Buch, Englisch, 140 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 323 g
Reihe: Palgrave Studies in Practice: Global Fashion Brand Management
Digitalising, Gamifying, Entrepreneuring
Buch, Englisch, 140 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 323 g
Reihe: Palgrave Studies in Practice: Global Fashion Brand Management
ISBN: 978-3-031-11184-6
Verlag: Springer International Publishing
This book provides a comprehensive overview of digital trends, innovations, and strategies in fashion retailing. As consumers adopt new technologies and ways of shopping, fashion brands are constantly looking for ways to innovate and achieve digital transformation. Combining theory with practice, the authors take a deep dive into the impact of digital technologies on fashion brands communication and social media strategies; on consumer behaviour and customer participation strategies; and on entrepreneurship and e-tailing strategies.
The book covers topics such as Artificial Intelligence (AI), Virtual Reality (VR), Augmented Reality (AR), fashion recommender systems, virtual fitting rooms, customer models, gamification, online shopping, mobile-shopping, videogames, digital media and virtual worlds. The book also explores the concepts of cocreation, storytelling and interactivity in real-life crowdfunding campaigns and in the digital world.Bringing a cutting-edge insight into the state of the fashion business, this book will help scholars and practitioners in fashion retailing, discover how to digitalise and gamify products, services, experiences and open new enterprising avenues through innovative strategies, leadership and management.
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Research
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Weitere Infos & Material
Chapter 1: Helping Online Fashion Customers Help Themselves: Personalised Recommender Systems.- Chapter 2: Brand storytelling, gamification and social media marketing in the “metaverse”: a case study of The Ralph Lauren Winter Escape.- Chapter 3: The use of Augmented Reality to enhance consumer experience: the case of Kohl’s Snapchat Virtual Closet and Sephora Virtual Artist.- Chapter 4: Skins in the Game: Fashion Branding and Commercial Videogames.- Chapter 5: Becoming a Fashion Blogger Entrepreneur: The Case of Chiara Ferragni.- Chapter 6: Crowdfunding Nascent Fashion Brands.