse space used for product promotion were analyzed based on the characteristics of current online product promotions. In addition, referring to previous research, the factors that increase participation in crowdfunding for design products were analyzed, and their concepts and importance were identified. Finally, the overall result was deduced by analyzing examples of the use of metaverse spaces as a strategy for promoting existing products, evaluating the characteristics of the metaverse space in relation to product promotion, and the factors used to expand participation in crowdfunding for design products. (Results) As a result of analyzing cases of product promotion using metaverse spaces, CHICOR, a cosmetics shop, was found to induce product purchases by delivering accurate information and using coupon systems through a virtual cosmetics shop called ¡°Meta-CHICOR.¡± In a similar sense, Samsung promoted their products using various contents from the virtual space called ¡°Samsung House¡± that emphasized consumers' experiences with the products and brands. Additionally, ¡°Nike Land¡± from Nike was a highly gamified metaverse space that allowed consumers to become familiar with their products by giving access to the items through gameplay. Beyond these examples, general firms attempted to promote purchases by drawing out consumers' interest in the product through various content and games that were universally accessible without time and space constraints via the metaverse. (Conclusions) Firms aimed to gain positive recognition from consumers by providing differentiated experiences and promoting their products on metaverse platforms, which enhanced consumers' trust through allowing them to experience the products before purchase as a new communication method. This is expected to affect participation in crowdfunding.
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DOI http://10.35216/kisd.2023.18.3.475