Eduvest � Journal of Universal Studies Volume 4 Number 11, November, 2024 p- ISSN 2775-3735- e-ISSN 2775-3727 |
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DYNAMICS OF LIVE-STREAM COMMERCE: UNVEILING EXTERNAL AND
INTERNAL FACTORS IN IMPULSE BUYING DECISIONS IN LIVE SHOPPING Ronny
Albar Mahendra1, Yudhistira Bawa Yusha2, Maria Anisa
Naulita3, Evi Rinawati Simanjuntak4 Bina Nusantara
University, Indonesia Email:
1[email protected], 2[email protected],
3[email protected], 4[email protected] |
ABSTRACT |
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The development of internet
technology has encouraged innovation in digital commerce, especially
e-commerce. One of the rapidly growing trends is live shopping, which
combines social media interactivity with a real-time shopping experience.
This study aims to explore the influence of internal and external factors on
impulse purchase decisions in the context of live shopping. Using a
quantitative approach and modeling of structural equations (Partial Least
Squares-Structural Equation Modeling/PLS-SEM - Smart PLS 4.0.), data was
collected from 300 respondents in Indonesia through an online survey. The
results showed that external factors, such as streamer attractiveness,
content quality, and perceived interactivity, significantly increased
perceived enjoyment. However, perceived enjoyment has not been proven to
significantly encourage impulse purchasing decisions. Conversely, internal
factors, such as hedonistic motivation, viewing frequency, and impulse buying
tendencies, have been shown to have a strong influence on impulse purchases
during live shopping sessions. The study concluded that while external
factors can create a pleasurable experience, they do not directly trigger
impulsive buying behavior in the absence of internal impulses. These findings
provide new insights for marketers to design effective strategies that focus
more on the psychological aspects of consumers, such as hedonistic motivation
and increased frequency of interactions, to encourage engagement and impulse
purchases in live shopping platforms. |
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KEYWORDS |
E-commerce,
Internal and External Factors, Live Shopping, Impulse Purchases. Live
Shopping, Impulse Purchases, Hedonic Motivation, Perceived Enjoyment,
Interactivity, Streamer Attractiveness. |
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This work is licensed under a
Creative Commons Attribution-ShareAlike 4.0
International |
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INTRODUCTION
The rapid
development of internet technology is an innovation in the world of commerce,
the most significant progress in online shopping is the expansion of
e-commerce. Live streaming shopping has emerged as a prominent feature in the
multimedia realm, especially in the context of social media (Cai et al., 2018). This innovative concept has gained recognition and adoption relatively
recently in�
Indonesia's digital platforms. Distinguished by its real-time and
authentic nature, live streaming shopping combines various aspects of social
commerce and media attributes.
In live
streaming shopping, there is the cultivation of different familiarity and a
deep sense of relationship between consumers and the vendor or product offered (Hu et al., 2017).
The growth
rate of live shopping has also increased significantly in India, reaching
21.5%, with a projection of US$111 billion by 2024. The same thing happened
in� live streaming in China, which
reached US$200 billion in 2023, with a projected growth of 19.5% (Chen et al., 2023). The rapid acceptance of live stream�
trading is driven by the ease of broadcasting sales promotions via
mobile devices, providing self-employed traders with the convenience of
increasing revenue and profits (Kang et al., 2021). This growth is attributed to lifestyle changes during the pandemic in
a technology-driven business environment, which accelerated the popularity of
live streaming commerce.
Live
streaming is a popular form of user-generated content (Chan et al., 2017), where streamers� upload
real-time video content on various topics such as gaming, talent shows, and
everyday life. Among them, live streaming shopping has developed as a
significant innovation in� the e-commerce
industry� (Qu et al., 2023). It happened during a live streaming session� on an e-commerce platform� and quickly gained popularity. According to a
Statista report, the Gross Merchandise Value (GMV)� of Indonesia's e-commerce market� reached over $62 billion in 2023, with around
$5 billion attributed to live shopping (Cho et al., 2019). With nearly 234 million active internet users,� Indonesia's e-commerce market� is expected to grow to around $120 billion by
2025 and $200 billion by 2028 (Uzunoglu, 2024). Due
to its substantial commercial potential, conducting an in-depth study of live
shopping is worthwhile.
The value
proposition� of live streaming shopping
lies in its ability to provide authenticity, immersive visualization, and
increased interactivity, all of which contribute significantly to the user
experience (Hu & Chaudhry, 2020). In addition, distinguished by its credibility, live streaming shopping
allows consumers to engage directly with sellers and negotiate information,
thereby increasing their attention to the promoted product (Todd &
Melancon, 2017). The social presence of online sellers, facilitated through
live streaming, bridges the gap between customer interaction and traditional
offline sales approaches, bringing these interactions into the digital realm.
This level of social media presence and interaction� not only enriches the shopping experience but
also serves to eliminate customer doubts, thereby strengthening trust in
sellers (Hajli, 2015).
The
combination of online media and commercial activities is a phenomenon that
contributes to the increase in impulsive buying behavior (Abdelsalam et al., 2020). This shopping purchase occurs because of incentives provided by online
stores through promotions at shopping festivals, free shipping, discounts, ease
of payment processing, and others (Tumanggor et al.,
2022). The results of a survey conducted (Populix, 2022) regarding the underlying reasons for online unplanned shopping are
dominated by, among others, the opportunity to buy the desired item (40%), as a
self-reward (39%), tempted by attractive promotions from sellers (35%), tempted
by twin number shopping festival discounts (34%), free shipping (31%), cashback
(31%), shopping coupons (25%). IT elements such as visibility, metavoicing, and interactivity can create a deep flow
experience during live streaming shopping, which in turn encourages impulsive
buying behavior (Simanjuntak & Pratama, 2024).
In research
conducted by (Febrilia & Warokka, 2021), consumers doing online impulse buying are driven by impulse buying
tendency & consumer mood which is part of consumer traits or can also be
called internal factors. Internal factors related to emotions are important
determinants in a person's purchasing decision-making process.
Meanwhile,
external factors, according to Febrilia & Warokka (2021), are situational factors or do not come from
consumers. In his research, the situational factors that encourage consumers to
do online impulse buying are not so dominant or only supported by one variable,
namely motivational activities. research conducted by (Ahn et al., 2019) suggests that the compatibility between products and streamers is a key
factor in regulating impulse buying behavior in the context of live shopping.
These findings show that when consumers feel� the streamer's� ability to represent a product, this makes
the tendency to make impulse purchases increase. This refers to the state of
mind created by the environment and specific personality traits in impulsive
consumers.
Referring
to previous research, this study aims to answer questions and gaps in previous
research, by setting the goal of researching more deeply related to consumer
behavior in live shopping in Indonesia and the extent to which impulse buying
impulses are influential in it. The objective of this study is to build a model
that tracks external and internal factors on impulse buying tendencies
with� the Latent Trait Theory approach,
which is to examine the mediating role of perceived enjoyment in watching live
shopping in the relationship between external factors and their tendency to
make impulsive purchases in live shopping sessions, and understanding these
motivations is essential for businesses and marketers to maximize customer
engagement and loyalty in the live shopping platform, as well as create a
growing commerce ecosystem with long-term growth in the e-commerce world.
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RESEARCH METHOD
This study
adopts a post-positivism� approach to
identify factors that influence purchase decisions in the context� of live streaming shopping (Sekaran & Bougie,
2016). This research method uses a survey with a questionnaire to collect
quantitative data related to consumer knowledge, attitudes, and behaviors
related to impulse purchases. Impulse buying is described as a purchase
decision that is sudden, unplanned, and hedonistic. In� today's era of e-commerce, impulse purchases
increasingly pose challenges, as they are triggered by consumer emotions,
spontaneous behavior, object attraction, and low cognitive control, which can
lead to purchases without considering financial factors and other aspects (Jang et al., 2018).
The study was
conducted without intervention or artificial conditions, by testing several
independent variables on consumer repurchase behavior. Using� a cross-sectional approach� on individual units of analysis, the purpose
of the study was to investigate how internal and external variables, as well as
the perception of pleasure, affect impulse purchases (Lin et al., 2022).
Sampling
Method
This study
aims to find the influence of internal and external customer factors� mediated by the influence of pleasure
perception to create impulse purchases in live shopping. In determining the
sample size, a strategy is needed to determine the number of samples needed in
a population (Sekaran & Bougie, 2019). Sample size can be defined as the
part of a population that is required to ensure that the number is sufficient
to obtain information that can be used to draw conclusions (Sekaran &
Bougie, 2019).
According to (Joe et al., 2017), the determination of the number of samples is
determined using a formula where the sample can be calculated based on the
number of indicators multiplied by 5 to 10. Based on these guidelines, the
number of samples for this study is: n = number of indicators � 10. The number
of indicators in this study is 30. Based on this formula, the sample obtained
is as follows: n = 30 � 10 = 300 citizen respondents in Indonesia.
Method and
Technique of Data Collection
A simple
random sampling� method
through an online� survey was used to
measure the research variables, including impulse purchase propensity, viewing
frequency, emotional anticipation, and the influence of scarcity (Qu et al.,
2023). The purposive sampling�
method was applied to select samples based on the criteria of the
type of social platform and product relevant to the research objectives, in
accordance with the approach proposed by Abdelsam et
al. (2020). Based on the literature, it was determined that the target sample
of this study was�
productive age e-commerce�
consumers who had made transactions on live shopping, with a population
size that was not known for certainty (non-probabilistic sampling) (Sekaran
& Bougie, 2019).
Data
collection was conducted using a survey technique with� a 5-point Likert scale� , as used in the research of Qu et al. (2023)
and Lee et al. (2022 & 2023). Survey data is disseminated through Google
Form. As for the measurement method for 8 variables consisting of 30 constructs
which can be seen in Table 1.
Table
1 Variable
name, number of indicators, & research adopted.
It |
Variable |
Number of Indicators |
Research |
1 |
Streamer Atractiveness (SA) |
3 |
Zhao, Q., et al. (2023) |
2 |
Content Quality (CQ) |
4 |
Gulfraz, M. B., et al. (2022); |
(Saffanah et al., 2023) |
|||
3 |
Perceived Interactivity (PI) |
4 |
(Saffanah et al., 2023) |
Hwang, J., & Youn, S. Y. (2023) |
|||
4 |
Hedonic Shoping Motivation (HSM) |
4 |
Arnold, M. J., & Reynolds, K. E. (2003) |
5 |
Viewing Frequency (VF) |
4 |
Lin, T.-C., & Huang, S.-L. (2014) |
6 |
Impulse Buying Tendency (IBT) |
4 |
Qu, Y., et al. (2023) |
7 |
Perceived Enjoyment (PE) |
4 |
Do, H.-N., et al. (2020); |
Parboteeah, D. V., et al. (2009) |
|||
8 |
Online Impulse Buying (OIB) |
3 |
Gulfraz, M. B., et al. (2022) |
Analysis Method
The data
collected through filling out the questionnaire was then analyzed using the
PLS-SEM (Partial Least Squares Structural Equation Modeling) method to test the
validity of the hypothesis proposed. This approach, as proposed by Hair et al.
(2019), involves two main stages, namely measurement and structural modeling.
The PLS-SEM method, emphasized in the work of Hair et al. (2021), has been
shown to be effective in explanatory research and has a strong ability to make
statistical conclusions.
The use of
PLS-SEM in this study aims to evaluate the quality of indicators used to
measure certain constructs. This evaluation includes the validity and
reliability of the indicators, allowing researchers to test the seven
hypotheses proposed. The reliability scale is checked by considering items that
have a load above the threshold (Rho: Correlation Coefficient) of 0.70, in
accordance with the recommendations of Qu et al. (2023).
AVE� (Average Variance Extracted) measurements were used,
with the threshold recommended by Lund (2021) of 0.50 or higher. After the
validity and reliability testing, this study continues with the Path
Coefficient Result�
test based on the methodology of Qu et al. (2023) to measure the
structural model or theoretical framework. In the results� of Path Coefficient, standard
deviation, P-value, and T-statistic calculations were carried out to evaluate
the significance of the variable correlation. P-value assesses the significance
of the correlation, while T-statistic helps determine the significance of the
correlation to the variation and size of the sample. A high P-value indicates
insignificance, and T-statistic helps determine the significance of the correlation
(Sekaran & Bougie, 2019).
RESULT AND
DISCUSSION
After the
dissemination of the survey form through google form, 300 respondents were
obtained who had been summarized in Table 1. Of the total respondents who have
watched, the majority of 300 respondents carried out live shopping activities� on� the Instagram platform as many as 41 people
(13.67%), Shopee as many as 144 people (48%), then Tiktok 92 people (30.67%)
and Tokopedia as many as 23 people (7.67%), and were dominated by women as many
as 180 (60%) compared to men as many as 120 (40%). Of the 300 respondents, the
majority made live shopping�
purchases 1 to 3 times (66.67%). The age characteristics that are
quite frequent for live shopping are 16-20 years old as many as 18 (6%), with
the majority at the age of 21-40 years as many as 124 (41.33%), at the age of
31-40 years as many as 116 (38.67%) who are millennials and at the age of 41-50
years as many as 24 (8%) then at the age of 50 years as many as 18 (6%). Based
on the level of income, the most are respondents who have an income of 5-10
million/month as many as 99 (33%) and an income of 10-20 million/month as much
as 90 (30%), with the data obtained first tested for validity and reliability
using the Smart PLS4 application� on the PLS-SEM Algorithm function.
Table 2. Characteristic Respondents
CHARACTERISTIC RESPONDENTS |
||
ITEMS |
TOTAL COMPOSITION |
% |
Live Shopping Viewing Platform |
||
Instagram |
41 |
13.67% |
Shopee |
144 |
48.00% |
TikTok |
92 |
30.67% |
Tokopedia |
23 |
7.67% |
Grand Total |
300 |
100.00% |
Frequency of Shopping through LS in 1 month |
||
1 SD 3x |
200 |
66.67% |
2 SD 3x |
1 |
0.33% |
3 SD 3x |
1 |
0.33% |
3 SD 5x |
68 |
22.67% |
More than 5x |
30 |
10.00% |
Grand Total |
300 |
100.00% |
Gender |
||
Man |
120 |
40.00% |
Woman |
180 |
60.00% |
Grand Total |
300 |
100.00% |
Age |
||
16 - 20 Years |
18 |
6.00% |
21 - 30 Years |
124 |
41.33% |
31 - 40 Years |
116 |
38.67% |
41 - 50 Years |
24 |
8.00% |
> 50 Years |
18 |
6.00% |
Grand Total |
300 |
100.00% |
Total income |
||
< IDR 5 million |
75 |
25.00% |
Rp 5 Million - Rp 10 Million |
99 |
33.00% |
�iRp 10
Million - Rp 20 Million |
90 |
30.00% |
Rp 20 Million - Rp 30 Million |
25 |
8.33% |
Rp 30 Million - Rp 40 Million |
5 |
1.67% |
> Rp 40 Million |
6 |
2.00% |
Total |
300 |
100.00% |
Table 3. Reliability &
Validity Analysis
Variable |
Items |
Factor Loading |
CA |
CR (rho_a) |
CR (rho_c) |
AVE |
Streamer Attractiveness (SA) |
SA1 |
0.85 |
0.72 |
0.75 |
0.84 |
0.64 |
SA2 |
0.80 |
|||||
SA3 |
0.74 |
|||||
Content Quality (CQ) |
CQ1 |
0.82 |
0.81 |
0.81 |
0.87 |
0.63 |
CQ2 |
0.79 |
|||||
CQ3 |
0.80 |
|||||
CQ4 |
0.78 |
|||||
Perceived Interactivity (PI) |
PI1 |
0.82 |
0.79 |
0.80 |
0.86 |
0.61 |
PI2 |
0.78 |
|||||
PI3 |
0.80 |
|||||
PI4 |
0.73 |
|||||
Perceived Enjoyment (PE) |
PE1 |
0.85 |
0.86 |
0.86 |
0.91 |
0.71 |
PE2 |
0.82 |
|||||
PE3 |
0.85 |
|||||
PE4 |
0.84 |
|||||
Viewing Frequency (VE) |
VF1 |
0.89 |
0.88 |
0.88 |
0.91 |
0.73 |
VF2 |
0.83 |
|||||
VF3 |
0.84 |
|||||
VF4 |
0.85 |
|||||
Hedonic Shoping Motivation (HSM) |
HSM1 |
0.85 |
0.85 |
0.86 |
0.90 |
0.69 |
HSM2 |
0.84 |
|||||
HSM3 |
0.82 |
|||||
HSM4 |
0.82 |
|||||
Impulse Buying Tendency (IBT) |
IBT1 |
0.84 |
0.84 |
0.85 |
0.89 |
0.68 |
IBT2 |
0.82 |
|||||
IBT3 |
0.84 |
|||||
IBT4 |
0.80 |
|||||
Online Impulse Buying (OIB) |
OIB1 |
0.90 |
0.88 |
0.88 |
0.92 |
0.80 |
OIB2 |
0.90 |
|||||
OIB3 |
0.88 |
Note:
Cronbach's Alpha (CA), Composite Reliability (CR), and Average Variance
Extracted (AVE)
Table 4 Discriminant Validity
|
CQ |
HSM |
IBT |
OIB |
PE |
PI |
SA |
VF |
CQ |
||||||||
HSM |
0,516 |
|||||||
IBT |
0,375 |
0,672 |
||||||
OIB |
0,194 |
0,441 |
0,473 |
|||||
PE |
0,531 |
0,629 |
0,701 |
0,427 |
||||
PI |
0,499 |
0,320 |
0,264 |
0,056 |
0,422 |
|||
SA |
0,537 |
0,485 |
0,616 |
0,172 |
0,614 |
0,564 |
||
VF |
0,358 |
0,609 |
0,633 |
0,429 |
0,659 |
0,228 |
0,520 |
|
Figure 2. Full Model
Table 5. Path Coefficients
Hypothesis |
Code |
Original sample (O) |
Sample mean (M) |
Standard deviation (STDEV) |
T statistics (|O/STDEV|) |
P values |
Hypothesis Test |
Extenal Factor |
|||||||
Streamer Attractiveness (SA) → Perceived Enjoyment (PE) |
H1 |
0.191 |
0.188 |
0.055 |
3.479 |
0.000 |
Accepted |
Content Quality (CQ)→ Perceived Enjoyment (PE) |
H2 |
0.196 |
0.197 |
0.056 |
3.527 |
0.000 |
Accepted |
Perceived Interactivity (PI) → Perceived Enjoyment (PE) |
H3 |
0.108 |
0.112 |
0.051 |
2.123 |
0.017 |
Accepted |
Perceived Enjoyment (PE)→ Online Impulse Buying
(OIB) |
H4 |
0.094 |
0.092 |
0.076 |
1.235 |
0.108 |
Rejected |
Internal Factor |
|||||||
Vieweing Frequency (VF)→ Perceived
Enjoyment (PE) |
H5 |
0.414 |
0.416 |
0.047 |
8.724 |
0.000 |
Accepted |
Vieweing Frequency (VF)→ Online Impulse
Buying (OIB) |
H6 |
0.134 |
0.133 |
0.076 |
1.760 |
0.039 |
Accepted |
Hedonic Shoping Motivation (HSM) → Online
Impulse Buying (OIB) |
H7 |
0.147 |
0.151 |
0.076 |
1.941 |
0.026 |
Accepted |
Impulse Buying Tendency (IBT)→ Online
Impulse Buying (OIB) |
H8 |
0.201 |
0.203 |
0.071 |
2.832 |
0.002 |
Accepted |
The results of the reliability test showed that all items met the
criteria of Cronbach's Alpha (CA) and Composite Reliability (CR), both greater
than 0.7.� The validity test showed that
all items had a factor load exceeding 0.7 and was statistically significant
with an Average Variance Extracted (AVE) ≥ 0.5. These results confirm
that all variables meet the reliability and validity testing requirements (Hair
Jr. et al., 2021), as shown in Table 2.
Discrimination
was assessed, indicating that the Heterotrait-Monotraite
(HTMT) value did not exceed the threshold of 0.9 (Henseler et al., 2015), as
detailed in Table 3. The results confirm the validity of the discrimination of
the measurement items of each construction. Figure 2 shows the full PLS-SEM
model (outside and inside) used in the study.
Seeing the
significance of the influence between constructs can be seen from the path
coefficient (path coefficient). The marks in� the coeffecient
path must be in accordance with the hypothetical theory, to assess the
significance of the coeffecient path can be seen from
the t test (critical ratio) obtained from the bootstrapping process (resampling
method). The following Path Coefficients test� results on each variable are shown in
Table 4.
The
results of Smart PLS analysis�
using Bootstrapping show that several factors contribute
significantly to Perceived Enjoyment and online impulse buying. In external
factors: Streamer attractiveness (H1), Content Quality (H2), and Perceived
Interactivity (H3) all have a positive relationship with Perceived Enjoyment.
This is
because H1, H2, H3 have a P value < 0.05 & a positive Path Coefficient . The R Square Adjusted value on H1, H2, H3 to
Perceived enjoyment is 0.394 or 39.4%. It can be interpreted that Streamer
Attractiveness, Content Quality, and Perceived Interactivity can explain the
relationship with the dependent variables, namely perceived enjoyment of 39.4%
& 60.6% explained by other variables. Based on (Hair et al., 2019) because the R Square value > 0.25 and is still < 0.5, it can be
categorized that the relationship is still moderate.
Meanwhile,
perceived enjoyment was not proven to significantly encourage online impulse
buying (H4), it was due to a P Value > 0.05 & a negative Path Coefficient . Interestingly, the condition of Indonesian
customers who experience enjoyment is not significant in online impulse buying.
There are differences with the research conducted by (Ninh Do et al., 2020),
& (Lee et al., 2022 & 2023).
Discussions
Based on
the results shown in Table 5, this study tests various hypotheses regarding
internal and external factors that affect perceived enjoyment and online
impulse buying in the context�
of live shopping.
The first
hypothesis (H1), which tests the effect of Streamer Attractiveness (SA) on
Perceived Enjoyment (PE), proved significant. These results support research by
Song & Liu (2021), Xu et al. (2019), and Lou and Yuan (2019), which found
that streamers' physical attractiveness and personality� can influence consumer engagement and
satisfaction during live shopping sessions. In addition, research by (Basch et al., 2022) also confirms that content generated by influencers, including
streamers, has a great influence on the positive consumer experience and their
engagement with the content.
The second
hypothesis (H2), which investigates the relationship between Content Quality
(CQ) and Perceived Enjoyment (PE), has also proven significant. These findings
are consistent with research by Cho et al. (2019), Ramadhan et al. (2021), and
Seol et al. (2016), both of which emphasized that quality content, both in
terms of completeness of information and relevance to consumer needs, can
increase the pleasure felt during the shopping experience. In addition,
research by (Carlson et al., 2018) also supports that the quality of informative and engaging content can
encourage a positive experience, which then has an effect on consumer behavior.
The third
hypothesis (H3), regarding the influence of Perceived Interactivity (PI) on
Perceived Enjoyment, shows a significant relationship. These findings are
supported by research by Zhao et al. (2021), Rubio et al. (2019), and (Karampela et al., 2020), which found that increased interactivity within shopping platforms,
especially through interactive features such as live chat or real-time
feedback, can improve user engagement and enjoyment. In addition, Lee et al.
(2022) also revealed that higher interactivity strengthens consumers' emotional
responses, which can increase their satisfaction during shopping.
However,
the fourth hypothesis (H4), which tests the effect of Perceived Enjoyment (PE)
on Online Impulse Buying (OIB), has not been proven significant. This is in contrast to the results of research by Siregar & Firdausy (2024), Karahan (2024), and Lin et al. (2022), all
of which found that pleasure felt by consumers directly can encourage impulsive
buying behavior. This mismatch may be due to
differences in the context or platform used by the respondents, as well as
other variables that may not have been identified in this study.
The fifth
hypothesis (H5), which tests the relationship between Viewing Frequency (VF)
and Perceived Enjoyment, proved significant. This supports the results of
research by Sun et al. (2019), which showed that the more often consumers watch
a live streaming session, the more engaged they are in the experience and the
higher the level of pleasure perceived. This finding is also reinforced by the
study of (Gabler et al., 2017), which showed that viewing frequency was positively related to consumer
pleasure when shopping.
Furthermore,
the sixth hypothesis (H6), which tests the effect of Viewing Frequency (VF) on
Online Impulse Buying, is also significant. These findings are supported by
research by Yi Qu et al. (2023), which shows that the frequency of watching
live streaming directly affects the tendency to impulse purchases. In addition,
research by Sun et al. (2019) and (Gabler et al., 2017) also found that the more often consumers watch live shopping content,
the more likely they are to engage in impulse purchases.
The
seventh hypothesis (H7), which tests the effect of Hedonic Shopping Motivation
(HSM) on Online Impulse Buying, proved to be significant. This is in line with
the results of research by Widagdo & Roz (2020), (M Ruby EVANGELIN et al., 2021), and (Santini et al., 2019), which stated that hedonistic shopping motivation, which involves the
urge to seek pleasure and emotional satisfaction during shopping, is
significantly related to impulsive purchasing behavior.
In addition, research by (Sari & Hermawati, 2020) shows that consumers with hedonistic motivations are more likely to make
impulsive purchases to meet their emotional needs.
Finally,
the eighth hypothesis (H8), regarding the influence of Impulse Buying Tendency
(IBT) on Online Impulse Buying, has also proven to be significant. These
findings are consistent with research by (Ahn et al., 2019), Febrilia & Warokka
(2021), and (Iyer et al., 2020), which show that impulsivity is one of the main predictors of impulse
buying behavior, both in the context of e-commerce
and live-stream commerce. Individuals with high impulsivity tendencies are more
susceptible to marketing stimuli such as promotions or discounts, which
encourage them to make unplanned purchases.
Based on
the results of the study, internal factors such as Viewing Frequency, Hedonic
Shopping Motivation, and Impulse Buying Tendency are proven to have a
significant influence on Online Impulse Buying. This shows that internal
factors related to the frequency of engagement, emotional drive, and impulsive behavior tendency play a significant role in encouraging
consumers to make impulsive purchases during live shopping. Conversely,
external factors such as Streamer Attractiveness, Content Quality, and Perceived
Interactivity, while having a significant influence on Perceived Enjoyment, do
not directly impact Online Impulse Buying when mediated by Perceived Enjoyment.
This indicates that while external factors can increase consumer pleasure, they
are not strong enough to encourage impulsive buying behavior
in the absence of an underlying internal impulse. This is in line with the
findings of research by Febrilia & Warokka (2021) that the variable consumer traits (internal
factors) significantly affect online impulse buying compared to situational
factors (external factors). Some of the internal factors that show significant
influence include Impulse Buying Tendency and Consumer Mood, which indicate a
strong impulse behavior tendency among consumers when
shopping online.
CONCLUSION
�� This study introduces a new perspective in
understanding the factors that affect impulse purchases in live shopping. The
results of the study corroborate that internal factors have a more dominant
influence than external factors in influencing consumers' impulsive behavior
when shopping through live shopping. These findings make a unique contribution
to the existing literature, as well as improve our understanding of the
dynamics of live shopping trade.
External factors,
such as streamer attractiveness, content quality, and perceived interactivity,
can indeed create a pleasant shopping experience and improve customer
convenience. However, the results of the analysis show that these factors do
not have a significant influence on impulse purchases directly. Although they are able to induce a feeling of comfort (perceived
enjoyment), their impact on impulse buying behavior remains limited.
In contrast,
internal factors such as hedonistic shopping motivation, viewing frequency, and
impulsive purchasing tendencies have a much greater influence in driving
impulse buying behavior. High hedonistic motivation makes consumers more likely
to make impulsive purchases as a form of fulfillment of personal pleasure.
Consumers who have hedonistic motivations often shop for an emotionally
satisfying experience, not just to fulfill functional needs. In the context of
live shopping, visual appeal and direct interaction with streamers can indeed
increase a sense of engagement and satisfaction, but the hedonistic urge to buy
impulsively is much greater than that. Previous research supports these
findings, showing that consumers with high hedonistic motivation tend to seek
entertainment in the shopping process, which often leads to impulse purchases (Atulkar & Kesari, 2018).
The high frequency
of watching live shopping also increases the tendency to make impulse
purchases. Consumers who often watch live streaming tend to feel more connected
to impulsively want to buy. They are already familiar with the format and style� of live
shopping. Studies show that the more often a person is exposed to live shopping
content, the more likely they are to make impulse purchases, as they are more
susceptible to promotions and special offers presented during live broadcasts
(Sun et al., 2019). High viewing frequency is also often associated with the
fear of missing out, which can drive quick and impulsive purchase decisions.
In addition,
individuals with a high impulse purchasing tendency will be more easily tempted
to make purchases without prior planning. This tendency reflects impulsive
personality traits, where individuals have low self-control and are more likely
to react spontaneously to live shopping stimuli. This study shows that
consumers with high impulsivity tend to have a strong emotional response to
offers and discounts, which can trigger a sudden impulse
to buy (Rook & Fisher, 1995).
Thus, while
external factors such as streamer attractiveness, content quality, and
perceived interactivity can improve the convenience and shopping experience,
they do not directly trigger impulse purchases. Internal factors, such as
personal motivation and frequency of interaction with live shopping, play a
more significant role in encouraging impulsive behavior. This research
emphasizes the importance of understanding the role of internal factors in
designing effective marketing strategies to maximize customer engagement and
loyalty in live shopping platforms. Companies need to consider strategies that
target hedonistic motivations and increase the frequency of interactions with
consumers to encourage higher impulse purchases.
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