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A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation : Focused on Self-expression
8 references·0 citing·17 second hop
A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation : Focused on Self-expression (2022)A Study on Fashion Item Purchase Decision…A Study on the Avatar Virtual Fashion in Zepeto from the Perspective of Multi-Persona (2022)A Study on the Avatar Virtual…Explication and Rational Conceptualization of Metaverse (2021)Explication and Rational Conc…Case and Meaning of Gamification by the Convergence of Fashion and Game -Focusing on Luxury Fashion Brands- (2020)Case and Meaning of Gamificat…Reaching and Retaining the Next Generation: Adapting to the Expectations of Gen Z in the Classroom (2018)Reaching and Retaining the Ne…An Exploratory Study on Purchase Decision Making Process and Clothing Shopping Orientation of Fashion Products Rental Service Users (2018)An Exploratory Study on Purch…How Chinese Population's Preference to Korean Wave Contents does Influence their Intent to Purchase Korean Product, Visit Korea and Learn Hangul (2012)How Chinese Population's Pref…Qualitative Research and Case Study Applications in Education: Revised and Expanded from Case Study Research in Education (1998)Qualitative Research and Case…The Genesis of the Self and Social Control (1925)The Genesis of the Self and S…City Shoppers and Urban Identification: Observations on the Social Psychology of City Life (1954)Consumer decision‐making styles: a multi‐country investigation (1996)Qualitative Research Designs (2007)Investigating the impact of conspicuous value on luxury rental purchase intention (2025)Determining Validity in Qualitative Inquiry (2000)Strategies for ensuring trustworthiness in qualitative research projects (2004)The Impact of Korean Wave Cultural Contents on the Purchase of Han-Sik (Korean food) and Korean Product - Based on the Survey of Asia (Japan, China), Americas and Europe - (2014)The Effects of Attachment to Korean Wave Stars and Cultural Proximity on Chinese Consumers’ Purchase Intention of Korean Products (2022)Understanding the work values of Gen Z business students (2019)DITTO for Gen Z: A framework for leveraging the uniqueness of the new generation (2021)The AI generation gap: Are Gen Z students more interested in adopting generative AI such as ChatGPT in teaching and learning than their Gen X and millennial generation teachers? (2023)Application of Metaverse Service to Healthcare Industry: A Strategic Perspective (2022)LDA Topic Modeling on the Trends of the Next Digital Generation on the New Internet Revolution, Metaverse (2023)Systematic Review of Empowering Intangible Cultural Heritage with Metaverse Technology (2025)Social Theory of International Politics (1999)The mobile connection: the cell phone's impact on society (2004)Language and communication (2013)
this work references cited by second hop

References

  • 1998Qualitative Research and Case Study Applications in Education: Revised and Expanded from Case Study Research in Education19,854 cited
  • 1925The Genesis of the Self and Social Control499 cited
  • 2018Reaching and Retaining the Next Generation: Adapting to the Expectations of Gen Z in the Classroom229 cited
  • 2021Explication and Rational Conceptualization of Metaverse29 cited
  • 2012How Chinese Population's Preference to Korean Wave Contents does Influence their Intent to Purchase Korean Product, Visit Korea and Learn Hangul11 cited
  • 2018An Exploratory Study on Purchase Decision Making Process and Clothing Shopping Orientation of Fashion Products Rental Service Users7 cited
  • 2020Case and Meaning of Gamification by the Convergence of Fashion and Game -Focusing on Luxury Fashion Brands-4 cited
  • 2022A Study on the Avatar Virtual Fashion in Zepeto from the Perspective of Multi-Persona4 cited

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