Studies on virtual luxury fashion within virtual worlds
| Study | Aim | Framework/Theory | Methods | Virtual worlds | Samples | Key findings |
|---|---|---|---|---|---|---|
| Park and Kim (2023) | Investigate how appearance similarity between users and characters influences consumer purchase intention of virtual fashion products, with a focus on the mediation role of self-congruence and flow | Self-congruence and flow theories | Quantitative, PLS-SEM | ZEPETO | South Korean | Appearance similarity impacts consumer virtual product purchase intention, which is mediated by character-self congruence and flow |
| Kim et al. (2023) | Explore the moderating effect of luxury and sports brands in online games on product attributes, consumption value, customer equity, and purchase intention | Co-creation theory | Quantitative, SEM | League of Legends | South Korean | Luxury brand and virtual world collaboration product attributes impact consumption value, and customer equity can increase consumer purchase intention of collaboration products |
| Park et al. (2023) | Investigate the impact of virtual world characteristics on users’ purchase intention of digital fashion by focusing on the mediating roles of user flow experience and perceived value of products | Characteristics of the Metaverse platform; flow experience; perceived value | Quantitative, SEM | ZEPETO | South Korean | The flow experience has an impact on consumption values, and perceived pleasure value and economic value of digital fashion products positively impact consumer purchase intention |
| Sung et al. (2023) | Investigate consumer purchase intention of the digital assets (e.g. luxury skins) on virtual world platforms | Game theory prospect theory | Quantitative PLS-SEM | Fortnite, Roblox, Horizon, ZEPETO | South Korean American | Character appearance in virtual worlds and the social value consumers place on luxury brands impact consumers’ ideal self-image congruence and, in turn, impact purchase intention |
| Rodrigues et al. (2024) | Understand how the brand credibility of luxury brands in-game advertising influences the brand equity of a luxury brand and explore the mediator role of brand coolness between brand credibility and brand equity | Signalling theory | Quantitative; SEM | League of Legends | Not provided | Luxury brand credibility enhances perceived coolness. In-game advertising boosts this coolness, which in turn influences brand equity (awareness, quality, loyalty) and mediates the relationship between brand credibility and equity |
| Current study | Determine consumers’ motivations for purchasing virtual luxury fashion in virtual worlds, building on the theory of consumption values, luxury fashion, and virtual consumption studies | A theory of consumption values | Qualitative, semi-structured interviews; thematic analysis | Honor of Kings League of Legends, ZEPETO | Chinese | Consumers purchase virtual luxury for nine reasons: conspicuous consumption needs, self-expression, perceived enjoyment, emotional connection, visual aesthetics, novelty, continual usage intention, brand awareness, and perceived exclusivity |
| Study | Aim | Framework/Theory | Methods | Virtual worlds | Samples | Key findings |
|---|---|---|---|---|---|---|
| Investigate how appearance similarity between users and characters influences consumer purchase intention of virtual fashion products, with a focus on the mediation role of self-congruence and flow | Self-congruence and flow theories | Quantitative, PLS-SEM | South Korean | Appearance similarity impacts consumer virtual product purchase intention, which is mediated by character-self congruence and flow | ||
| Explore the moderating effect of luxury and sports brands in online games on product attributes, consumption value, customer equity, and purchase intention | Co-creation theory | Quantitative, SEM | South Korean | Luxury brand and virtual world collaboration product attributes impact consumption value, and customer equity can increase consumer purchase intention of collaboration products | ||
| Investigate the impact of virtual world characteristics on users’ purchase intention of digital fashion by focusing on the mediating roles of user flow experience and perceived value of products | Characteristics of the Metaverse platform; flow experience; perceived value | Quantitative, SEM | South Korean | The flow experience has an impact on consumption values, and perceived pleasure value and economic value of digital fashion products positively impact consumer purchase intention | ||
| Investigate consumer purchase intention of the digital assets (e.g. luxury skins) on virtual world platforms | Game theory | Quantitative | South Korean | Character appearance in virtual worlds and the social value consumers place on luxury brands impact consumers’ ideal self-image congruence and, in turn, impact purchase intention | ||
| Understand how the brand credibility of luxury brands in-game advertising influences the brand equity of a luxury brand and explore the mediator role of brand coolness between brand credibility and brand equity | Signalling theory | Quantitative; SEM | Not provided | Luxury brand credibility enhances perceived coolness. In-game advertising boosts this coolness, which in turn influences brand equity (awareness, quality, loyalty) and mediates the relationship between brand credibility and equity | ||
| Current study | Determine consumers’ motivations for purchasing virtual luxury fashion in virtual worlds, building on the theory of consumption values, luxury fashion, and virtual consumption studies | A theory of consumption values | Qualitative, semi-structured interviews; thematic analysis | Chinese | Consumers purchase virtual luxury for nine reasons: conspicuous consumption needs, self-expression, perceived enjoyment, emotional connection, visual aesthetics, novelty, continual usage intention, brand awareness, and perceived exclusivity |
Source(s): Authors’ own work
Sharing content requires targeting cookies to be enabled. Please update your cookie preferences to use this feature.