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February 22, 2026Journal of theoretical and applied electronic commerce research2 citationsOpen Access

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

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YWYu WangHTHuanchen TangJZJ. ZHANG

Key Points

  • The research aims to explore how live-streaming features influence impulse buying through immersive experiences among consumers.
  • Utilized a mixed-method approach combining structural equation modeling (SEM) and fuzzy-set qualitative comparative analysis (fsQCA)
  • Examined live-stream interactivity, novelty, and streamer attractiveness as external stimuli
  • Analyzed the mediating effect of immersive experience on impulse buying intention
  • All three live-stream features significantly increased impulse buying intention by enhancing immersive experience
  • Immersion acted as a partial mediator between live-stream features and impulse buying intention
  • Loneliness amplified the indirect effect of live-stream features on impulse buying through immersive experience
  • Identified multiple pathways to high impulse buying intention, including patterns centered on streamer attractiveness and social compensation

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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Cite This Study

Wang et al. (2026) studied this question.

synapsesocial.com/papers/699a9d50482488d673cd3121https://doi.org/10.3390/jtaer21020068
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