羅林瀟 陳李紅
摘 要:為深入研究虛擬偶像代言虛擬服裝過程中,擬人化(外觀、道德品行、認(rèn)知經(jīng)驗和意識情緒)4個維度對虛擬服裝購買意愿的影響機(jī)理,應(yīng)用技術(shù)接受模型,以擬社會互動、感知易用性、感知有用性和品牌態(tài)度作為中介變量,建立關(guān)系模型。通過問卷調(diào)研收集相關(guān)數(shù)據(jù),對數(shù)據(jù)進(jìn)行信度與效度分析,采用結(jié)構(gòu)方程模型進(jìn)行實證。結(jié)果表明:虛擬偶像擬人化對虛擬服裝購買意愿有顯著的正向影響,其中虛擬偶像道德品行和認(rèn)知經(jīng)驗相較于外觀和意識情緒對虛擬服裝的購買意愿影響更為顯著;擬社會互動、感知易用性、感知有用性和品牌態(tài)度在過程中存在鏈?zhǔn)街薪樽饔谩Q芯拷Y(jié)果為虛擬偶像的設(shè)計運營及如何提升虛擬服裝的購買意愿提供參考借鑒。
關(guān)鍵詞:虛擬偶像;擬人化;虛擬服裝;擬社會互動;技術(shù)接受模型
中圖分類號:TS941.12
文獻(xiàn)標(biāo)志碼:A
文章編號:1009-265X(2023)04-0268-13
收稿日期:2022-10-10
網(wǎng)絡(luò)出版日期:2023-01-06
基金項目:中央高?;究蒲袠I(yè)務(wù)費專項資金項目(22D128603);上海市哲學(xué)社會科學(xué)規(guī)劃一般課題(2022BCK002)
作者簡介:羅林瀟(1995—),女,湖南株洲人,碩士研究生,主要從事時尚品牌營銷與管理方面的研究。
通信作者:陳李紅,E-mail:lhckxyy@dhu.edu.cn
虛擬偶像是利用繪圖、電腦圖形(Computer graphics, CG)、動畫等一種或多種方式制作出來,在虛擬場景或者現(xiàn)實場景中進(jìn)行各種商業(yè)活動(如:演唱會、游戲直播等),但并不具有人形實體的“偶像”[1],其角色的身份包括虛擬歌姬[2]、虛擬網(wǎng)紅[3]、游戲角色[3]、虛擬偶像團(tuán)體[3]等。隨著虛擬偶像的迅速走紅,其盈利模式也在隨之變化,除常規(guī)的演唱會、專輯、周邊衍生等模式外,在虛擬社區(qū)的助力下,虛擬偶像在商業(yè)代言和直播領(lǐng)域得到了廣泛的應(yīng)用。虛擬偶像、虛擬服裝和虛擬秀場是虛擬時尚的重要呈現(xiàn)方式,這3種方式打破了傳統(tǒng)時尚行業(yè)的局限,為服裝領(lǐng)域未來的發(fā)展創(chuàng)造了新的契機(jī)[4]。由于常規(guī)面料的諸多束縛,設(shè)計師的創(chuàng)意瓶頸難以突破,虛擬服裝為品牌提供了一個機(jī)會,通過設(shè)計超現(xiàn)實的服裝和使用不再依賴于地球重力的新材料來拓展他們的想象力[5],無需在意身形和尺碼,只需通過3D建模技術(shù)便能使消費者“穿上”專屬的虛擬服裝。虛擬服裝不僅能給消費者提供更為獨特的個性化定制服務(wù),還可為企業(yè)或設(shè)計師節(jié)約生產(chǎn)成本,幫助設(shè)計師以較低門檻向消費者提供個性化定制體驗。虛擬服裝通常采取限量發(fā)布的手段,由于其稀缺性和獨特性,因而存在一定的收藏價值[6]。同時,企業(yè)進(jìn)行服裝生產(chǎn)時采用虛擬服裝技術(shù)還可降低材料浪費,推動時尚行業(yè)的可持續(xù)發(fā)展。
目前,國內(nèi)虛擬服裝行業(yè)尚未形成成熟的商業(yè)模式,而虛擬偶像商業(yè)模式較為成熟,且與虛擬服裝具有強(qiáng)相關(guān)性,不少虛擬服裝設(shè)計師或工作室開始嘗試采用虛擬偶像代言以求突破。然而虛擬偶像在服裝品牌代言過程中存在著代言效果不理想等問題[7]。早在2017年虛擬偶像洛天依代言天問游戲服裝,2021年超寫實數(shù)字人AYAYI也開始嘗試在小紅書代言虛擬服裝,但其效果均未達(dá)到預(yù)期,影響范圍較小。究其原因,主要是虛擬偶像在探索初期無法滿足受眾對其擬人化程度的需求。因此,研究虛擬偶像擬人化對虛擬服裝購買意愿的影響,無論是對于虛擬偶像企業(yè)還是虛擬服裝企業(yè),都具有重要的實踐意義。
國內(nèi)學(xué)者對于虛擬偶像的研究主要集中在探討其粉絲群體[8-11]、興起原因[12-14]以及虛擬偶像的設(shè)計[15-16]等方面,國外學(xué)者研究虛擬偶像除研究其粉絲群體[17],更傾向于個案的研究[18-20],還有一部分學(xué)者在相關(guān)技術(shù)上[21]也進(jìn)行了一定的探索,鮮有對虛擬偶像代言的研究。因此,本文應(yīng)用技術(shù)接受模型,以擬社會互動、感知易用性、感知有用性和品牌態(tài)度作為中介變量,建立虛擬偶像擬人化(外觀、道德品行、認(rèn)知經(jīng)驗和意識情緒)對虛擬服裝購買意愿的影響模型,并通過問卷調(diào)研收集數(shù)據(jù),最終采用結(jié)構(gòu)方程模型進(jìn)行實證分析。
1 概念界定
高輝等[22]提出“擬人化”(Anthropomorphism)是人類語言發(fā)展過程中出現(xiàn)的一種十分有趣的現(xiàn)象,是給非生物物體加以人類特性,令其被看作有生命、有感覺的人。Epley等[23]從心理學(xué)角度認(rèn)為擬人化描述了一種將非人類主體的真實或想象的行為賦予類似人類的特征、動機(jī)、意圖或情感的傾向。汪濤等[24]認(rèn)為擬人化營銷是通過操縱和滿足消費者的擬人傾向來影響消費者的態(tài)度、行為甚至感知模式的。本文中擬人化傾向是指消費者賦予虛擬偶像類似人類的特征、動機(jī)、意圖或情感的傾向。虛擬偶像擬人化營銷是指虛擬偶像背后運營者通過操縱和滿足消費者的擬人化傾向,從而影響消費者的態(tài)度、行為甚至感知模式。虛擬偶像擬人化是指通過擬人化營銷使得虛擬偶像具有類似人類的特征、心理和情感狀態(tài)。
Syailendra等[25]將虛擬服裝視為服裝品牌發(fā)布的非同質(zhì)化代幣(Non-fungible token, NFT)系列之一,各大時尚奢侈品集團(tuán)一直在積極嘗試以NFT的形式進(jìn)入數(shù)字資產(chǎn),Balenciaga, Gucci和Louis Vuitton等知名品牌近年來紛紛發(fā)布了自己的虛擬服裝。Khelladi等[5]認(rèn)為虛擬服裝是一種數(shù)字像素制造的服裝,可在社交媒體或虛擬現(xiàn)實場景(如游戲世界)中進(jìn)行使用和交易。陳丹[26]認(rèn)為虛擬服裝是通過二維空間的服裝剪裁結(jié)合3D建模技術(shù)在考慮真實布料的重量和質(zhì)感后建模輸出,廣泛應(yīng)用于服裝領(lǐng)域以及游戲動畫、虛擬偶像、虛擬主播等虛擬現(xiàn)實技術(shù)(Virtual reality,VR)中。王諍[27]認(rèn)為虛擬服裝技術(shù)是指為了實現(xiàn)服裝的設(shè)計與表現(xiàn),采用信息技術(shù)領(lǐng)域的VR、圖形學(xué)和仿真等手段對服裝布料進(jìn)行仿真與模擬的技術(shù)。戴雨仟等[4]提出虛擬服裝定義,認(rèn)為虛擬服裝是信息技術(shù)領(lǐng)域和服裝領(lǐng)域交叉整合的產(chǎn)物,其應(yīng)用不僅包括游戲服裝道具,也可作為數(shù)字藏品進(jìn)行收藏和交易,還可作為實際服裝生產(chǎn)的打樣工具,通過仿真軟件進(jìn)行設(shè)計后再投入實際生產(chǎn),從而降低成本節(jié)約資源,進(jìn)一步推動時尚行業(yè)的可持續(xù)化發(fā)展。本文認(rèn)為虛擬服裝是設(shè)計師限量發(fā)布的供消費者收藏和欣賞、并且可通過3D建模技術(shù)為消費者“穿上”的專屬虛擬服裝,是一種由數(shù)字藏品和高定服裝結(jié)合形成的新型數(shù)字商品。
2 研究假設(shè)與模型構(gòu)建
2.1 虛擬偶像擬人化與虛擬服裝購買意愿
Gupta等[28] 提出擬人化營銷的主要目的是讓品牌或產(chǎn)品留在消費者心中,從而創(chuàng)造價值。Laksmidewi等[29]提出當(dāng)該產(chǎn)品被呈現(xiàn)為具有類人行為和類人外貌的人時,消費者可以成功地將該產(chǎn)品擬人化。Golossenko等[30]提出了品牌擬人化包括外觀、道德品行、認(rèn)知經(jīng)驗和意識情緒4個結(jié)構(gòu)維度。汪濤等[24]提出的擬人化構(gòu)成維度分為外在層面,內(nèi)在層面,社會層面3個層面,外在層面包括擬人形象、動作、表情,內(nèi)在層面包括品牌個性、情緒,社會層面包括社會溝通/語言、社會角色。Sharma等[31]從公司設(shè)計品牌擬人化的角度提出4個維度:特征相似性、情感相似性、精神相似性和行為相似性。虛擬服裝購買意愿指消費者對虛擬偶像所代言的虛擬服裝產(chǎn)生一定認(rèn)知后,進(jìn)而產(chǎn)生購買行為的可能性[32]。擬人化可幫助顧客將品牌視為類人的社會媒介[33],形成對品牌的整體認(rèn)知,從本質(zhì)上引發(fā)消費者共鳴[34],影響消費者的行為和感知模式[24],從而影響消費者對產(chǎn)品的評價[35]、態(tài)度[24,36]以及購買意圖[37]。Chowdhury等[38]認(rèn)為擬人化的產(chǎn)品形式有助于使產(chǎn)品在視覺上具有吸引力和愉悅感,因此增強(qiáng)了消費者對產(chǎn)品的購買意愿。Dabiran等[39]證實了虛擬影響者擬人化(外觀、道德品行、認(rèn)知經(jīng)驗和意識情緒)4個維度對購買意愿具有積極影響。綜合上述分析,本文提出如下假設(shè):
假設(shè)H1:虛擬偶像擬人化對虛擬服裝購買意愿具有積極影響。
假設(shè)H1a:虛擬偶像外觀擬人化對虛擬服裝購買意愿具有積極影響;
假設(shè)H1b:虛擬偶像道德品行擬人化對虛擬服裝購買意愿具有積極影響;
假設(shè)H1c:虛擬偶像認(rèn)知經(jīng)驗擬人化對虛擬服裝購買意愿具有積極影響;
假設(shè)H1d:虛擬偶像意識情緒擬人化對虛擬服裝購買意愿具有積極影響。
2.2 擬社會互動的中介作用
擬社會互動(Parasocial interaction,PSI)也被稱為“類社會互動”或“準(zhǔn)社會互動”。賈微微等[40]將擬社會互動定義為一種消費者與目標(biāo)影響者之間的想象或真實的互動行為,消費者根據(jù)影響者發(fā)布的動態(tài)(視頻、圖文或評論)做出反饋,包括點贊、評論、轉(zhuǎn)發(fā)等[41]。該定義同樣適用于虛擬偶像與消費者之間的互動關(guān)系。由于虛擬偶像具有高度擬人化,因此使用虛擬偶像作為在線營銷措施能夠產(chǎn)生更多的社交參與[42]。虛擬偶像通過在虛擬社區(qū)體現(xiàn)自身擬人化,生動形象地向消費者傳達(dá)代言產(chǎn)品的相關(guān)信息,當(dāng)虛擬人物具有了人的性格特點,人們就會感受到真實,把虛擬人物作為想象的對象,從而產(chǎn)生互動[43]。蔡燕等[44]發(fā)現(xiàn)互動對直播課感知易用性和感知有用性起顯著正向作用,周榮庭等[45]研究發(fā)現(xiàn)互動性對科普用戶的感知易用性和感知有用性具有顯著的正向影響。本文認(rèn)為引導(dǎo)消費者與虛擬偶像產(chǎn)生擬社會互動可以更為清晰地了解產(chǎn)品的使用方法及用途,故提出如下假設(shè):
假設(shè)H2a:消費者和虛擬偶像之間的擬社會互動(以下簡稱“擬社會互動”)在虛擬偶像擬人化與消費者對虛擬服裝的感知易用性(以下簡稱“感知易用性”)之間起中介作用;
假設(shè)H2b:擬社會互動在虛擬偶像擬人化與消費者對虛擬服裝的感知有用性(以下簡稱“感知有用性”)之間起中介作用。
2.3 感知易用性的中介作用
技術(shù)接受模型(Technology acceptance model,TAM)被認(rèn)為是解釋人們對于一項新的信息技術(shù)接受和使用意圖最有效的理論模型[46]。朱良昊等[47]和趙偉偉等[48]運用TAM模型研究體育用品的網(wǎng)絡(luò)購買意愿和虛擬旅游的技術(shù)接受過程,虛擬服裝作為一項創(chuàng)新技術(shù),同樣可采用TAM解釋人們對其接受和使用的意圖。該模型提出人們決定接受或者拒絕一項技術(shù)時起決定性作用的兩大因素——感知易用性和感知有用性[49]。感知易用性被認(rèn)為是“一個人使用該信息技術(shù)時所感受到的容易程度”,通常在其他條件相同的情況下,容易使用的技術(shù)更有可能被用戶接受[49]。曾志超等[50]在肝癌篩查技術(shù)擴(kuò)散利用影響因素的研究中提出,感知易用性對技術(shù)使用態(tài)度具有正向影響。湯海燕等[51]在研究VR技術(shù)應(yīng)用于健美操教學(xué)中提出感知易用性正向影響使用態(tài)度。方圓等[52]提出在移動終端購買服裝的過程中,感知易用性對消費者購買行為意向具有顯著正向影響。因此,本文認(rèn)為消費者對于虛擬服裝的使用越輕松,對虛擬服裝的品牌態(tài)度越積極,購買意愿也愈加強(qiáng)烈。故提出如下假設(shè):
假設(shè)H3a:感知易用性在擬社會互動與消費者對虛擬服裝的品牌態(tài)度(以下簡稱“品牌態(tài)度”)之間起中介作用;
假設(shè)H3b:擬社會互動、感知易用性與品牌態(tài)度在虛擬偶像擬人化對虛擬服裝購買意愿的影響過程中起鏈?zhǔn)街薪樽饔谩?/p>
2.4 感知有用性的中介作用
感知有用性對用戶接受虛擬服裝也具有重要影響,Davis[49]將感知有用性定義為“人們感受到使用某個系統(tǒng)對其提高工作表現(xiàn)/效率的程度”。Hwang等[46]認(rèn)為感知有用性對于人們使用一項新技術(shù)的態(tài)度產(chǎn)生直接影響。賈凌云等[53]證實感知有用性對大學(xué)生用戶持續(xù)使用抖音滿意度具有正向影響。辛雪玲等[54]在研究疫情情境下的消費者跨境電商平臺購物意向研究中,提出跨境電商平臺的感知有用正向影響消費者的態(tài)度。李變變等[55]提出在游戲化研究中感知有用性對品牌態(tài)度具有積極影響,葉晶等[56]在研究虛擬試衣系統(tǒng)中提出感知有用性對使用態(tài)度具有顯著正向影響。消費者購買虛擬服裝后,會感受到“穿著”虛擬服裝給自身帶來心理需求上的滿足,豐富消費者的生活方式,從而提升其生活質(zhì)量和工作效率。故本文提出如下假設(shè):
假設(shè)H4a:感知有用性在擬社會互動與品牌態(tài)度之間起中介作用;
假設(shè)H4b:擬社會互動、感知有用性與品牌態(tài)度在虛擬偶像擬人化對虛擬服裝購買意愿的影響過程中起鏈?zhǔn)街薪樽饔谩?/p>
2.5 品牌態(tài)度的中介作用
感知易用性和感知有用性對品牌態(tài)度具有積極的影響已在上文進(jìn)行論證。Iacobucci等[57] 認(rèn)為品牌態(tài)度是消費者對產(chǎn)品的偏好、傾向、觀點或感受,Schiffman等[58]提出品牌態(tài)度既可以通過直接體驗產(chǎn)品產(chǎn)生,也可以通過接觸其他信息來源產(chǎn)生。Nguyen等[59]提出態(tài)度是購買意愿和行為趨勢的重要影響因素。Pounders等[60]認(rèn)為消費者可通過名人背書將其對名人的喜愛延伸到產(chǎn)品和品牌,最終對產(chǎn)品產(chǎn)生情感認(rèn)知和積極態(tài)度,進(jìn)而激發(fā)購買欲望。辛雪玲等[54]證實消費者的態(tài)度正向影響消費者對跨境電商平臺的購物意向。趙曉罡等[61]提出電商博主發(fā)布具有多樣主題的博文可以提升用戶品牌態(tài)度進(jìn)而促成其購買意愿。因此,本文認(rèn)為品牌態(tài)度對于購買意愿存在正向影響,故本文提出如下假設(shè):
假設(shè)H5a:品牌態(tài)度在感知易用性與虛擬服裝購買意愿之間起中介作用;
假設(shè)H5b:品牌態(tài)度在感知有用性與虛擬服裝購買意愿之間起中介作用。
綜上,本文以擬社會互動、感知有用性、感知易用性、品牌態(tài)度為中介變量,構(gòu)建出虛擬偶像擬人化(外觀、道德品行、認(rèn)知經(jīng)驗和意識情緒)對虛擬服裝購買意愿影響的理論模型。如圖1所示。
3 研究設(shè)計
3.1 問卷設(shè)計
問卷由變量對應(yīng)的題項和人口統(tǒng)計學(xué)信息兩個部分組成。第一部分是變量對應(yīng)的題項,共32題,具體如表1所示。其中題項Aa1—Ad4(共13題)主要參考Golossenko等[30]的品牌擬人化維度量表,題項PSI1—PSI4主要參考賈微微等[40]的擬社會互動
維度量表,題項PEOU1-PEOU3主要參考Hwang 等[46]的感知易用性維度量表,題項PU1-PU4主要參考Davis[49]和Han[62]的感知有用性維度量表,題項BA1—BA5主要參考Bakhshian等[63]和Hwang等[46]的品牌態(tài)度維度量表,題項PI1—PI3主要參考Kozup等[64]的購買意愿量表。第二部分是個人基本信息收集,包括:性別、年齡、職業(yè)、所在地區(qū)、學(xué)歷以及收入情況。
3.2 數(shù)據(jù)收集
本次問卷主要采用問卷星進(jìn)行問卷發(fā)放和收集。首先,受訪者在答題前先觀看一段視頻介紹,對虛擬偶像和虛擬服裝的概念以及虛擬偶像代言的相關(guān)案例初步了解后進(jìn)行問卷填寫。本次問卷共發(fā)放454份,剔除無效問卷后為430份,問卷回收率達(dá)到94.7%。此次調(diào)查問卷結(jié)果顯示受訪者以女性和學(xué)生群體居多,與虛擬服裝市場上的實際目標(biāo)群體特征相符,能較好地達(dá)到調(diào)研目的。調(diào)查結(jié)果如表2所示。
4 數(shù)據(jù)分析與假設(shè)檢驗
4.1 信度與效度分析
使用SPSS19.0軟件進(jìn)行信度檢驗,結(jié)果如表3所示。表3中數(shù)據(jù)顯示:KMO=0.945大于0.9,Bartlette球形度檢驗(P<0.001)通過。問卷克隆巴赫α系數(shù)為0.957>0.7,驗證了問卷具有較好的信度,可以進(jìn)行下一步的因子分析。
使用AMOS24.0進(jìn)行驗證性因子分析以及區(qū)別效度檢驗。分析結(jié)果如表4和表5所示,所有因子載荷范圍在0.779~0.872,大于接受值0.5;組合信度(CR)介于0.864~0.919,大于接受值0.7;平均提取方差(AVE)介于0.661~0.740,大于接受值0.5。上述指標(biāo)共同驗證了此次調(diào)查問卷的量表因子結(jié)構(gòu)模型具有較好的效度。
4.2 主效應(yīng)模型
采用AMOS24.0進(jìn)行模型擬合度檢驗,繪制如圖2所示結(jié)構(gòu)方程模型,對問卷各題項的效度進(jìn)行分析,通過模型的修正與擬合,結(jié)果如表6所示,最終模型卡方自由度比值(χ2/df)、擬合優(yōu)度指數(shù)(goodness of fit index,簡稱GFI)、調(diào)整擬合優(yōu)度指數(shù)(adjusted goodness of fit index,簡稱AGFI)、常規(guī)擬合指數(shù)(normal of fit index,簡稱NFI)、比較擬合指數(shù)(comparative fit index,簡稱CFI)、近似誤差均方根(root mean square error of approximation,簡稱RMSEA)、均方根誤差(root mean square residual,簡稱RMR)、增值擬合指數(shù)(incremental fit index簡稱IFI)、非規(guī)范擬合指數(shù)(tucker-lewis index,簡稱TLI)均在可接受范圍內(nèi),表明該模型擬合度良好。
針對上述模型進(jìn)行路徑分析,主效應(yīng)模型標(biāo)準(zhǔn)化結(jié)果如表7所示,虛擬偶像外觀(β=0.165,p=0.002)、道德品行(β=0.188,p=0.002)、認(rèn)知經(jīng)驗(β=0.206,p=0.001)、意識情緒(β=0.135,p=0.008)四個維度的擬人化到虛擬服裝購買意愿的效應(yīng)較為顯著,虛擬偶像擬人化(外觀、道德品行、認(rèn)知經(jīng)驗、意識情緒)對虛擬服裝購買意愿有顯著的正向影響。
4.3 中介效應(yīng)檢驗
采用 Bootstrap方法進(jìn)行中介效應(yīng)的檢驗,結(jié)果如表8所示。
虛擬偶像擬人化對虛擬服裝購買意愿的總效應(yīng)顯著,效應(yīng)值為0.802(下限為0.673,上限為0.929),H1得到驗證。外觀、道德品行、認(rèn)知經(jīng)驗和意識情緒對虛擬服裝購買意愿的效應(yīng)顯著,效應(yīng)值分別為0.169(下限為0.064,上限為0.285)、0.241(下限為0.100,上限為0.397)、0.236(下限為0.131,上限為0.358)和0.155(下限為0.056,上限為0.254),H1a~H1d得到驗證。
虛擬偶像擬人化→擬社會互動→感知易用性效應(yīng)顯著,效應(yīng)值為0.777(下限為0.590,上限為0.926),H2a得到驗證。虛擬偶像擬人化→擬社會互動→感知有用性效應(yīng)顯著,效應(yīng)值為0.732(下限為0.566,上限為0.878),H2b得到驗證。
擬社會互動→感知易用性→品牌態(tài)度效應(yīng)顯著,效應(yīng)值為0.376(下限為0.234,上限為0.580),H3a得到驗證。虛擬偶像擬人化→擬社會互動→感知易用性→品牌態(tài)度→購買意愿效應(yīng)顯著,效應(yīng)值為0.091(下限為0.043,上限為0.170),H3b得到驗證。
擬社會互動→感知有用性→品牌態(tài)度效應(yīng)顯著,效應(yīng)值為0.316(下限為0.194,上限為0.480),H4a得到驗證。虛擬偶像擬人化→擬社會互動→感知有用性→品牌態(tài)度→購買意愿效應(yīng)顯著,效應(yīng)值為0.076(下限為0.034,上限為0.145),H4b得到驗證。
感知易用性→品牌態(tài)度→購買意愿效應(yīng)顯著,效應(yīng)值為0.117(下限為0.057,上限為0.199),H5a得到驗證。感知有用性→品牌態(tài)度→購買意愿效應(yīng)顯著,效應(yīng)值為0.104(下限為0.048,上限為0.187),H5b得到驗證。
由此可得,假設(shè)H1(H1a,H1b,H1c,H1d),H2a,H2b,H3a,H3b,H4a,H4b,H5a,H5b成立。
5 結(jié) 論
本文通過分析虛擬偶像擬人化對虛擬服裝購買意愿的影響機(jī)理以及兩者之間的中介變量,建立關(guān)系模型,并進(jìn)行實證檢驗。結(jié)果顯示,虛擬偶像擬人化4個維度對虛擬服裝購買意愿的影響顯著,其中,虛擬偶像道德品行和認(rèn)知經(jīng)驗擬人化相較于外觀和意識情緒擬人化對虛擬服裝的購買意愿影響更為顯著;擬社會互動、感知易用性、感知有用性和品牌態(tài)度在這個過程中起鏈?zhǔn)街薪樽饔谩?/p>
本文的理論價值在于,引入虛擬偶像擬人化和擬社會互動兩個變量,詳細(xì)闡明了虛擬偶像擬人化對虛擬服裝購買意愿的影響機(jī)理,并驗證了擬社會互動在其中的中介作用。同時,通過本文的研究,希望能為虛擬偶像領(lǐng)域的學(xué)術(shù)研究增加更多素材,引起學(xué)者們的興趣,從而逐漸深入對該領(lǐng)域的探索。
本文的實踐價值在于,以虛擬偶像代言虛擬服裝行為作為研究對象,應(yīng)用技術(shù)接受模型研究如何提升虛擬偶像代言效果,改進(jìn)消費者對虛擬服裝這類創(chuàng)新型技術(shù)的品牌態(tài)度和購買意愿,為虛擬偶像和虛擬服裝企業(yè)提供參考性建議。具體建議如下:
a)虛擬偶像的外觀擬人化和意識情緒擬人化對于消費者購買意愿的影響低于道德品行和認(rèn)知經(jīng)驗兩個方面,因此企業(yè)在運營虛擬偶像時,應(yīng)該合理地設(shè)計傳播事件以及策劃短視頻或直播內(nèi)容,側(cè)重提高消費者對于虛擬偶像道德品行和認(rèn)知經(jīng)驗兩個維度的擬人化認(rèn)知程度;在虛擬偶像的外觀方面,外觀擬人化達(dá)到市場標(biāo)準(zhǔn)化水準(zhǔn)即可;而在意識情緒方面,企業(yè)可通過設(shè)計讓虛擬人富有“生命”的故事內(nèi)核,使其獲得短暫沉浸式體驗,但情緒體驗周期較長、成本較高,對購買意愿的影響在4個維度中顯著性最小,故需謹(jǐn)慎采用。
b)企業(yè)欲通過擬社會互動維持用戶黏性,提升虛擬偶像代言效果,首先需要提升用戶認(rèn)同感??赏ㄟ^分析優(yōu)質(zhì)視頻內(nèi)容和采訪短視頻重度用戶,研究用戶在觸發(fā)點贊和分享時的心理活動,從而對發(fā)布內(nèi)容進(jìn)一步優(yōu)化,提升用戶認(rèn)同感。其次,需要提升用戶參與感??赏ㄟ^在發(fā)布內(nèi)容中設(shè)置特定語境或環(huán)節(jié),刻意引導(dǎo)用戶參與互動,激發(fā)用戶獵奇心理,間接增加評論數(shù)據(jù)。
c)大部分用戶對虛擬服裝的用法和用途尚未明晰,因此提升虛擬服裝的感知易用性和感知有用性是必要舉措。在當(dāng)前虛擬服裝代言仍以圖文推廣為主的商業(yè)環(huán)境下,企業(yè)可采用動畫、視頻等更為生動的代言形式。同時,在虛擬服裝發(fā)布環(huán)節(jié),在突出虛擬服裝設(shè)計師的設(shè)計理念同時,由設(shè)計師對服飾用法和用途進(jìn)行詳細(xì)介紹,以提升用戶購買意愿。
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Impact of virtual idol anthropomorphism on virtual apparel purchase intention
LUO Linxiaoa, CHEN Lihongb
(a.Glorious Sun School of Business and Management; b.Shanghai International Fashion Innovation Center, Donghua University, Shanghai 200051, China)
Abstract:
In recent years, virtual apparel and virtual idols are the hot topics that have emerged. The emergence of virtual apparel has broken the limitations of the traditional apparel industry, and designers can make consumers "wear" exclusive virtual apparel through modeling technology, creating a new opportunity for the future development of the apparel sector. At present, a mature business model has not yet been formed for the domestic virtual apparel industry, while a more mature business model has been formed for virtual idol industry and has strong relevance to virtual apparel. Many virtual apparel designers or studios have began to try to use virtual idol endorsement in order to make breakthroughs. However, there are some problems such as unsatisfactory endorsement effects for virtual idols in the process of apparel brand endorsement, which is mainly due to the inability to meet the audience's demand for their anthropomorphism in the early stage of exploration. Furthermore, there is little research on virtual idol endorsement of virtual apparel in the existing literature, so it is of great significance for both virtual idol enterprises and virtual apparel enterprises to study the influence of anthropomorphism on virtual clothing purchase intention in the process of virtual idol endorsement of virtual apparel.
First of all, we redefine the concepts of virtual idol anthropomorphism and virtual apparel, introduce two variables of virtual idol anthropomorphism and parasocial interaction to explore the impact of the four dimensions of virtual idol anthropomorphism, namely appearance, moral virtue, cognitive experience and conscious emotionality on the purchase intention of virtual apparel, and verify the intermediary role of parasocial interaction in it, which is groundbreaking in the field of virtual apparel endorsed by virtual idols. Secondly, we construct an extended model of the technology acceptance model, which expands the scope of the applied research of the Technology Acceptance Model. Finally, we conduct a questionnaire survey based on the extended model, collect relevant data, analyze its reliability and validity and use the structural equation model for empirical analysis, which can provide theoretical support and scientific basis for virtual idol companies and virtual apparel companies. The results show that virtual idol anthropomorphism has a significantly positive effect on the purchase intention of virtual apparel, in which the moral virtue and cognitive experience of virtual idol have a more significant impact on the purchase intention of virtual apparel than appearance and conscious emotionality; parasocial interaction, perceived ease of use, perceived usefulness and brand attitude have a chain intermediary role in the whole process.
According to the experimental results, when operating virtual idol IP, companies should reasonably design communication events and plot short videos or live content, in order to focus on improving the anthropomorphic cognition of virtual idols in two dimensions: moral virtue and cognitive experience. It is sufficient to reach the market standardization level for the degree of appearance anthropomorphism. Nevertheless, the means to increase the degree of conscious emotionality anthropomorphism is costly but less effective. In addition, companies can also play a role in increasing the purchase intention of virtual apparel by improving parasocial interaction, perceived ease of use and perceived usefulness.
Keywords:
virtual idols; anthropomorphism; virtual apparel; parasocial interaction; technology acceptance models