Skip to main content
Heliyon logoLink to Heliyon
. 2023 Jan 11;9(1):e12917. doi: 10.1016/j.heliyon.2023.e12917

Effects of interactivity affordance on user stickiness in livestream shopping:identification and gratification as mediators

Yingying Ma 1
PMCID: PMC9853373  PMID: 36685458

Abstract

In this day and age, livestream shopping is developing by leaps and bounds in China. It has been proved that livestream shopping is efficient in attracting customers and boosting the sales of products. However, very little research has been carried out on user stickiness, which plays a valuable role in business success. In light of the stimulus–organism–response framework (S–O–R), a multiple-mediation model (identification and gratification as mediators) was established to examine the effect of interactivity affordance (S) on the user stickiness (R) of a sample of 489 Chinese livestream viewers. Structural equation modeling with bootstrapping estimation was performed to examine the mediating roles of identification (O-cognitive) and gratification (O-affective). The modeling results revealed that the relationship between interactivity affordance and user stickiness was partially mediated by identification combined with utilitarian gratification and fully mediated by identification combined with hedonic gratification. The findings stress the importance of categorizing gratifications. In addition, these findings offer new perspectives for understanding the effects of IT affordance on user stickiness.

Keywords: Stimulus–organism–response, User stickiness, Interactivity affordance, Users and gratifications, Livestream shopping, Social identification, Serial mediation model, IT affordance theory

1. Introduction

As a subset of e-commerce, livestream shopping is developing by leaps and bounds in China [4,78,117,130]. Livestream shopping on social media enables real-time face-to-face interaction between streamers and viewers [13]. According to the literature, the success of livestream shopping can be attributed to its unique real-time interactivity [14,146], its customizability [117,146], streamers [17,39,78,100,146], and its capacity for visualization [117]. With no doubt, livestream shopping has bloomed into a major form of shopping for many Chinese consumers. According to industrial reports [16,64], the size of Chinese livestream consumers has reached 384 million by the middle of 2021, and this number accounts for 38% of all Chinese Internet users. Although retailers are increasingly using livestream shopping to attract customers and increase sales volume [17], research in this domain remains scant. Research in the domain of livestream shopping comprises four strands. The first strand of research focuses on the antecedents of consumers’ purchase and engagement intention [32,40,114]. For example, Guo et al. [40] found that swift guanxi and trust lead to customer engagement intention. Sun et al. [117] claimed that immersion and presence give rise to purchase intention in the livestream commerce context. The second strand of research concentrates on the factors that create satisfaction with and loyalty to livestream shopping among consumers [19,49,71,100]. For example, Huang et al. [46] found that streamers’ certain characteristics (eg., charismatic leadership) give rise to viewer loyalty. Ma [100] claimed that consumers’ perceived information, service and argument qualities are linked with their satisfaction towards livestream shopping. The third line of research puts emphasis on streamers’ influence on consumer behavior [80,81,100,125]. For instance, trustworthiness and expertise have been repeatedly proved as important streamer characteristics that can influence consumer’s perceptions and behaviors [81,100]. The fourth stream of research is related to the technological features of livestream shopping and its effects on consumer behavior and trust [82,149]. For instance, Sun et al. [117] found that consumers’ purchase intention is influenced by IT affordances. Chen et al. [15] claimed that live streaming features can mitigate consumers' uncertainty and enhance their purchase intention. To identify the gaps in the existing literature and further emphasize the significance of the current study, the authors summarized the existing livestreaming literatures in AppendixA.

As evidenced above, there is a paucity of research on consumer stickiness in the livestream shopping context. According to a recent industrial report [31], one of the major challenges the livestream practitioners facing is retaining the existing customers. For the practitioners, attracting customers is one thing and retaining them is another thing [146]. As an important measure of loyalty, stickiness refers to “the extent to which social commerce (s-commerce) platforms can acquire and retain customers” [57]. Customer retention is essential for business success as it costs 1/5 of the price of customer acquisition [113]. As far as the author knows, there are only two studies exploring the antecedents of customer stickiness in the livestream commerce context [4]. So as to gain a thorough understanding of customer stickiness and its antecedents in the livestream shopping context, the present study built a theoretical framework based on the stimulus–organism–response (S–O–R) model, IT affordances theory and social identity theory. Besides, although many scholars have indicated that interactivity affordance plays an important role in live-stream shopping, very few of them have “eliminated the noise” and specifically studied the role that interactivity affordance plays in influencing consumer behavior. For example, Lin et al. [86] included three livestream shopping affordances (interactivity, stickiness, word of mouth) as predictors of consumers’ purchase intention. Their theoretical framework is comprehensive indeed. However, the inclusion of too many antecedents may make the results confusing in some ways. For example, the significance of a specific antecedent is still unclear. As mentioned before, interactivity affordance is the salient feature that deserves further investigation. Hereby, the current study deepens the understanding of interactivity affordance in livestream commerce by taking it as the only independent variable in the framework. Given the importance of customer stickiness in retailing, the practitioners may benefit from the current study and make customer retention strategies accordingly.

Scholars have proposed that the success of livestream commerce hinges on several factors, which are explained as follows. (1) The interactive features of social media platforms enable streamers to communicate with shoppers in real time, which enhances the streamer–shopper relationship and influences shoppers’ purchase decisions [86,148]. (2) The multisensory aspects of live streaming help streamers to showcase their products in detail and address shoppers’ concerns regarding streamers and their products [88,130]. (3) Being the core mediators of livestream commerce, live streamers are referred to as “grassroots influencers” and considered to be less driven by profits than other actors are [102]. Thus, shoppers are inclined to follow the sincere recommendations of streamers when making purchasing decisions [138]. Research has provided hard evidence to confirm that the above-mentioned features serve as the driving force for consumer attraction. However, it is still unknown whether the remarkable features give rise to consumer stickiness and how do they impact one another in the mechanism. “Stickiness” implies the extent to which social commerce (s-commerce) platforms can acquire and retain customers [57]. Hsu and Liao [58] stated that platforms exhibit high stickiness when consumers repeatedly come back and spend a long time on these platforms. Affordance theory posits that human behaviors are triggered by specific affordances or possibilities offered by an environment [44]. In the present study, the interactivity affordance of livestream platforms is hypothesized to result in user stickiness due to the interactive features of livestream commerce. In addition, based on the S–O-R framework, the present study intends to further elucidate the mechanisms through which interactivity affordance (S) affects user stickiness (R). In light of the S–O–R model, environmental stimuli(S) affect behavioral responses(R) through cognitive and affective states of organisms(O) [33,103]. Streamers are often seen as grassroots influencers who share similar social statuses and beliefs with their followers [52]. According to social identity theory, the sense of identification results from an individual’s appraisal of their similarities with other individuals, groups, and organizations [79,106]. In streams, viewers may identify with streamers through the frequent interactions and information exchanges enabled by interactivity affordance [3]. When people perceive specific individuals to be similar to themselves,they tend to perceive the information conveyed by these individuals to be valuable and useful [35,36,51]. Furthermore, individuals find it more enjoyable to interact with people with similarities to themselves [2,11,35]. Hereby, the present study predicted that identification with streamers (O-cognitive) would lead to user utilitarian and hedonic gratification (O-affective) and subsequently to user stickiness with respect to livestream platforms. There are three main reasons for using the S–O-R model as an overarching theory in the current study. First, given that the S–O–R model has been extensively adopted in marketing research to explain consumer behavior [56,72,87,92,105,136,147,150], it is believed that the theory is appropriate for the present study. Additionally, there is an increasing number of studies that have started to apply the S–O-R framework in the livestream shopping context [97,98,137]. In other words, it has been repeatedly proven that the S–O-R paradigm is applicable for the livestream commerce context. Second, the S–O-R framework provides a comprehensive perspective, from which the scholars can thoroughly investigate the relationships between the environmental stimuli, affective and cognitive responses and behavior in livestream shopping. Third, the S–O-R framework provides a theoretical basis for simultaneously including cognitive and affective factors as organisms in the current study. Specifically, interactivity affordance was treated as environmental stimuli(S), identification with streamers (cognitive response) and gratifications (affective response) were simultaneously included as the organisms(O) and user stickiness was treated as the behavior response (R). Through the lens of S–O-R paradigm, the researchers can thoroughly explore the mechanisms through which technology features affect behavior. Given the essential role of interactivity affordance in influencing consumer behavior, the S–O–R framework enables the scholars to further investigate the mechanisms through which interactivity affordance affects user stickiness.

The rest of this paper proceeds as follows: Section 2 provides a review of the relevant literatures. Section 3 introduces the research methodology. Section 4 and Section 5 concentrate on data analysis and results presentation. Lastly, implications and limitations are presented in Section 6.

2. Literature review

2.1. S–O–R model

Stemming from environmental psychology, the stimulus–organism–response (S–O–R) paradigm states that environmental stimuli (S) affect individuals’ behavioral responses (R) through their cognitive and affective internal states (O; [103]). Scholars have stressed the existence of multiple inner states in an organism due to the presence of a tiered perceptual spectrum [141]. Similarly, Berkowitz [10] and Holbrook and Batra [62] have suggested that exposure to stimulus influences individuals’ cognitive processes and subsequently influences affective reactions. A wealth of research has used the S–O–R model to understand e-commerce consumer behaviors [147,150] such as customer engagement [47,70], customer loyalty [101], website stickiness [34], s-commerce intention [123,153], impulse buying [24,55,83,90,91,129] and compulsive buying [65]. Lately, the theory has been applied in the livestream shopping research. For instance, Ma et al. [97] used the S–O-R model to investigate consumers’ purchase intentions in the livestream shopping context. Lee and Chen [81] and Ming et al. [98] explained the livestream shoppers’ impulse buying behaviors from the viewpoint of S–O-R model. Likewise, Xue et al. [137] adopted the S–O-R model to explore the indicators of social commerce engagement. As the S–O–R model has been effectively and extensively applied in online consumer research, the model is assumed to be appropriate for the present study. Additionally, the S–O–R model is a comprehensive framework for studying the relationship between environmental stimuli and behavioral responses through internal states. Even though the theory highlights the existence of multiple inner states in an organism, the majority of the current studies include either cognitive or affective factors as internal states. Thus, the inclusion of both cognitive factor (identification) and affective factor (gratification) as organisms may shed light on the mechanism through which stimuli (interactivity affordance) affects response (user stickiness). The research findings may reveal how the inner states impact one another in the mechanism and provide a novel insight into the application of S–O-R model in the future.

2.2. Interactivity affordance as a stimulus

Drawing on the S–O–R model, stimuli (S) are environmental factors that are external relative to individuals and affect their internal states [103]. Chan et al. [23] identified two types of stimuli: external and internal stimuli. That is to say, technical features and beliefs regarding them can be external stimuli. Likewise, other scholars have indicated that perceptions of environmental attributes are stimuli that affect organisms and responses [153]. For instance, Liu et al. [92] used perceived similarity as an environmental stimulus to study consumers’ purchase intention. Zhang et al. [153] treated perceptions of technological features (eg. perceived interactivity) as environmental stimuli and studied consumers’ engagement intention in s-commerce. Yang and Zeng [144] took perceived interactivity and mobility as stimuli to illustrate social media continuance intention. Japutra et al. [67] used perceived challenge as an environmental stimulus to explain mobile commerce customer engagement behaviors.

In an online environment, technical features are key factors that may shape individuals’ cognitive perceptions, emotions, and behaviors [153]. The users, in all likelihood, prefer s-commerce over other e-commerce formats because of its interactive attributes [53]. Through social media platforms, s-commerce provides the distinctive feature that is the affordance of interactivity [86], and according to affordance theory, affordance is associated with what the environment can provide to induce individuals to perform certain behaviors [1]. Likewise, the Affordances-Psychological Outcomes-Behavioral Outcomes framework posits that the affordances may impact the consumers’ psychological states and further induce certain behaviors [135]. According to Norman [108], there are two kinds of affordances: real affordances and perceived affordances. Evidence abounds that both real and perceived affordances can serve as effective environmental stimuli and affect individuals’ inner states. By the same token, Theory of Interactive Media Effects (TIME) suggests that affordances can influence user psychology [119]. For example, Yang and Gong [142] treated affordances as stimuli to explain the mobile gamers’ behaviors. “Interactivity affordance” is focused on collaboration and interaction and is defined as users’ perception of their active, reciprocal, and synchronous communication and interaction with others on social media platforms [95,121]. In the livestream commerce area, scholars used interactivity affordance and perceived interactivity interchangeably [86]. Interactivity affordance comprises three dimensions, namely two-way communication, synchronicity, and active control [6]. Two-way communication measures how much viewers and live streamers can interact mutually through live streaming, and synchronicity describes users’ perceived immediacy of communication with live streamers [126]. During live streaming sessions, live streamers and viewers are enabled to interact in real time [99]. Viewers are empowered to ask questions using chat boxes and live streamers can respond immediately [117]. According to media synchronicity theory, feedback immediacy is essential for developing a favorable understanding of information [28]. Active control refers to how much users can control the two-way communication between themselves and live streamers [126]. During live streaming sessions, live streamers answer questions and promote products according to their viewers’ personal needs [117]. Therefore, viewers may perceive a sense of control in a live streaming context. Although the interactive features have been proved as part and parcel of e-commerce, their influence on livestream consumer stickiness is still unclear.

2.3. Identification and gratification as organisms

Organisms (O) are individuals’ inner cognitive and affective states, which are triggered by environmental factors [103]. Cognitive reactions refer to mental processes whilst affective reactions refer to emotional responses [23]. Berkowitz [10] and Holbrook and Batra [62] have suggested that exposure to a stimulus first activates individuals’ cognitive processes, which then lead to affective reactions. Yang et al. [141] proposed that an organism can be a tiered perceptual spectrum that comprises multiple inner states. Thus, identification and gratification are simultaneously included in the present study and treated as cognitive and affective responses.

Identification is a key cognitive factor affecting an individual’s behavior [29,84]. Hu et al. [54] suggested that livestream viewer’s identification with streamers and audience groups lead to the development of continuous-watching intention. According to social identity theory, identification is an individual’s appraisal of their similarities with other individuals, groups, and organizations [106]. In light of Maslow's hierarchy of needs theory, human beings require connectedness and belongingness. Culturally, people from collectivist cultures care more about group member similarities and social connectedness [61]. The current study is conducted in China, a typical collectivistic society, thus identification with the streamers is assumed to influence the consumers’ inner reactions and behaviors. Ashforth and Mael [3] proposed that interpersonal and reciprocal interactions are an essential factor in developing identification. In the livestreaming context, streamers are grassroots influencers with similar social statuses and beliefs to their followers [22,52]. Therefore, through two-way, synchronic, and personalized interactions, viewers may perceive that they share similarities with streamers and develop a sense of identification with them. Thus, H1 is made as follows:

H1

Interactivity affordance has a positive influence on the users’ identification with the streamers.

Gratification has been defined as “psychological satisfaction or affect related to and resulting from a cognitive appraisal” [120]. Originating from communication research, the uses and gratifications (U&G) theory asserts that individuals use a specific medium to fulfill their needs [77]. So far, many researchers have used the U&G theory to study consumer behaviors in a livestreaming context [20,48,50,85,99]. For instance, Chen et al. [14] used the U&G theory to study consumers’ purchase and gift-giving intentions in the livestream shopping context. Ma [99] discovered that livestream users’ purchase intentions were influenced by their hedonic, utilitarian, and social gratification. From the utilitarian perspective, utilitarian gratification comprises practical and goal-directed gratifications [27]. Many viewers watch livestreams because they want to receive useful product information and valuable purchase recommendations from live streamers, who have similar preferences to viewer [99]. In livestream shopping, the streamers serve as entertainers and salespeople [100]. Exiting literatures posit that individuals usually experience smoother communications and better understandings when interacting with similar others [11]. Information from the similar others is perceived to be more reliable, useful and trustworthy [35,36,51]. Similarly, marketing scholars claimed that salespeople who share similarities with the customers are often seen as more effective because they can precisely identify customers’ needs and provide personalized services [122]. Thus, it is assumed that viewers’ identification with streamers lead to the development of viewers’ utilitarian gratification. H2 is proposed as below:

H2

Identification with the streamers is positively related to utilitarian gratification.

Hedonic gratification (also referred to as perceived enjoyment) drives users to continuously use a new technology or social media service [42,124]. Socially, individuals prefer to interact with people whom they perceive to be similar to themselves because misunderstandings and conflicts are less likely to occur [112]. In the same vein, similarity attraction theory posits that people are more attracted to those who share similarities with themselves. Multiple studies have verified that people find interactions to be more enjoyable when they involve people who closely resemble themselves [2,11]. Hence, in the current study, identification with streamers was predicted to lead to the development of viewers’ hedonic gratification. Hereby, H2 and H3 are proposed here:

H3

Identification with the streamers is positively related to hedonic gratification.

It has been repeatedly proved that perceived interactivity is related to gratification or satisfaction fulfillment [21]. For example, Chang [21] suggested that perceived interactivity helps to fulfill the users’ gratification and further leads to their SNS continuance intention. In livestream shopping, interactivity affordance allows the consumers to ask questions during streams any time. Instead of just showing and introducing the products, the streamers can demonstrate the products and provide information at the request of the viewers [130]. In this case, the customers are more likely to get what they want with the assist of personalized shopping services. Thus, the users’ utilitarian gratifications can be fulfilled. As to hedonic gratification, Wang [133] and Nambisan and Baron [107] found that interactions in s-commerce can bring about positive emotions, such as enjoyment and pleasure. Merely chatting with the live streamers and the other viewers can be fun [131]. Bargaining with the streamers for a lower price can also be enjoyable for some users [134]. Thus, H4and H5 are proposed here:

H4

Interactivity affordance leads to users’ utilitarian gratifications.

H5

Interactivity affordance leads to users’ hedonic gratifications.

2.4. User stickiness as a response

In light of the S–O–R model, response (R) is the behavioral reaction to organisms [103]. Stickiness is the extent to which s-commerce platforms can acquire and retain customers [57]. Hsu and Liao [58] proposed that platforms exhibit high stickiness when consumers repeatedly come back and spend a long time on these platforms. User stickiness, in e-commerce literatures, is considered a key predictor of customer loyalty and an essential factor in business success [18,93]. Studies have verified that user stickiness can develop from factors such as perceived interactivity [110], attachment [79], trust [94,132], identification [18], hedonic values [18], functional values [152], utilitarian values [18], perceived usefulness [34], perceived enjoyment [34] and satisfaction [89,116]. It has been empirically proved that perceived interactivity results in stickiness [37,111,139]. Besides, the link between identification and stickiness has been confirmed by Hsu et al. [57]. As mentioned above, individuals from the collectivistic cultures care more about social connections and belongingness than those from individualistic cultures do. Thus, it is assumed that interactivity affordance and identification with streamers are two important indicators of user stickiness in the Chinese context. Moreover, Xu et al. [140] conducted an SNS study and revealed that user gratification is an important indicator of stickiness. Likewise, the media system dependency (MSD) theory posits that the fulfillment of user needs leads to the users’ continuous use of the media [12]. Studies concerning technology acceptance have suggested that utilitarian and hedonic values drive individuals to increase the duration and frequency of platform use [7,9,69,118]. Thus, in the current study, the utilitarian and hedonic types of gratification were predicted to lead to user stickiness in the live-streaming commerce context. Hereby, H6-H11 are proposed as below. The hypothesized serial mediation model is presented in Fig. 1.

H6

Utilitarian gratification has a positive impact on user stickiness.

H7

Hedonic gratification is positively related to user stickiness.

H8

Interactivity affordance has a positive and significant influence on user stickiness.

H9

Identification is positively related to user stickiness.

H10

Identification together with utilitarian gratification mediate the Interactivity affordance-stickiness relationship.

H11

Identification together with hedonic gratification mediate the Interactivity affordance-stickiness relationship.

Fig. 1.

Fig. 1

Serial mediation model in the present study.

3. Methodology

3.1. Construct measurement

The present study used multiple items to measure constructs, as Churchill [26] suggested. The questionnaire was comprised of 5 constructs, measured with 18 question items. These question items were all adapted from previous studies, thus ensuring measurement reliability and validity. Interactivity affordance was measured using the modified versions of three items from a study by Lin et al. [86]. User stickiness and identification were assessed using seven items adapted from Li et al. [79]. Hedonic gratification was evaluated using four items adapted from studies conducted by Ma [99] and Gan and Li [42]. Utilitarian gratification was measured by four modified items from a study by Ma [99]. Because the question items were originally in English, an English major professor was invited to translate them into mandarin Chinese. Afterwards, a professional English–Chinese translator was hired to translate the questionnaire back into English to confirm the translation accuracy. All of the question items were further revised after a pilot study (n = 50) was performed. Table 1 demonstrates the question items and the sources.

Table 1.

Items and sources.

Constructs Items Source
Interactivity affordance (INT) INT1 During livestream shopping, I can maintain two-way communication with live-streamers. [86]
INT2 During livestream shopping, I can ask questions and the streamers reply to my questions promptly.
INT3 During livestream shopping, I can obtain information that is specific to my needs from streamers.
Identification (IDT) IDT1 I feel that the streamers and I have similar personalities. [79]
IDT2 The streamers and I are similar in many ways.
IDT3 I feel that the streamers and I have similar values.
IDT4 I think my image overlap with the images of streamers.
Utilitarian gratification (UTN) UTN1 I find using livestream shopping to be very useful. [99]
UTN2 I find using livestream shopping to be very efficient.
UTN3 Livestream shopping is useful for finding high-quality products.
UTN4 Livestream shopping is useful for receiving product information.
Stickiness (STK) STK1 I would love to spend more time on livestream shopping platforms. [79]
STK2 I visit livestream shopping platforms frequently.
STK3 I usually spend a long time on livestream shopping platforms.
Hedonic gratification (HED) HED1 I find livestream shopping to be very enjoyable. [99]
[42]
HED2 I find livestream shopping to be very fun.
HED3 I find livestream shopping to be a good method of relieving boredom.
HED4 The actual process of using livestream shopping services is pleasant.

3.2. Data collection

For data collection, the services of a professional survey company affiliated to Wenjuanxing.com were engaged in August 2020. The participants were asked how much they agreed with the indicator statements, and their answers were calculated using a 5-point Likert scale (strongly disagree–strongly agree). To ensure that all participants had experience using livestream shopping services, they were asked the screening question “Have you ever watched live-stream shopping?” at the start of the survey. After that, all the participants were required to provide their nicknames on the livestreaming platforms. Totally, 650 questionnaires were sent and 577 questionnaires were collected back and evaluated. After eliminating the incomplete responses, the responses that contained the same scores for all question items and the responses that had been finished in an unrealistic short time (less than 3 min), the remaining 489 valid responses were analyzed. Table 2 presents the descriptive statistics of the participants.

Table 2.

Descriptive statistics of participants (N = 489).

Measure Items Frequency Percentage (%)
Gender Male 230 47.03
Female 259 52.97
Age ≤18 32 6.53
19–30 222 45.4
31–40 67 34.15
41–50 48 9.82
51≤ 20 4.1
Experience ≤1 year 95 19.43
2–3years 365 74.64
4 years ≤ 29 5.93

4. Data analysis

4.1. Common method bias

Podsakoff et al. [109] pinpointed that the use of self-reported data collected from the same source may introduce common method bias (CMB). To eliminate the problem of common method bias, Harman’s single factor test was undertaken in the present study, and its results demonstrated that the first factor comprise only 35.03% of the variance, lower than the 50% threshold suggested by Ylitalo [145]. Hereby, CMB was not a serious issue in the present study.

4.2. Measurement model

Before the hypothesized model was analyzed, the reliability and validity of all the constructs were evaluated using SPSS24 and AMOS24 software programs. All the composite reliability scores (CR) in Table 3 exceed 0.7, implying that the items exhibited good reliability [59]. All factor loadings were above the suggested cutoff value of 0.5, implying satisfactory convergent validity. Convergent validity was verified, with the average variance extracted (AVE) scores all exceeding 0.5 [38]. Table 4 indicates that each construct’s square root of AVE was higher than its correlation coefficients with respect to other constructs; thus, discriminant validity was verified [38]. For the purpose of further eliminating the multicollinearity issue, variance inflation factor (VIF) was calculated. As illustrated in Table 4, all the independent variables’ VIF values were below the threshold of 5 [74]. Thus, multicollinearity is not a serious issue in the present study.

Table 3.

Reliability and convergent validity analysis.

Construct Item Unstd. S.E. t-value P Std. SMC CR AVE
INT INT1 1 0.677 0.458 0.855 0.666
INT2 1.23 0.077 15.936 *** 0.872 0.76
INT3 1.192 0.075 15.913 *** 0.883 0.78
IDT IDT1 1 0.681 0.464 0.800 0.502
IDT2 1.138 0.091 12.534 *** 0.702 0.493
IDT3 1.18 0.089 13.278 *** 0.786 0.618
IDT4 0.881 0.074 11.936 *** 0.657 0.432
UTN UTN1 1 0.798 0.637 0.899 0.690
UTN2 1.157 0.056 20.668 *** 0.848 0.719
UTN3 1.15 0.053 21.707 *** 0.887 0.787
UTN4 0.97 0.052 18.807 *** 0.786 0.618
STK STK1 1 0.878 0.771 0.909 0.769
STK2 0.906 0.036 25.196 *** 0.882 0.778
STK3 0.898 0.036 24.786 *** 0.87 0.757
HED HED1 1 0.827 0.684 0.899 0.691
HED2 0.964 0.046 20.916 *** 0.828 0.686
HED3 0.985 0.045 22.107 *** 0.865 0.748
HED4 0.906 0.045 20.124 *** 0.804 0.646

Table 4.

Discriminant validity test.

AVE VIF UTN HED STK INT IDT
UTN 0.690 1.149 0.831
HED 0.691 3.333 0.161 0.831
STK 0.769 2.941 0.249 0.698 0.877
INT 0.666 1.449 0.104 0.531 0.49 0.816
IDT 0.502 1.666 0.308 0.584 0.52 0.417 0.709

Square root of AVE in bold on diagonals.

Off diagonals are Pearson correlation of constructs.

Note: INT, interactivity affordance; IDT, identification with the streamers.

UTN, utilitarian gratifications; STK, consumer stickiness; HED, hedonic gratifications.

4.3. Serial mediation analysis and results

The correlation examination results showed that H1-H3, H5-H7 were supported whereas H4 was not supported. H8 and H9 were verified with identification and utilitarian gratification as mediators. H8 and H9 were not confirmed with identification and hedonic gratification as mediators. The possible explanations are presented as follows.

The serial mediation model of the present study was tested using the SEM (bootstrapping) technique in AMOS 24. Compared to other mediation testing techniques (eg. SPSS process), SEM is advantageous in the following aspects: Firstly, SEM precisely assesses hidden variables with multiple indicators that are calculated with errors. Second, the SEM model adequacy can be evaluated by fit indices [60,66]. In the present study, the combinations of identification and utilitarian gratifications were assumed to mediate the relationship between interactivity affordance and user stickiness. Table 5 shows that the point estimate for the standardized indirect effect of interactivity affordance on user stickiness, with identification and utilitarian gratifications as mediators, was 0.157. The combinations of identification and utilitarian gratifications were valid mediators because the confidence intervals (CI) did not contain 0 (bias-corrected 95% CI [0.101, 0.227]; percentile 95% CI [0.098, 0.223]). The z-value was 5.233, which is above the cutoff value of 1.96. The point estimation for standard direct effects was 0.332. Direct effects were verified because the 95% CI with 10,000 bootstrap samples did not contain 0 (bias-corrected 95% CI [0.229, 0.423]; percentile 95% CI [0.233, 0.427]). The z-value was 6.64, which is above the threshold of 1.96. These results implied that the model was a partial mediation one. The results demonstrated a favorable model fit: χ2/df = 1.050, GFI = 0.980, AGFI = 0.970, CFI = 0.999, TLI = 0.999, RMESA = 0.010. All the fit indices fall into the recommended range (refer to Table 6, Model 2).

Table 5.

Standardized direct, indirect, and total effects of the hypothesized model.

Point estimate Product of coefficients
Bootstrapping
SE Z Percentile 95% CI
Bias-corrected< percentile 95% CI
Two-tailed significance
lower upper lower upper
Standardized direct effects
INT-IDT-HED-STK 0.05 0.05 1 −0.016 0.181 −0.018 0.178 0.115
INT-IDT-UTN-STK 0.332 0.05 6.64 0.233 0.427 0.229 0.423 0.001 (**)
Standardized indirect effects
INT-IDT-HED-STK 0.408 0.045 9.067 0.322 0.499 0.324 0.502 0.000 (***)
INT-IDT-UTN-STK 0.157 0.03 5.233 0.098 0.223 0.101 0.227 0.000 (***)
Standardized total effects
INT-IDT-HED-STK 0.49 0.039 12.564 0.411 0.564 0.407 0.562 0.001 (**)
INT-IDT-UTN-STK 0.489 0.039 12.538 0.41 0.564 0.406 0.562 0.000 (***)

Standardized estimating of 10,000 bootstrap sample,**p < .01,***p < .001.

Note: INT, interactivity affordance; IDT, identification with the streamers.

UTN, utilitarian gratifications; STK, consumer stickiness; HED, hedonic gratification.

Table 6.

Model fit index.

Index χ2/df GFI AGFI CFI RMSEA TLI
Recommended criteria <3.00 0.80< 0.80< 0.90< <0.08 0.90<
Model1 2.083 0.957 0.937 0.981 0.047 0.976
Model2 1.050 0.98 0.97 0.999 0.01 0.999

In addition, identification combined with hedonic gratifications were predicted to mediate the effects of interactivity affordance on user stickiness. The results revealed a point estimate of 0.408 for the standardized indirect effect of interactivity affordance on user stickiness, with identification and hedonic gratifications acting as mediators. The mediators were confirmed to be valid because the CIs did not contain 0 (bias-corrected 95% CI [0.324, 0.502]; percentile 95% CI [0.322, 0.499]). The z-value was 9.067, which is above the cutoff value of 1.96. The point estimation for standard direct effects was 0.05. Direct effects were not confirmed because the 95% CI with 10,000 bootstrap samples contained 0 (bias-corrected 95% CI [−0.018, 0.178]; percentile 95% CI [−0.016, 0.181]). The z-value was 1, which is less than the threshold of 1.96. These results indicated a full mediation model. The results demonstrated an adequate model fit: χ2/df = 2.083, GFI = 0.957, AGFI = 0.937, CFI = 0.981, TLI = 0.976, RMESA = 0.047. All the fit indices are within the suggested range (refer to Table 6, Model 1). Thus, H10 and H11 were supported. Table 5 presents the comparison of standardized indirect effects, standardized direct effects, and standardized total effects of interactivity affordance on user stickiness, with identification, utilitarian gratification, and hedonic gratification acting as mediators. The standardized coefficients are presented in Fig. 2.

Fig. 2.

Fig. 2

Standardized coefficients of the mediation models.

5. Discussion

Although stickiness is critical for business success, very little research has explored the factors that give rise to user stickiness in the livestreaming context. Using the S–O–R framework, the present study investigated, in the live-streaming context, the relationship between interactivity affordance and user stickiness, with identification and gratifications (utilitarian and hedonic) as mediators. The findings of the present study correspond to those of Zhao et al. [151], who have verified the link between interactivity affordance and identification. In accordance with Kang and Schuett [75] and Gwebu and Wang [43], identification was revealed to be a significant predictor of utilitarian and hedonic gratifications. The research findings indicated that hiring streamers who share similarities with the customers is essential for business success because the customers’ utilitarian and hedonic gratifications can be fulfilled through the interactions with those streamers. Interestingly, the findings showed that identification with the streamers does not necessarily lead to user stickiness. It hints that being similar to the customers is far from enough, the streamers should take time to identify, understand and satisfy the customer's needs in order to increase the retention rate. Besides, in tune with the findings of Xu et al. [140], both utilitarian and hedonic gratifications lead to user stickiness. The research findings suggested that accommodating customers’ utilitarian and hedonic needs is a gateway to retaining customers. Moreover, roughly similar to Guo and Li [41], interactivity affordance was found positively related to hedonic gratification. In contrary to the findings of Guo and Li [41], interactivity affordance was not directly related to utilitarian gratification in the current study. The findings showed that the IT affordance alone does not necessarily fulfill the users’ gratification. Instead, it is affordance-assisted interpersonal communications that fulfill the consumers’ needs. In other words, both technical (interactivity affordance) and social (live streamers) components play pivotal roles in shaping consumer behaviors the livestream commerce context. Notably, the direct relationship between interactivity affordance and user stickiness was verified with identification and hedonic gratification as mediators. However, with identification and hedonic gratification as mediators, the direct relationship was not supported. Collectively, the findings indicated that identification and gratifications (utilitarian and hedonic) mediate the relationship between interactivity affordance and user stickiness sequentially. The serial mediation model provides new insight into the mechanism through which interactivity affordance affects user stickiness. The findings indicate that interactivity affordance affects identification (a cognitive process) and leads to gratification (affective responses) and eventually consumer stickiness.

6. Implications and limitations

6.1. Theoretical implications

The theoretical and practical implications of the present study are presented as follows.

First of all, although e-commerce has been extensively studied, few studies have explored user stickiness in e-commerce [79]. Based on what has been mentioned above, user stickiness is imperative for the live stream commerce development. Therefore, the current study fills a gap in the e-commerce literature in this area. Besides, there has been controversy and inconsistent results concerning the effects of perceived interactivity on stickiness [104,110]. Thus, the current study extends the existing knowledge by elucidating the mechanisms through which interactivity affordance affects stickiness in the live-streaming context. Besides, the framework of the present study encompasses the essential components of live streaming. Although many scholars have indicated that live streaming is best characterized by interactivity and livestreamers [48,86,130], very few of them have considered the influence of both in the theoretical framework. In this case, it is fair to say that the current study widens the livestream commerce literature by comprehensively capturing the essential components of livestream shopping. In addition, the present study expands on previous research by using its theoretical framework to further examine interactivity affordance and its effect on users’ identification with streamers. The findings of the present study contribute towards a better understanding of IT affordance in the live streaming context.

Second, the comprehensive framework that incorporates interactivity affordance (S), identification (O-cognitive) and gratification (O-affective) provides holistic insights into user stickiness (R) in the live-streaming context. Although the S–O-R theory underlines the existence of multiple inner states in an organism,most of the existing studies include either cognitive or affective factors as the internal responses. Therefore, the present study provides a holistic perspective that combines environmental factors, cognitive processes, and affective responses to clarify consumer behaviors in e-commerce. Additionally, the findings of the current study provide a new insight into the application of the S–O-R model for the future research. Moreover, Hirschman and Holbrook [63] portrayed the consumers as “problem solvers” or “enjoyment seekers”. By the same token, the current study proved that fulfillment of consumers’ hedonic and utilitarian gratifications is essential for customer retention. Besides, the serial mediation analysis results showed that different types of gratification function differently in the theoretical framework. Thus, the U&G theory was verified as effective for explaining consumer behaviors in the live-streaming context. Additionally, the results offer powerful evidence for the necessity to categorize gratifications in studies. Moreover, the present study extends the scope of U&G theory by treating identification as an antecedent of gratification. Notwithstanding a large number of scholars have used U&G to explain user behaviors in the live streaming context [50,85,99], very few of them have built a causal relationship between identification and gratification. As far as the author knows, the present study is among the first studies linking social identity theory and the U&G theory in the live-streaming context. In future s-commerce studies, the findings of the present study can be utilized as a theoretical basis, and identification can be included as the antecedent of gratification.

Third, the present study contributes to the connections between the interactivity affordance, identification, gratification and the user stickiness. Drawing upon the IT affordance theory, affordances create possibilities for actions. The findings of the present study revealed that the relationship between interactivity affordance and user stickiness is influenced by the inner mechanisms. Thus, the present study extends the scope of the IT affordance theory by considering the conditions under which the affordance induces human behavior. The research findings can serve as theoretical bases for future studies concerning IT affordances.

Finally, from the perspective of methodology, the current study examined the serial mediation model using the bootstrapping technique in Amos 24. Most of the existing mediation studies adopted SPSS Process, which is more appropriate for observable variables, to analyze data. Thus, the data analysis method of the current study is advantageous in the following ways: (1) SEM considers hidden variables with multiple indicators that are calculated with errors. Put simply, the results are more precise. (2) SEM model fit indices can be used to evaluate the adequacy of a proposed model [60,66]. Thus, the current study may provide scholars new insights into the mediation analysis approach.

6.2. Practical implications

Practically, the research findings are beneficial to retailing and marketing practitioners.

First, the present study expands on previous research on live-stream commerce by presenting a framework that considers the indicators of user stickiness. The empirical evidence presented in the present study may aid practitioners in developing strategies for retaining existing users and gaining a competitive edge in the retail market.

Second, the findings indicate that platform developers should integrate more effective tools (such as bullet screens) to aid two-way and synchronic communication between viewers and streamers. Furthermore, streamers are encouraged to acquire more product knowledge and refine their broadcasting skills such that they can better understand consumers’ needs and provide personalized and high-quality information. These measures allow consumers to develop a stronger sense of control, which is an essential component of interactivity affordance [6].

Third, the findings of the present study suggest that understanding the characteristics of a customer base and selecting appropriate streamers is essential for retail marketers. The findings reveal that consumer identification with live streamers involves satisfying consumers’ hedonic and utilitarian needs, thereby leading to user stickiness. In other words, a streamer who has similarities with the consumers may be perceived to be persuasive and fun. Generation cohort theory posits that individuals of the same age and generation usually share the same values and beliefs. Therefore, selecting a streamer who is of similar age to target viewers is recommended to enhance viewers’ sense of identification with the streamer. Streamers should also have extensive knowledge of their followers and adjust their communication strategy to enhance their followers’ perception of similarity. For example, streamers can disclose some personal information during their live streams because their viewers may identify similarities through such information [73]. Streamers can also speak in a style similar to that used by their viewers because linguistic style can act as a symbol of in-group membership and help viewers to identify similarities with the streamers [30,45]. Finally, streamers should dress appropriately, because clothing is another key marker of social identity [96].

Fourth, the findings indicate that the utilitarian and hedonic types of gratification lead to user stickiness in the live streaming context. Therefore, streamers can acquire more product knowledge to enhance their ability to provide useful and reliable information to consumers and help consumers to achieve utilitarian gratification. Furthermore, streamers can organize entertaining activities such as sweepstakes and flash sales during live streams to fulfill consumers’ hedonic needs. They can also present products using audio and video and through verbal and nonverbal means to enhance consumers’ enjoyment of live streams. Additionally, platform developers can incorporate engaging features such as funny emojis into their platforms to help their viewers achieve hedonic gratification.

6.3. Limitations and future research

Although we obtained meaningful results, the present study has several limitations:

First, similar to the frameworks used by Tsao [127] and Wang et al. [132], the framework of the present study does not include control variables. Kim et al. [68] found that shopping experience was not a significant control variable for channel stickiness. Shao et al. [116] discovered that gender and education background were not valid control variables for SNS stickiness; however, other variables such as age, time spent on livestream platforms and the frequency of watching livestreams can still be used as control variables in the future studies to explore stickiness. The internal validity of the research can be improved by excluding third effects. SNS studies have repeatedly verified that age influences the behavior of SNS users [5,8]. Therefore, whether users of various ages exhibit different levels of platform stickiness is a topic worth further exploration. Besides, as the socioemotional selectivity theory [25] suggests, people’s motivations change as they transition through the various stages of their lives; thus, people of different ages and generations may have different motivations for using livestream platforms. In addition, product category was confirmed as a significant control variable of channel stickiness [68]. Kim et al. [76] suggested that users’ social media stickiness depends on individual differences. Hence, it would be a wise idea to include product category and individual differences (eg. personalities) as control variables or independent variables in the future.

Second, although the framework of the present study divides gratification into hedonic and utilitarian gratification, future studies can further consider other types of gratification. Gan and Li [42] claimed that SNS users’ continuance intention is driven by social gratification. Ma [99] suggested that social gratification triggers consumers’ livestream shopping intention; thus, social gratification maybe another indicator that triggers user stickiness in the live streaming context.

Third, stickiness can be categorized into instrumental and social stickiness [143]. Thus, it would be a great idea to categorize stickiness in the future studies. By doing so, the practitioners can make targeted plans to enhance consumers’ specific type of stickiness.

Fourth, scholars have indicated that consumer behaviors are influenced by shopping orientations [99,128]; specifically, customers who are experience-oriented care more about the hedonic values of platforms, whereas task-focused customers are more concerned about the utilitarian values of platforms. Therefore, consumers’ shopping orientations should be examined in future studies.

Fifth, in order to precisely position the functions that lead to consumers’ identification and stickiness, future studies are suggested to include IT affordance dimensions (two-way communication, synchronicity, active control) in the framework. By doing so, the platform developers can benefit from the research findings and advance specific functions to boost user stickiness.

Sixth, existing literature revealed that customer-to-customer interactions affect consumers’ shopping experience [153]. Thus, it would be interesting to further investigate if consumers’ interaction and identification with other customers breed gratification and platform stickiness. Moreover, the present study was conducted in China and involved Chinese users. Shavitt and Barnes [115] have suggested that consumer behavior may vary across cultures. Thus, researchers are supposed to generalize the findings of the present study to other contexts with caution, and future studies should replicate the present study using other contexts and samples.

Finally, even though interactivity affordance is the most important affordance of s-commerce, it is highly suggested to further explore the effects of other affordances on customer stickiness. Besides, in order to further confirm the casual relationship between interactivity affordance and user stickiness, it is plausible to employ experimental methods in the future studies.

Production notes

Author contribution statement

Yingying Ma: Conceived and designed the experiments; Performed the experiments; Analyzed and interpreted the data; Contributed reagents, materials, analysis tools or data; Wrote the paper.

Funding statement

This is a project supported by Scientific Research Fund of Zhejiang Provincial Education Department (Project Number: Y202248967).

Data availability statement

The authors do not have permission to share data.

Declaration of interest’s statement

The authors declare no conflict of interest.

Appendix A.

Selected literature

Studies Theoretical background Antecedents Dependent variable Underlying mechanism Moderators
The current study S–O-R/IT affordances theory/Identification theory/U&G interactivity
affordance
consumer
stickiness
identification/utilitarian gratification/hedonic gratification N.A.
Chen et al. (2022) dual-process model live-streaming features (real-time communication/product interactivity/perceived authenticity/perceived enjoyment/continence) purchase intention product quality
uncertainty/product fit uncertainty
habit
Liao et al. (2022) para-social interaction
theory/flow theory
communication style (Interaction orientation) purchase intention immersion/para-social interaction streamers’ expertise/attractiveness
Chen and Liao (2022) social presence theory sense of community/Emotional support/interactivity watching intention social presence streamers’ attractiveness
Baersch et al. (2022) value theory two-way communication/synchronicity stickiness intention functional value/hedonic value/social presence N.A.
Ma et al. (2022) S–O-R model/media richness theory interactivity/visualization/entertainment/professionalization purchase intention social presence (mediator)/psychological distance (mediator)/trust (mediator)/engagement (mediator) gender/platform differences
Guo et al. (2022) source theory/value theory streamer characteristics (beauty/warmth/expertise/humor/passion) watching intention/purchase
intention
utilitarian value (mediator)/hedonic value (mediator) N.A.
Chou et al. (2022) theory of narrative
transportation
Value co-creation intention for continued use entertainment/social presence/self-reference social influence
Chen et al. (2022) U&G social interaction/pass time/entertainment/perceived utility/habit purchase intention/gifts giving
intention
emotional engagement/social presence/immersion N.A.
Cao et al., (2022) self-efficacy theory/value-based adoption
models
perceived usefulness/perceived entertainment/general self-efficacy customer engagement Live-stream commerce self-efficacy/perceived value N.A.
Lv et al. (2022) attention-interest-desire-action (AIDA model) informativity/entertainment/interactivity immediate buying
behavior/continuous watching intention
product interest/live streaming interest/buying desire gender/age/watching experience/time pressure
Zhao and Bacao (2021) UTAUT2/flow theory/S–O-R model trust/performance expectancy/effort expectancy/social influence/hedonic motivation perceived value/behavioral intention flow gender/age
Ma (2021b) IS success model/media richness theory/source credibility
model
media richness/source expertise customer
satisfaction
information quality/service quality/argument quality/social –presence (mediator)/trustworthiness (mediator) N.A.
Ma (2021a) U&G/network externality
theory
perceived network size purchase intention shopping orientations (mediator)/perceptions of digital
celebrities (mediator)/perceived enjoyment/perceived interaction/social presence/perceived utility/self-presentation
N.A.
Liu et al. (2021) intimacy theory personal brand
essence/personal brand
heritage/realistic plot/credible advertising
message/customer response
expertise/customer response
speed
online engagement authenticity/similarity/customer response
capability/intimacy
N.A.
Li et al. (2021) attachment theory/socio-technical approach interaction/identification/synchronicity/vicarious expression visit duration/user retention emotional attachment to streamers/platform attachment N.A.
Fei et al. (2021) S–O-R herding message/interaction text purchase intention endogenous attention/exogenous attention anchor attractiveness
Lin (2021) social presence theory para-social relationship virtual gift
sending intention
enjoyment/loyalty/trust/satisfaction social presence
Li and Peng (2021) attachment theory/flow theory/S–O-R trustworthiness/expertise/attractiveness/telepresence/instant feedback/interactivity/entertainment gift sending
intention
emotional attachment/flow experience N.A.
Sun and Zhang (2021) technology acceptance model perceived ease of use payment intention satisfaction/perceived enjoyment/perceived usefulness perceived enjoyment/satisfaction
Guo et al. (2021) trust transfer theory trust in community
trust in members/trust in broadcasters/trust in products
customer engagement swift guanxi (mediator) N.A.
Lakhan et al. (2021) S–O-R/consumer perception
value theory
entertaining/opinion leaders consumers purchase
intention
trust/perceived functional value/perceived emotional value N.A.
Ming et al. (2021) S–O-R/flow theory social presence of live streaming platforms/viewers/streamers/telepresence impulsive buying behavior consumer trust/flow state consumers'
sense of power
Liu and Oda (2021) source credibility
theory
attractiveness/expertise/trustworthiness trust in live
streamers/trust in products
N.A. N.A.
Luo et al. (2021) persuasion model/Latent dirichlet allocation topic
extraction model/Aristotle's rhetoric skills/grounded theory
personality/reward/emotion/logic/exaggeration sales N.A. types of products
Lee and Chen (2021) S–O-R attractiveness/expertise/trustworthiness/product usefulness/purchase convenience/product price urge to buy
impulsively
perceived enjoyment/perceived ease of use N.A.
Hsu and Lin (2021) U&G/flow theory entertainment/informativeness/sociability/interactivity/telepresence continuance intention to use
live stream
services
satisfaction/flow N.A.
Xu and Tayyab (2021) media system
dependency theory
immersive experience media dependency Attitude (mediator) frequency
of use
Long and Tefertiller (2020) U&G real-time communication/escape/fun seeking/partnership seeking/social interaction motives and uses of live streaming services N.A. gender
Xu et al. (2020) S–O-R streamer attractiveness/para-social interaction/information quality hedonic consumption/impulsive consumption/social sharing cognitive assimilation (mediator)/arousal (mediator) N.A.
Zhang et al. (2020) Social exchange theory Information quality/interaction quality purchase intention swift guanxi (mediator) N.A.
Kang et al. (2020) S–O-R responsiveness/personalization customer engagement tie strength (mediator) tenure of membership/popularity
Zhang et al. (2020) construal level theory live streams strategy online purchase
intention
psychological distance/perceived uncertainty product type
Park and Lin (2020) celebrity endorsement/match-up hypothesis wanghong-product fit
/live content-product
fit/self-product fit
intention to buy wanghong trustworthiness/attractiveness/utilitarian attitude/hedonic attitude N.A.
Chen et al. (2020) ELM model/trust transfer theory central route (perceived product quality, brand
awareness)/peripheral route (perceived product knowledge of streamers,
other members'
endorsement,
value similarity)
purchase intention/willingness to pay more trust in product/trust in streamer N.A.
Heo et al. (2020) social capital theory/credibility theory trust/norm/network/attractiveness/expertise/trustworthiness social capital N.A. N.A.
Hsu et al. (2020) U&G/media richness theory perceived media
richness
loyalty to livestream channels entertainment/informativeness/sociability N.A.
Lim et al. (2020) social cognitive
theory/model of para-social
relationship
wishful identification/emotional engagement repeated viewing of live-streaming games Para-social relationship N.A.
Xue et al. (2020) S–O-R model personalization/responsiveness/entertainment/mutuality/perceived control social commerce
engagement
perceived usefulness (mediator)/perceived risk (mediator)/psychological distance
(mediator)
susceptibility to informative influence
Singh et al. (2020) perceived value theory perceived enjoyment/perceived risk/addiction/expectancy (effort, performance)/values (convenience, monetary,
emotional, social)
continued use of live streaming
services
personal innovativeness/perceived value N.A.
Kim and Kim (2020) U&G/social identity theory personal integration/social integration/tension release/affective gratification social well-being/loneliness of the viewers flow/satisfaction N.A.
Cheng et al. (2020) ELM model argument quality/source credibility loyalty to broadcaster trust belief toward the
broadcaster
product involvement/product scarcity
Ho and Rajadurai (2020) theory of absorptive
capacity/diffusion of innovation
theory
convenience/interactivity trust/information efficacy product knowledge knowledge acquisition/knowledge assimilation N.A.
Chen (2019) Post-acceptance model perceived usefulness/confirmation/convenience/entertainment/interaction continuous purchase intention customer satisfaction N.A.
Sun et al. (2019) affordance theory visibility/metavoicing/guidance shopping purchase intention immersion/presence N.A.
Hou et al. (2019) U&G interactivity/social status display/humor appeal/sex appeal continuous watching intention/consumption intention N.A. N.A.
Lin et al. (2019) IT affordance/culture interactivity/stickiness/WOM purchase intention mutual understanding/reciprocal favor/relationship harmony N.A.
Chen et al. (2019) mean-ends chain of lifestyle theory/socialized charismatic leadership theory/product uncertainty
theory
value transmission/vicarious experience
learning/product presentation
purchase intention product uncertainty/lifestyle fit uncertainty/ Interactivity/communication visibility
Zhou et al. (2019) cognitive transactional theory social distance broadcast intention challenge stressors/hindrance stressors material values
Wang and Wu (2019) multimedia learning
theory/information foraging
theory
product interactivity/communication immediacy/peer cues user attitude/user intention product evaluation/user serendipity N.A.
Cai et al. (2018) consumer motivation
theories
hedonic motivations/utilitarian motivations shopping intention N.A. N.A.
Todd and Melancon (2018) credibility model perceptions of source credibility consumer motivation to view livestream
broadcasts
N.A. gender of streamers
Wongkitrungrueng and Assarut (2018) shopping values/social presence theory utilitarian value/hedonic value/symbolic value customer engagement trust in products/trust in sellers N.A.
Chen and Lin (2018) flow theory flow/entertainment/social interaction/endorsement Intention to watch livestream
shows
attitude/perceived value gender and age of viewers
Ang et al. (2018) social impact theory social presence/synchronicity search intention/subscribe intention authentic consumer viewing
experience (mediator)
social viewing strategy
Hu et al. (2017) social identity theory individual experience/co-experience continuous watching intention broadcaster identification/group identification live streaming genres
Bründl et al. (2017) technology acceptance model co-experience actual use perceived enjoyment/perceived ease of use/perceived usefulness N.A.

References

  • 1.Aladwani A.M. Compatible quality of social media content: conceptualization, measurement, and affordances. Int. J. Inf. Manag. 2017;37(6):576–582. [Google Scholar]
  • 2.Al-Natour S., Benbasat I., Cenfetelli R. The adoption of online shopping assistants: perceived similarity as an antecedent to evaluative beliefs. J. Assoc. Inf. Syst. Online. 2011;12(5):2. [Google Scholar]
  • 3.Ashforth B.E., Mael F. Social identity theory and the organization. Acad. Manag. Rev. 1989;14(1):20–39. [Google Scholar]
  • 4.Baersch S., Richard L., Siepermann M. 2022. Live-Stream Shopping Is Landing in Germany: an Analysis of the Stickiness Intention of German Customers. [Google Scholar]
  • 5.Barnes S.J., Pressey A.D., Scornavacca E. Mobile ubiquity: understanding the relationship between cognitive absorption, smartphone addiction and social network services. Comput. Hum. Behav. 2019;90:246–258. [Google Scholar]
  • 6.Bao H., Li B., Shen J., Hou F. Industrial Management & Data Systems; 2016. Repurchase Intention in the Chinese E-Marketplace. [Google Scholar]
  • 7.Buettner R. 2015. Towards a New Personal Information Technology Acceptance Model: Conceptualization and Empirical Evidence from a Bring Your Own Device Dataset. [Google Scholar]
  • 8.Barker V. A generational comparison of social networking site use: the influence of age and social identity. Int. J. Aging Hum. Dev. 2012;74(2):163–187. doi: 10.2190/AG.74.2.d. [DOI] [PubMed] [Google Scholar]
  • 9.Burton-Jones A., Hubona G.S. The mediation of external variables in the technology acceptance model. Inf. Manag. 2006;43(6):706–717. [Google Scholar]
  • 10.Berkowitz L. Perspectives on Anger and Emotion. Lawrence Erlbaum Associates; Hillsdale. NJ: 1993. Towards a general theory of anger and emotional aggression: implications of the cognitive-neoassociationistic perspective for the analysis of anger and other emotions; pp. 1–46. [Google Scholar]
  • 11.Berscheid E., Walster E.H. McGraw-Hill; College: 1978. Interpersonal Attraction. [Google Scholar]
  • 12.Ball-Rokeach S.J., DeFleur M.L. A dependency model of mass-media effects. Commun. Res. 1976;3(1):3–21. doi: 10.1177/009365027600300101. [DOI] [Google Scholar]
  • 13.Chen C.D., Zhao Q., Wang J.L. How livestreaming increases product sales: role of trust transfer and elaboration likelihood model. Behav. Inf. Technol. 2022;41:3. [Google Scholar]
  • 14.Chen W.K., Chen C.W., Silalahi A.D.K. Understanding consumers' purchase intention and gift-giving in live streaming commerce: findings from SEM and fsQCA. Emerging Sci. J. 2022;6(3):460–481. [Google Scholar]
  • 15.Chen H., Chen H., Tian X. The dual-process model of product information and habit in influencing consumers' purchase intention: the role of live streaming features. Electron. Commer. Res. Appl. 2022 [Google Scholar]
  • 16.CNNIC Statistical report on Internet development in China. 2020. http://www.cnnic.net.cn/hlwfzyj/hlwxzbg/hlwtjbg/202102/P020210203334633480104.pdfhttp://www.cnnic.net.cn/hlwfzyj/hlwxzbg/hlwtjbg/202102/P020210203334633480104.pdf HYPERLINK "http://www.cnnic.net.cn/hlwfzyj/hlwxzbg/hlwtjbg/202102/P020210203334633480104.pdf" \o.
  • 17.Chen C.D., Zhao Q., Wang J.L. Behaviour & Information Technology; 2020. How Livestreaming Increases Product Sales: Role of Trust Transfer and Elaboration Likelihood Model; pp. 1–16. [Google Scholar]
  • 18.Chen M.H., Tsai K.M. An empirical study of brand fan page engagement behaviors. Sustainability. 2020;12(1):434. [Google Scholar]
  • 19.Chen L.Y. The Effects of livestream shopping on customer satisfaction and continuous purchase intention. Int. J. Adv. Stud. Comput. Sci. Eng. 2019;8(4):1–9. [Google Scholar]
  • 20.Cai J., Wohn D.Y., Mittal A., Sureshbabu D. Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video. 2018. June. Utilitarian and hedonic motivations for live streaming shopping; pp. 81–88. [Google Scholar]
  • 21.Chang C.M. Online Information Review; 2018. Understanding Social Networking Sites Continuance. [Google Scholar]
  • 22.Chapple C., Cownie F. An investigation into viewers' trust in and response towards disclosed paid-for-endorsements by YouTube lifestyle vloggers. J. Promot. Commun. 2017;5(2) [Google Scholar]
  • 23.Chan T.K., Cheung C.M., Lee Z.W. The state of online impulse-buying research: a literature analysis. Inf. Manag. 2017;54(2):204–217. [Google Scholar]
  • 24.Chang H.J., Eckman M., Yan R.N. Application of the Stimulus-Organism-Response model to the retail environment: the role of hedonic motivation in impulse buying behavior. Int. Rev. Retail Distrib. Consum. Res. 2011;21(3):233–249. [Google Scholar]
  • 25.Carstensen L.L. Evidence for a life-span theory of socioemotional selectivity. Curr. Dir. Psychol. Sci. 1995;4(5):151–156. doi: 10.1177/09637214211011468. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 26.Churchill G.A., Jr. A paradigm for developing better measures of marketing constructs. J. Market. Res. 1979;16(1):64–73. [Google Scholar]
  • 27.Deng Z., Lu Y., Wei K.K., Zhang J. Understanding customer satisfaction and loyalty: an empirical study of mobile instant messages in China. Int. J. Inf. Manag. 2010;30(4):289–300. [Google Scholar]
  • 28.Dennis A.R., Fuller R.M., Valacich J.S. Media, tasks, and communication processes: a theory of media synchronicity. MIS Q. 2008;32(3):575–600. [Google Scholar]
  • 29.Eyal K., Rubin A.M. Viewer aggression and homophily, identification, and parasocial relationships with television characters. J. Broadcast. Electron. Media. 2003;47(1):77–98. [Google Scholar]
  • 30.Eckert P. Teachers college press; 1989. Jocks and Burnouts: Social Categories and Identity in the High School. [Google Scholar]
  • 31.FORWARD Business information. https://bg.qianzhan.com/report/detail/1703101733143305.html
  • 32.Fei M., Tan H., Peng X., Wang Q., Wang L. Promoting or attenuating? An eye-tracking study on the role of social cues in e-commerce livestreaming. Decis. Support Syst. 2021;142 [Google Scholar]
  • 33.Friedrich T., Schlauderer S., Overhage S. The impact of social commerce feature richness on website stickiness through cognitive and affective factors: an experimental study. Electron. Commer. Res. Appl. 2019;36 [Google Scholar]
  • 34.Friedrich T., Schlauderer S., Overhage S. Some things are just better rich: how social commerce feature richness affects consumers' buying intention via social factors. Electron. Mark. 2019:1–22. [Google Scholar]
  • 35.Fu S., Yan Q., Feng G.C. Who will attract you? Similarity effect among users on online purchase intention of movie tickets in the social shopping context. Int. J. Inf. Manag. 2018;40:88–102. [Google Scholar]
  • 36.Flanagin A.J., Hocevar K.P., Samahito S.N. Connecting with the user-generated Web: how group identification impacts online information sharing and evaluation. Inf. Commun. Soc. 2014;17(6):683–694. doi: 10.1080/1369118X.2013.808361. [DOI] [Google Scholar]
  • 37.Furner C.P., Racherla P., Babb J.S. Mobile app stickiness (MASS) and mobile interactivity: a conceptual model. Market. Rev. 2014;14(2):163–188. [Google Scholar]
  • 38.Fornell C., Larcker D.F. Evaluating structural equation models with unobservable variables and measurement error. J. Market. Res. 1981;18(1):39–50. [Google Scholar]
  • 39.Guo Y., Zhang K., Wang C. Way to success: understanding top streamer's popularity and influence from the perspective of source characteristics. J. Retailing Consum. Serv. 2022;64 [Google Scholar]
  • 40.Guo L., Hu X., Lu J., Ma L. Internet Research; 2021. Effects of Customer Trust on Engagement in Live Streaming Commerce: Mediating Role of Swift Guanxi. [Google Scholar]
  • 41.Guo J., Li L. Exploring the relationship between social commerce features and consumers' repurchase intentions: the mediating role of perceived value. Front. Psychol. 2021;12:775056. doi: 10.3389/fpsyg.2021.775056. 775056. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 42.Gan C., Li H. Understanding the effects of gratifications on the continuance intention to use WeChat in China: a perspective on uses and gratifications. Comput. Hum. Behav. 2018;78:306–315. [Google Scholar]
  • 43.Gwebu K.L., Wang J. Adoption of open source software: the role of social identification. Decis. Support Syst. 2011;51(1):220–229. [Google Scholar]
  • 44.Gibson J.J. Lawrence Erlbaum; Hillsdale, NJ: 1986. The Ecological Approach to Visual Perception. [Google Scholar]
  • 45.Gumperz J.J. vol. 1. Cambridge University Press; 1982. (Discourse Strategies). [Google Scholar]
  • 46.Huang Y., Lee Y.H., Chang G., Ma J., Wang G. Broadcasters' leadership traits and audiences' loyalty with the moderating role of self-construal: an exploratory study. Front. Psychol. 2021;12 doi: 10.3389/fpsyg.2021.605784. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 47.Hu M., Chaudhry S.S. Internet Research; 2020. Enhancing Consumer Engagement in E-Commerce Live Streaming via Relational Bonds. [Google Scholar]
  • 48.Heo J., Kim Y., Yan J. Sustainability of live video streamer's strategies: live streaming video platform and audience's social capital in South Korea. Sustainability. 2020;12(5):1969. [Google Scholar]
  • 49.Hsu C.L., Lin J.C.C., Miao Y.F. Why are people loyal to live stream channels? the perspectives of uses and gratifications and media richness theories. Cyberpsychol., Behav. Soc. Netw. 2020;23(5):351–356. doi: 10.1089/cyber.2019.0547. [DOI] [PubMed] [Google Scholar]
  • 50.Hou F., Guan Z., Li B., Chong A.Y.L. Internet Research; 2019. Factors Influencing People's Continuous Watching Intention and Consumption Intention in Live Streaming: Evidence from China. [Google Scholar]
  • 51.Hernández-Ortega B. Don't believe strangers: online consumer reviews and the role of social psychological distance. Inf. Manag. 2018;55(1):31–50. [Google Scholar]
  • 52.Hwang K., Zhang Q. Influence of parasocial relationship between digital celebrities and their followers on followers' purchase and electronic word-of-mouth intentions, and persuasion knowledge. Comput. Hum. Behav. 2018;87:155–173. [Google Scholar]
  • 53.Hajli N., Sims J., Zadeh A.H., Richard M.O. A social commerce investigation of the role of trust in a social networking site on purchase intentions. J. Bus. Res. 2017;71:133–141. [Google Scholar]
  • 54.Hu M., Zhang M., Wang Y. Why do audiences choose to keep watching on live video streaming platforms? An explanation of dual identification framework. Comput. Hum. Behav. 2017;75:594–606. [Google Scholar]
  • 55.Huang L.T. Flow and social capital theory in online impulse buying. J. Bus. Res. 2016;69(6):2277–2283. [Google Scholar]
  • 56.Hu X., Huang Q., Zhong X., Davison R.M., Zhao D. The influence of peer characteristics and technical features of a social shopping website on a consumer's purchase intention. Int. J. Inf. Manag. 2016;36(6):1218–1230. [Google Scholar]
  • 57.Hsu C.L., Lin J.C.C. Effect of perceived value and social influences on mobile app stickiness and in-app purchase intention. Technol. Forecast. Soc. Change. 2016;108:42–53. [Google Scholar]
  • 58.Hsu C.L., Liao Y.C. Exploring the linkages between perceived information accessibility and microblog stickiness: the moderating role of a sense of community. Inf. Manag. 2014;51(7):833–844. [Google Scholar]
  • 59.Hair J.F., Jr., Black W.C., Babin B.J., Anderson R.E. seventh ed. Pearson Education International; 2010. Multivariate Data Analysis: A Global Perspective. [Google Scholar]
  • 60.Hu L.T., Bentler P.M. Cutoff criteria for fit indexes in covariance structure analysis: conventional criteria versus new alternatives. Struct. Equ. Model.: A Multidiscip. J. 1999;6(1):1–55. [Google Scholar]
  • 61.Hofstede G. Graw-Hill Book Company; Mc: 1991. Cultures and Organizations: Software of the Mind. [Google Scholar]
  • 62.Holbrook M.B., Batra R. Assessing the role of emotions as mediators of consumer responses to advertising. J. Consum. Res. 1987;14(3):404–420. [Google Scholar]
  • 63.Hirschman E.C., Holbrook M.B. Hedonic consumption: emerging concepts, methods and propositions. J. Market. 1982;46(3):92–101. [Google Scholar]
  • 64.iiMedia . 2021. Statistical Report on Live-Stream Commerce Development in China.https://report.iimedia.cn/repo70/39315.html?acPlatCode=iimedia&acFrom=1061bottom [Google Scholar]
  • 65.Islam T., Wei J., Sheikh Z., Hameed Z., Azam R.I. Determinants of compulsive buying behavior among young adults: the mediating role of materialism. J. Adolesc. 2017;61:117–130. doi: 10.1016/j.adolescence.2017.10.004. [DOI] [PubMed] [Google Scholar]
  • 66.Iacobucci D. Structural equations modeling: fit indices, sample size, and advanced topics. J. Consum. Psychol. 2010;20(1):90–98. [Google Scholar]
  • 67.Japutra A., Molinillo S., Utami A.F., Ekaputra I.A. Exploring the effect of relative advantage and challenge on customer engagement behavior with mobile commerce applications. Telematics Inf. 2022 [Google Scholar]
  • 68.Kim J.J., Song H., Choi J., Kim Y., Hong J. Channel stickiness in the shopping journey for electronics: evidence from China and South Korea. J. Bus. Res. 2021;130:506–516. [Google Scholar]
  • 69.Khan B.U., Wei S., Shah S.N.A., Gul R., Ullah S., Mehmood S. Role of blogging in perceived learning and satisfaction of students. J. Publ. Aff. 2021;21(1):e2120. [Google Scholar]
  • 70.Kang K., Lu J., Guo L., Li W. The dynamic effect of interactivity on customer engagement behavior through tie strength: evidence from live streaming commerce platforms. Int. J. Inf. Manag. 2021;56 [Google Scholar]
  • 71.Kim H.S., Kim M. Viewing sports online together? Psychological consequences on social live streaming service usage. Sport Manag. Rev. 2020;23(5):869–882. [Google Scholar]
  • 72.Kühn S.W., Petzer D.J. Fostering purchase intentions toward online retailer websites in an emerging market: an SOR perspective. J. Internet Commer. 2018;17(3):255–282. [Google Scholar]
  • 73.Kim J., Song H. Celebrity's self-disclosure on Twitter and parasocial relationships: a mediating role of social presence. Comput. Hum. Behav. 2016;62:570–577. [Google Scholar]
  • 74.Kline R.B. Guilford publications; 2015. Principles and Practice of Structural Equation Modeling. [Google Scholar]
  • 75.Kang M., Schuett M.A. Determinants of sharing travel experiences in social media. J. Trav. Tourism Market. 2013;30(1–2):93–107. [Google Scholar]
  • 76.Kim J.H., Kim M.S., Nam Y. An analysis of self-construals, motivations, facebook use, and user satisfaction. Int. J. Hum. Comput. Interact. 2010;26:1077–1099. doi: 10.1080/10447318.2010.516726. [DOI] [Google Scholar]
  • 77.Katz E., Haas H., Gurevitch M. On the use of the mass media for important things. Am. Socio. Rev. 1973:164–181. [Google Scholar]
  • 78.Liao J., Chen K., Qi J., Li J., Irina Y.Y. Creating immersive and parasocial live shopping experience for viewers: the role of streamers’ interactional communication style. J. Res. Indian Med. 2022 doi: 10.1108/JRIM-04-2021-0114. [DOI] [Google Scholar]
  • 79.Li Y., Li X., Cai J. How attachment affects user stickiness on live streaming platforms: a socio-technical approach perspective. J. Retailing Consum. Serv. 2021;60 [Google Scholar]
  • 80.Liu X., Oda T. Proceedings of ISPIM Innovation Conference – Innovating Our Common Future. Event Proceedings. LUT Scientific and Expertise Publications; 2021,June. The impact of the Live streamer on Trust in China during COVID-19 pandemic. [Google Scholar]
  • 81.Lee C.H., Chen C.W. Impulse buying behaviors in live streaming commerce based on the stimulus-organism-response framework. Information. 2021;12(6):241. [Google Scholar]
  • 82.Liu G.H., Sun M., Lee N.C.A. Proceedings of the 54th Hawaii International Conference on System Sciences. 2021, January. How can live streamers enhance viewer engagement in eCommerce streaming? p. 3079. [Google Scholar]
  • 83.Liu B., Song M., Yang G., Cheng S., Li M. The International Journal of Electrical Engineering & Education; 2020. Stimulus Organism Response Model Based Analysis on Consumers' Online Impulse Buying Behavior. [Google Scholar]
  • 84.Lim J.S., Choe M.J., Zhang J., Noh G.Y. The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: a social cognitive theory perspective. Comput. Hum. Behav. 2020;108 [Google Scholar]
  • 85.Long Q., Tefertiller A.C. China's new mania for live streaming: gender differences in motives and uses of social live streaming services. Int. J. Hum. Comput. Interact. 2020;36(14):1314–1324. [Google Scholar]
  • 86.Lin J., Luo Z., Cheng X., Li L. Understanding the interplay of social commerce affordances and swift guanxi: an empirical study. Inf. Manag. 2019;56(2):213–224. [Google Scholar]
  • 87.Liu Y., Luo X., Cao Y. Investigating the influence of online interpersonal interaction on purchase intention based on stimulus-organism-reaction model. Hum. Centr. Comp. Inform. Sci. 2018;8(1):1–15. [Google Scholar]
  • 88.Lv Z., Jin Y., Huang J. How do sellers use live chat to influence consumer purchase decision in China? Electron. Commer. Res. Appl. 2018;28:102–113. [Google Scholar]
  • 89.Lien C.H., Cao Y., Zhou X. Service quality, satisfaction, stickiness, and usage intentions: an exploratory evaluation in the context of WeChat services. Comput. Hum. Behav. 2017;68:403–410. [Google Scholar]
  • 90.Liao C., To P.L., Wong Y.C., Palvia P., Kakhki M.D. The impact of presentation mode and product type on online impulse buying decisions. J. Electron. Commer. Res. 2016;17(2):153. [Google Scholar]
  • 91.Lin S.W., Lo L.Y.S. Evoking online consumer impulse buying through virtual layout schemes. Behav. Inf. Technol. 2016;35(1):38–56. [Google Scholar]
  • 92.Liu H., Chu H., Huang Q., Chen X. Enhancing the flow experience of consumers in China through interpersonal interaction in social commerce. Comput. Hum. Behav. 2016;58:306–314. [Google Scholar]
  • 93.Lin L., Hu P.J.-H., Sheng O.R.L., Lee J. Is stickiness profitable for electronic retailers. Commun. ACM. 2010;53:132–136. [Google Scholar]
  • 94.Lin J.C.C. Online stickiness: its antecedents and effect on purchasing intention. Behav. Inf. Technol. 2007;26(6):507–516. [Google Scholar]
  • 95.Liu Y. Developing a scale to measure the interactivity of websites. J. Advert. Res. 2003;43(2):207–216. [Google Scholar]
  • 96.Lee S.J. Perceptions of panethnicity among Asian American high school students. Amerasia J. 1996;22(2):109–126. [Google Scholar]
  • 97.Ma L., Gao S., Zhang X. How to use live streaming to improve consumer purchase intentions: evidence from China. Sustainability. 2022;14(2):1045. [Google Scholar]
  • 98.Ming J., Jianqiu Z., Bilal M., Akram U., Fan M. How social presence influences impulse buying behavior in live streaming commerce? The role of SOR theory. Int. J. Web Inf. Syst. 2021;17:300–320. [Google Scholar]
  • 99.Ma Y. To shop or not: understanding Chinese consumers' live-stream shopping intentions from the perspectives of uses and gratifications, perceived network size, perceptions of digital celebrities, and shopping orientations. Telematics Inf. 2021;59 [Google Scholar]
  • 100.Ma Y. Elucidating determinants of customer satisfaction with live-stream shopping: an extension of the information systems success model. Telematics Inf. 2021;65 [Google Scholar]
  • 101.Molinillo S., Aguilar-Illescas R., Anaya-Sánchez R., Liébana-Cabanillas F. Social commerce website design, perceived value and loyalty behavior intentions: the moderating roles of gender, age and frequency of use. J. Retailing Consum. Serv. 2021 [Google Scholar]
  • 102.Martínez-López F.J., Anaya-Sánchez R., Fernández Giordano M., Lopez-Lopez D. Behind influencer marketing: key marketing decisions and their effects on followers' responses. J. Market. Manag. 2020;36(7–8):579–607. [Google Scholar]
  • 103.Mehrabian A., Russell J.A. the MIT Press; 1974. An Approach to Environmental Psychology. [Google Scholar]
  • 104.Nandi S., Nandi M.L., Khandker V. Impact of perceived interactivity and perceived value on mobile app stickiness: an emerging economy perspective. J. Consum. Market. 2021;38(6):721–737. [Google Scholar]
  • 105.Nam C., Cho K., Kim Y.D. Cross-cultural examination of apparel online purchase intention: SOR paradigm. J. Glob. Fash. Mark. 2020:1–15. [Google Scholar]
  • 106.Ng T.W. The incremental validity of organizational commitment, organizational trust, and organizational identification. J. Vocat. Behav. 2015;88:154–163. [Google Scholar]
  • 107.Nambisan S., Baron R.A. Virtual customer environments: testing a model of voluntary participation in value co-creation activities. J. Prod. Innovat. Manag. 2009;26(4):388–406. [Google Scholar]
  • 108.Norman D.A. Affordance, conventions, and design. Interactions. 1999;6(3):38–43. [Google Scholar]
  • 109.Podsakoff P.M., MacKenzie S.B., Lee J.Y., Podsakoff N.P. Common method biases in behavioral research: a critical review of the literature and recommended remedies. J. Appl. Psychol. 2003;88(5):879. doi: 10.1037/0021-9010.88.5.879. [DOI] [PubMed] [Google Scholar]
  • 110.Roy S.K., Lassar W.M., Butaney G.T. The mediating impact of stickiness and loyalty on word-of-mouth promotion of retail websites: a consumer perspective. Eur. J. Market. 2014;48(9–10):1828–1849. [Google Scholar]
  • 111.Racherla P., Furner C., Babb J. Conceptualizing the implications of mobile app usage and stickiness. Res. Agenda. 2012 Available at: SSRN 2187056. [Google Scholar]
  • 112.Rivera M.T., Soderstrom S.B., Uzzi B. Dynamics of dyads in social networks: assortative, relational, and proximity mechanisms. Annu. Rev. Sociol. 2010;36:91–115. [Google Scholar]
  • 113.Reichheld F.F., Schefter P. E-loyalty: your secret weapon on the web. Harv. Bus. Rev. 2000;78(4):105–113. [Google Scholar]
  • 114.Singh S., Singh N., Kalinić Z., Liébana-Cabanillas F.J. Assessing determinants influencing continued use of live streaming services: an extended perceived value theory of streaming addiction. Expert Syst. Appl. 2021 [Google Scholar]
  • 115.Shavitt S., Barnes A.J. Culture and the consumer journey. J. Retailing. 2020;96(1):40–54. [Google Scholar]
  • 116.Shao Z., Zhang L., Chen K., Zhang C. Industrial Management & Data Systems; 2020. Examining User Satisfaction and Stickiness in Social Networking Sites from a Technology Affordance Lens: Uncovering the Moderating Effect of User Experience. [Google Scholar]
  • 117.Sun Y., Shao X., Li X., Guo Y., Nie K. How live streaming influences purchase intentions in social commerce: an IT affordance perspective. Electron. Commer. Res. Appl. 2019;37 [Google Scholar]
  • 118.Saghapour M., Iranmanesh M., Zailani S., Goh G.G.G. An empirical investigation of campus portal usage. Educ. Inf. Technol. 2018;23(2):777–795. [Google Scholar]
  • 119.Sundar S.S., Jia H., Waddell T.F., Huang Y. The Handbook of the Psychology of Communication Technology. 2015. Toward a theory of interactive media effects (TIME) four models for explaining how interface features affect user psychology; pp. 47–86. [Google Scholar]
  • 120.Shin D.H. Understanding e-book users: uses and gratification expectancy model. New Media Soc. 2011;13(2):260–278. [Google Scholar]
  • 121.Sundar S.S. MacArthur Foundation Digital Media and Learning Initiative; 2008. The MAIN Model: A Heuristic Approach to Understanding Technology Effects on Credibility; pp. 73–100. [Google Scholar]
  • 122.Shamdasani P.N., Balakrishnan A.A. Determinants of relationship quality and loyalty in personalized services. Asia Pac. J. Manag. 2000;17(3):399–422. [Google Scholar]
  • 123.Tuncer İ. The relationship between IT affordance, flow experience, trust, and social commerce intention: an exploration using the SOR paradigm. Technol. Soc. 2021;65 [Google Scholar]
  • 124.Talukder M.S., Chiong R., Bao Y., Malik B.H. Acceptance and use predictors of fitness wearable technology and intention to recommend. Ind. Manag. Data Syst. 2019;119(1):170–188. [Google Scholar]
  • 125.Todd P.R., Melancon J. Gender and live-streaming: source credibility and motivation. J. Res. Indian Med. 2018;12(1):79–93. [Google Scholar]
  • 126.Tan G.W.H., Lee V.H., Hew J.J., Ooi K.B., Wong L.W. The interactive mobile social media advertising: an imminent approach to advertise tourism products and services? Telematics Inf. 2018;35(8):2270–2288. [Google Scholar]
  • 127.Tsao W.Y. Enhancing competitive advantages: the contribution of mediator and moderator on stickiness in the LINE. J. Retailing Consum. Serv. 2014;21(6):933–941. [Google Scholar]
  • 128.Verhoef P.C., Lemon K.N., Parasuraman A., Roggeveen A., Tsiros M., Schlesinger L.A. Customer experience creation: determinants, dynamics and management strategies. J. Retailing. 2009;85(1):31–41. [Google Scholar]
  • 129.Wu L., Chiu M.L., Chen K.W. Defining the determinants of online impulse buying through a shopping process of integrating perceived risk, expectation-confirmation model, and flow theory issues. Int. J. Inf. Manag. 2020;52 [Google Scholar]
  • 130.Wongkitrungrueng A., Assarut N. The role of live streaming in building consumer trust and engagement with social commerce sellers. J. Bus. Res. 2020;117:543–556. [Google Scholar]
  • 131.Wulf T., Schneider F.M., Beckert S. Watching players: an exploration of media enjoyment on Twitch. Game. Cult. 2020;15(3):328–346. [Google Scholar]
  • 132.Wang H., Meng Y., Wang W. The role of perceived interactivity in virtual communities: building trust and increasing stickiness. Connect. Sci. 2013;25(1):55–73. [Google Scholar]
  • 133.Wang S.M. Vol. 2. 2013. Exploring the factors influencing the usage intention of Facebook fan page–a preliminary study; pp. 1595–1600. (Proceeding of 19th Americas Conference on Information Systems). 2013. [Google Scholar]
  • 134.Wolfinbarger M., Gilly M.C. Shopping online for freedom, control, and fun. Calif. Manag. Rev. 2001;43(2):34–55. [Google Scholar]
  • 135.Xu J., Du H.S., Shen K.N., Zhang D. How gamification drives consumer citizenship behaviour: the role of perceived gamification affordances. Int. J. Inf. Manag. 2022;64 [Google Scholar]
  • 136.Xu H., Zhang K.Z., Zhao S.J. Industrial Management & Data Systems; 2020. A Dual Systems Model of Online Impulse Buying. [Google Scholar]
  • 137.Xue J., Liang X., Xie T., Wang H. See now, act now: how to interact with customers to enhance social commerce engagement? Inf. Manag. 2020;57(6) [Google Scholar]
  • 138.Xu X., Wu J.H., Li Q. What drives consumer shopping behavior in live streaming commerce? J. Electron. Commer. Res. 2020;21(3):144–167. [Google Scholar]
  • 139.Xu F., Qi Y., Li X. What affects the user stickiness of the mainstream media websites in China? Electron. Commer. Res. Appl. 2018;29:124–132. [Google Scholar]
  • 140.Xu C.Y., Ryan S., Magro M., Wen C. Why do people stick with a specific social networking site? An integrated relationship and uses gratification perspective. 2012. https://aisel.aisnet.org/amcis2012/proceedings/VirtualCommunities/24 AMCIS 2012 Proceedings. 24.
  • 141.Yang T., Yang F., Men J. Information Technology & People; 2021. The Impact of Danmu Technological Features on Consumer Loyalty Intention toward Recommendation Vlogs: a Perspective from Social Presence and Immersion. [Google Scholar]
  • 142.Yang Q., Gong X. Internet Research; 2021. The Engagement–Addiction Dilemma: an Empirical Evaluation of Mobile User Interface and Mobile Game Affordance. [Google Scholar]
  • 143.Yin M., Tayyab S.M.U., Xu X.Y., Jia S.W., Wu C.L. The investigation of mobile health stickiness: the role of social support in a sustainable health approach. Sustainability. 2021;13(4):1693. [Google Scholar]
  • 144.Yang S., Zeng X. Sustainability of government social media: a multi-analytic approach to predict citizens' mobile government microblog continuance. Sustainability. 2018;10(12):4849. [Google Scholar]
  • 145.Ylitalo J. Helsinki University of Technology; 2009. Controlling for Common Method Variance with Partial Least Squares Path Modeling: A Monte Carlo Study. Research Project. [Google Scholar]
  • 146.Zhang M., Liu Y., Wang Y., Zhao L. How to retain customers: understanding the role of trust in live streaming commerce with a socio-technical perspective. Comput. Hum. Behav. 2022;127 [Google Scholar]
  • 147.Zhu L., Li H., Wang F.K., He W., Tian Z. Aslib Journal of Information Management; 2020. How Online Reviews Affect Purchase Intention: a New Model Based on the Stimulus-Organism-Response (SOR) Framework. [Google Scholar]
  • 148.Zhang M., Sun L., Qin F., Wang G.A. E-service quality on live streaming platforms: swift guanxi perspective. J. Serv. Market. 2020;35(3):312–324. [Google Scholar]
  • 149.Zhou F., Chen L., Su Q. Understanding the impact of social distance on users' broadcasting intention on live streaming platforms: a lens of the challenge-hindrance stress perspective. Telematics Inf. 2019;41:46–54. [Google Scholar]
  • 150.Zhu B., Kowatthanakul S., Satanasavapak P. International Journal of Retail & Distribution Management; 2019. Generation Y Consumer Online Repurchase Intention in Bangkok: Based on Stimulus-Organism-Response (SOR) Model. [Google Scholar]
  • 151.Zhao H., Cheng X., Wang X., Qin C. Asian Business & Management; 2019. Do Brand Micro-blogs Entities' Interactivity Enhance Customer's Brand Resonance? Evidence from China; pp. 1–19. [Google Scholar]
  • 152.Zhang M., Guo L., Hu M., Liu W. Influence of customer engagement with company social networks on stickiness: mediating effect of customer value creation. Int. J. Inf. Manag. 2017;37(3):229–240. [Google Scholar]
  • 153.Zhang H., Lu Y., Gupta S., Zhao L. What motivates customers to participate in social commerce? The impact of technological environments and virtual customer experiences. Inf. Manag. 2014;51(8):1017–1030. [Google Scholar]

Associated Data

This section collects any data citations, data availability statements, or supplementary materials included in this article.

Data Availability Statement

The authors do not have permission to share data.


Articles from Heliyon are provided here courtesy of Elsevier

RESOURCES