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◆ Journal of theoretical and applied electronic commerce research2026-02-20· Impulse (physics)

From Immersion to Purchase: How Live Streaming Catalyzes Impulse Buying Among Consumers

Yu Wang, Huanchen Tang, J. ZHANG, Yubo Wang, Xiaodong Liu

原始摘要(英文原文)· Original abstract
Under the rapid development of live commerce, impulse buying has become a core consumption phenomenon, yet its psychological triggering pathways across different consumer groups remain to be fully elucidated. Drawing on the S–O–R framework, this study conceptualizes live-stream interactivity, novelty, and streamer attractiveness as external “stimuli,” and positions immersive experience as the core “organism” mechanism, thereby constructing and testing an integrated “stimulus–experience–response (impulse buying intention)” model. Using a mixed-method approach that combines structural equation modeling (SEM) and fuzzy-set qualitative comparative analysis (fsQCA), the results show that all three live-stream features significantly enhance impulse buying intention, primarily by strengthening immersive experience, with immersion exerting a significant partial mediating effect. Moreover, consumers’ loneliness significantly amplifies the indirect effect of live-stream features on impulse buying via immersive experience. The fsQCA further uncovers multiple equivalent pathways leading to high impulse buying intention, including a strong-experience pattern centered on “streamer attractiveness + immersive experience,” as well as a social compensation pattern centered on “high interactivity + high loneliness.” This study provides a testable theoretical framework, actionable operational strategies, and sustainable ethical guidance for live commerce, offering a pathway for the industry to achieve a “high experience × high conversion × high well-being” triple-win outcome.
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