Flow Theory
Flow Theory
Flow Theory
A R T I C L E I N F O A B S T R A C T
Keywords: Live streaming has offered new opportunities for retailers to increase their sales, hence its reception of contin
Live streaming uous scholarly attention. However, understanding the antecedents of viewer watching and purchasing behaviors
Flow theory in live streaming remains largely insufficient. This study thus constructs a framework from a stream-streamer-
Social presence
viewer perspective to provide a deeper understanding of viewer watching and purchasing behaviors. Using
Interactivity
flow theory, both stream dimension (social presence and interactivity) and streamer dimension (streamer
Optimal stimulation level
attractiveness and streamer expertise) as proposed as antecedents of flow, which motivates viewer behavior.
Moreover, the optimal stimulation level of viewers (i.e., viewer dimension) was found as a moderator which
alters the way stream and streamer dimensions affect flow experience and downstream behaviors. Structural
equation modeling was applied on 367 survey questionnaires to test our framework. Results indicate that both
social presence and interactivity enhance flow. Furthermore, flow has a significant influence on continuous
watching and purchase intention. Meanwhile, optimal stimulation level negatively moderates social presence on
flow, but positively moderates interactivity on it.
1. Introduction streaming market itself is also consistently growing— with 638 million
users in China alone as of 2021, which is a 47.2% increase compared to
The increasing popularity of live streaming has led its use as tool to 2020 figures (Media Entertainment Industry Research Center, 2022).
promote sales by various firms (Mao et al., 2022). The act refers to Promoting user views and purchasing is the fundamental goal of live
simultaneously streaming media which is recorded and broadcast in commerce (Chen et al., 2022; Chen and Liao, 2022; Ma, 2021; Wong
real-time over social media platforms on the internet (Hilvert-Bruce kitrungrueng and Assarut, 2020). A series of factors have been found to
et al., 2018). Recently, new online sales model based on live streaming affect viewers’ watching and purchasing behaviors. These include
has emerged, aptly called “live commerce” (Ming et al., 2021). In live streamer characteristics (Guo et al., 2022; Liao et al., 2022) such as
commerce, streamers introduce products and instantly communicate source credibility (Lu and Chen, 2021; Park and Lin, 2020; Wongki
with viewers through live streaming, and who are then able to purchase trungrueng and Assarut, 2020; Zhang et al., 2022) and live-streaming
these introduced items while watching the stream (Zhang et al., 2022). characteristics, such as social immersion and interactivity (Chen and
The real-time video-based product introduction and instant Liao, 2022; Ming et al., 2021; Yang et al., 2022). However, viewers’
streamer-viewer communication is an advantage compared to tradi watching and purchasing behaviors can be influenced by the stream,
tional electronic commerce (R. Zheng et al., 2022). Since the COVID-19 streamers and viewers themselves. Therefore, a more comprehensive
outbreak and subsequent lockdown policies, the number of live perspective encompassing these dimensions is required to examine
streaming viewers has greatly increased (Chen et al., 2022). The live viewers’ watching and purchasing intentions. The motivations and
* Corresponding author.
E-mail addresses: shiyongzheng123@whu.edu.cn (S. Zheng), 528053213@qq.com (J. Chen), haoyueshan@foxmail.com (J. Liao), sammyhu@hsu.edu.hk
(H.-L. Hu).
https://doi.org/10.1016/j.jretconser.2022.103240
Received 7 August 2022; Received in revised form 20 December 2022; Accepted 21 December 2022
Available online 28 December 2022
0969-6989/© 2022 Elsevier Ltd. All rights reserved.
S. Zheng et al. Journal of Retailing and Consumer Services 72 (2023) 103240
characteristics of viewers who watch live streaming always vary (Zhang elements to stimulate user behavior in a non-gaming environment, is
and Li, 2022), thus viewer characteristics should be considered when widely used in the commercial market and have provide significant re
investigating their behaviors in live streaming participation. sults (Deterding et al., 2011). On the one hand, selling experiential
Three dimensions (stream, streamer, and viewer) are examined products through live streaming has been purported to increase sales by
herein to explore users’ watching and purchasing behaviors. Social 27.9% compared to pre-recorded ones (Chen et al., 2019). Moreover,
presence and interactivity are considered for the stream dimension merchants further enhance their credibility and reputation by answering
given extant studies which posit social presence and interactivity being consumer queries and communicating their brand philosophy in real
the most significant stream variables in live streaming (Li and Peng, time during the live streaming (Wongkitrungrueng and Assarut, 2020).
2021; S. Zheng et al., 2022). The streamer perspective considers two On the other hand, streamers receive financial support and in
main characteristics: streamer expertise and attractiveness (Guo et al., centives from viewers, such as gifts and commissions on purchases
2022; Liao et al., 2022). For the viewer dimension, optimal stimulation (Wohn et al., 2018). Furthermore, streamers gain financial support by
level is used herein as it represents the level of anticipation and stimu subscribing, donating, and “cheering”, advertising, sponsorships, com
lation pursued (Rodríguez-Ardura and Meseguer-Artola, 2019), thus petitions and targets, unpredictable rewards for viewers, and imple
significantly shaping viewer reactions to live streaming. Because flow is menting games into streaming channels themselves, among other things
an essential viewer experience which motivates their engagement with (Johnson and Woodcock, 2019). Also, due to the monetary incentive,
live streaming and purchase behaviors (Chen and Lin, 2018; Kim and streamers further improve their communication skills for a more
Kim, 2022; Li and Peng, 2021; Wang, 2020), a theoretical framework enjoyable viewer experience, increasing viewer willingness to either
based on flow theory is proposed herein to examine how both stream purchase products or give gifts.
and streamer dimension lead to flow, and how the optimal stimulation
level of viewers alter their effect on flow. 2.2. Flow theory
Structural equation modeling (SEM) was used on 367 valid ques
tionnaires which generated three interesting findings: first, stream Flow is the state of being entirely focused on the current activity and
dimension factors significantly affect flow in live streaming, although filtering out irrelevant information (Csikszentmihalhi, 2020; Csiks
the streamer dimension does not have a significant effect. The impor zentmihalyi, 1990). It emphasizes enjoyment and satisfaction instead of,
tance of flow in enhancing viewers’ watching and purchasing behavior say, financial returns when consumers spend large amounts of energy on
was also confirmed, along with optimal stimulation levels negatively particular activities (Leung, 2020). Generally, experiencing flow in
moderating the influence of social presence and positively moderating cludes four key dimensions: immersion, perceived control, time distor
the influence of interactivity on flow. These results expand the literature tion, and enjoyment (Pelet et al., 2017). Immersion is the experience of
on live streaming by providing a more comprehensive framework and the user being fully immersed in the activity and the user’s reactions
offering new insights into users’ watching and purchasing behaviors. from giving full attention to said activity (Nah et al., 2011). Perceived
The rest of the study is organized as follows. First, we summarize the control is the sense that the user is in control of the activity, which is a
relevant literature to support the development of the hypotheses found prerequisite for focus and immersion (Suh et al., 2017). Time distortion
in Section 2. Second, we develop and propose further related hypotheses refers to the user’s complete immersion in the current activity, therein
in Section 3. Third, we report the methodology and results in Section 4. forgetting the passage of time (Agarwal and Karahanna, 2000). Enjoy
Last, the study presents its theoretical contributions, implications, and ment is the user’s feelings of pleasure and utility, reflecting their
limitations in Section 5. intrinsic interests and motivations (Guo and Poole, 2009). All four di
mensions combine to reflect the user’s flow experience when interacting
2. Literature review with information systems (Guan et al., 2022).
Flow theory provides insights in explaining the positive online ex
2.1. Live streaming periences of users (Hyun et al., 2022). Additionally, flow theory also
provides insights in creating an attractive online environment for cus
Live streaming allows real-time media recording and broadcasting tomers to extend their browsing time (Chen and Lin, 2018; Kim and Kim,
and enables streamer-viewer interaction (Zhang et al., 2022). It has 2022; Li and Peng, 2021; Tong et al., 2022). Some recent studies have
fundamentally changed the way information is disseminated through used flow theory to explain user experience in live streaming (Chen and
(what was once mainly done through) static media such as text and Lin, 2018; Kim and Kim, 2022; Li and Peng, 2021; Liao et al., 2022). Liao
images, altering the one-way delivery of information to consumers in et al. (2022) even found that streamers’ interaction-oriented commu
traditional shopping contexts (Sun et al., 2019). Viewers, streamers, and nication enhances immersion and prosocial interaction. Kim and Kim
platforms have, in turn, become the key participants. Because of the (2022) found that streamer attributes (friendship) and live-streaming
actual interaction and the scrolling danmu, viewers can actively mobile application attributes (technical and functional quality, conve
participate and provide feedback. As a result, they become content nience, and security) significantly impacted consumers’ game loyalty
producers instead of passive information recipients (Kang et al., 2021) when doing online games. Similarly, this study uses flow theory to
and are also able to reward streamers for their valuable content. investigate flow formation from the stream-streamer-viewer
Live streaming with real-time interactions enhances social presence perspective.
and makes users feel as if they are present (Chen and Liao, 2022).
Streamers, in turn, motivate the viewers by adopting various strategies 2.3. Optimal stimulation level
such as responsiveness, humor, and motivation (Guo et al., 2022; Kim
and Kim, 2022; Liao et al., 2022). During which, viewers get acquainted Individuals are internally motivated to obtain stimulation at a spe
with the streamer and may be drawn to their humorous and empathetic cific expectation level (Rodríguez-Ardura and Meseguer-Artola, 2019),
content, further deepening both connection and attachment. Moreover, with the optimal stimulation level representing the amount of stimula
the streamer’s vicarious expression and synchronicity cater to viewers’ tion people prefer in life (McReynolds, 1971; Richard and Chebat,
psychological needs to express themselves, especially in electronic 2016a). Optimal stimulation level is a universal personality trait which
gaming and sports live streaming (Li and Guo, 2021; Liu et al., 2022). is part of people’s tendency to be stimulated, and greatly varies from
Affinity and intimacy with live streaming may also be transferred to very low to very high per individual. Those with high optimal stimula
platforms or products (Zhang et al., 2022). tion constantly require higher levels of arousal or stimulation to main
Most live streaming incorporate elements from gameplay to better tain psychological pleasure compared to those with low optimal
engage viewers (). Gamification, which is incorporating game design stimulation levels (Park and Jang, 2014). They therefore crave exposure
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S. Zheng et al. Journal of Retailing and Consumer Services 72 (2023) 103240
to new, positive stimulation environments to satisfy the need for stim 3.3. Impact of streamer attractiveness
ulation, novelty, and adventure. In contrast, people with low optimal
stimulation levels prefer to feel comfortable in their familiar environ Attractiveness is another critical characteristic of streamers (Guo
ment (Rodríguez-Ardura and Meseguer-Artola, 2019). et al., 2022). Generally, attractive streamers are more favored due to
Optimal stimulation level is an essential individual trait that influ their various personality traits such as social ability and intelligence (Till
encing consumer emotion (Mahatanankoon, 2007), attitude (Lichtlé, and Busler, 2000). Many studies have shown attractive communicators
2007), and behavior (Richard and Chebat, 2016a). When deviating from carrying and transmitting information to influence consumer behavior
the optimal stimulation level, users seek ways and means to adjust (Baker and Churchill Jr, 1977). Streamer attractiveness was also shown
themselves (Raju, 1980). When below optimal stimulation level, users to increase warmth (Guo et al., 2022), which, in turn, is related to
become bored and explore novel activities to keep themselves enter preferences and social expectations along with trust, morality, sincerity,
tained. And when above the optimal stimulation level, users reduce or and kindness as main characteristics (Cuddy et al., 2008).
simplify their current activities. Consumers with high optimal stimula In live streaming, gender also shapes the streamer’s overall
tion levels are more willing to try new products and brands (McAlister temperament and image, impacting the viewers’ desired goals (Ruberg
and Pessemier, 1982; Raju, 1980). Those with lower optimal stimulation and Brewer, 2022). Therefore, choosing the streamer gender wisely
levels, however, tend to be more willing to purchase products and effectively improves the user’s perceived fit and closeness to the live
brands they are familiar with— this is because optimal stimulation streaming. Additionally, affective labor is an essential influencing factor
levels have goal-directed characteristics which moderate consumer which constitutes streamer attraction (Jodén and Strandell, 2022; Wang,
emotions and behaviors (Raju, 1980). In toto, because the optimal 2020; Woodcock and Johnson, 2019). As viewers connect more
stimulation level may determine viewers’ response to stimulation from emotional energy with the streamer, they also further trigger positive
live streaming, the current study considers it as an important moderator associations and emotions towards the streamer, thus building shared
in the development of flow. connections and emotions (Jodén and Strandell, 2022; Woodcock and
Johnson, 2019). Inclusive strategies such as common noun referencing
3. Research hypotheses are also essential in increasing streamer attractiveness (Jodén and
Strandell, 2022).
3.1. Impact of social presence In live streaming, the streamer acts as the spokesperson of the
product or brand (Guo et al., 2022). Attractive streamers are, therefore,
A recent study identified emotional support, interactivity, and sense likelier to grab the viewer’s attention, further improving the favorable
of community as critical influencing dimensions of social presence attitude of viewers toward information sources and increasing streamer
(Chen and Liao, 2022). Social presence ultimately achieves user pres persuasiveness (Chen and Liao, 2022; Guo et al., 2022; Liao et al., 2022).
ence by building alternative experiences and social interactions (Hu Furthermore, streamer attractiveness causes a sense of pleasure (Liu,
et al., 2017). It also enhances users’ source credibility by establishing 2020), enabling users to immerse themselves in live streaming and enjoy
real-time alternative product experiences and real-time interactive value the flow (Kim and Kim, 2022). Therefore, the following hypothesis is
transfer, thus reducing user uncertainty and purchase hesitation (Lu and also proposed:
Chen, 2021; Wongkitrungrueng and Assarut, 2020; Zhang et al., 2022).
H3. Streamer attractiveness in live streaming positively influences
Most importantly, it promotes user interaction, intimacy, warmth, en
flow.
hances pleasure (Ma, 2021), and increases the overall sense of belonging
(Sun et al., 2019; Wongkitrungrueng and Assarut, 2020). Therefore, the
3.4. Impact of streamer expertise
social presence makes the user experience enjoyable and immersive,
likelier making users to become absorbed. Hence, the following hy
Expertise is the streamer’s specific skill, knowledge, or ability. The
pothesis is proposed:
greater the communicator’s expertise, the greater the trust as well
H1. Social presence in live streaming positively influences flow. (Crisci and Kassinove, 1973). Sales literature has also recognized the
significance of the seller’s expertise (i.e., knowledge about the product
3.2. Impact of interactivity and its application) (Agnihotri et al., 2009). Knowledgeable salespeople
have better cognitive abilities to anticipate customer responses and
Interactivity is a form of communication which provides active modify their behavior to meet customer needs (Jones et al., 2002).
control and synchronized sharing of information with each other (Liu, Salespeople easily make the actual selling behavior when they have
2003; Mutum and Ghazali, 2011). In social media, interactivity has three sufficient technical knowledge (Stock and Hoyer, 2005).
main dimensions: human-to-human (two-way communication), In live streaming, streamer expertise significantly shapes users’ in
human-to-medium (synchronization), and human-to-machine (active tentions and behavior (Guo et al., 2022): the higher the streamer’s
control) (Liu and Shrum, 2002; Mutum and Ghazali, 2011; Wu and Wu, expertise, the lower the information-seeking effort of the user (Hu et al.,
2006). Interactivity is an essential atmospheric cue which stimulates and 2016). This means that the more energy is invested in engaging with
influences consumer emotions through received response and perceived streamers, the likelier a viewer enters a state of flow. Furthermore, the
control (Mutum and Ghazali, 2011). Users generally interact with expertise of streamers leads to a higher degree of participation, thereby
streamers by liking, sending pop-ups, and sharing and giving virtual gifts immersing viewers in live streaming and bringing a higher sense of flow
(Yu et al., 2018); such interactivity is a sign of high user engagement and (Kim and Kim, 2022; Liao et al., 2022). Therefore, the following hy
involvement (Li et al., 2021; Li and Peng, 2021). Furthermore, inter pothesis is also proposed:
active users are more connected with live streaming (Chen and Liao,
H4. Streamer expertise in live streaming positively influences flow.
2022; Kang et al., 2021) and gain more enjoyment (Foster et al., 2022;
Kim et al., 2021; Ma, 2021). Thus, users are also likelier to enter the flow
3.5. Impact of flow on continuous watching and purchase intention
when the live streaming is highly interactive (Huang and Hsu Liu, 2014).
Therefore, the following hypothesis is also proposed:
Flow has been considered a significant factor affecting consumer
H2. Interactivity in live streaming positively influences flow. attitude, willingness, and behavior (Obadă, 2013). In live streaming,
flow represents the user’s focused and enjoyed state (Yang and Lee,
2018a). Users become more focused on the live streaming and linger
when they enter a state of flow. This pleasurable feeling creates a
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S. Zheng et al. Journal of Retailing and Consumer Services 72 (2023) 103240
stronger desire to keep watching (Kim and Kim, 2020). Streaming, The research framework is summarized in Fig. 1.
moreover, is a positive state which represents enjoyment and concen
tration. Consumer enjoyment leads to exploratory behavior and an 4. Data and methodology
increased propensity to purchase (Wu et al., 2020). Furthermore, a
focused state is more receptive to marketing cues from merchants and an 4.1. Questionnaire and data collection
increase in purchase intentions (Ming et al., 2021; Tong et al., 2022).
Therefore, the following hypotheses are also proposed: The questionnaire was marked on the professional questionnaire
platform, WenJuanXing, while the survey was conducted through a
H5. The flow in live streaming positively affects viewers’ continuous
web-based questionnaire. The main content of the questionnaire was
watching intention.
divided into three part: the first part contains the basic information of
H6. The flow in live streaming positively affects viewers’ purchase the respondents, referring to their experience in watching live stream
intention. ing, such as watching frequency and purchase frequency. Here,
screening questions were set up to filter respondents, including ques
tions on whether they have watched live streaming and purchased goods
3.6. Moderating effect of optimal stimulation level in the last two months. Only respondents who replied “Yes” were invited
to proceed. The second part is the formal measurement items, followed
Optimal stimulation levels represent the amount of stimulation by the third which is the basic demographic information.
people prefer in life (Richard and Chebat, 2016a). Individuals also Online Chinese consumers were used as the survey’s main target
experience pleasure when certain stimuli elicit optimal stimulation sample; hence, the questionnaire questions were in Chinese. To avoid
levels (Im et al., 2021). In live streaming, the stream and the streamer semantic inconsistencies, the measurement of all latent variables were
are the most arousing cues— in terms of stream features, social presence adapted from established literature, translated, and then proofread by
makes the user comfortable (Ogara et al., 2014), and interactivity en two marketing professors using the back-to-back translation method
ables the user to feel enjoyment (Zhang et al., 2022). Users with high (Ares, 2018). Using the WenJuanXing sampling services, the question
optimal stimulation level may be aroused by seeking newer and more naire was randomly distributed to 1536 users who were active online
exciting live streaming session. Therefore, social presence and inter following the firm’s private knowledge and standard. Each user was
activity may also arouse users who have high optimal stimulation levels. restricted to answer the questionnaire. To encourage user participation,
Aroused users are thus likelier to enter the flow status. In contrast, a low respondents who passed the screening process and completed the
optimal stimulation level may simplify and reduce current activities questionnaire were awarded 3 RMB. 400 questionnaires were ultimately
when they feel overly satisfied (Novak and Hoffman, 1997; Richard and collected, reflecting a 26% response rate. We then removed those with
Chebat, 2016a). Hence, users with low optimal stimulation levels may completed the questionnaire in a very short time (less than 120 s),
not enter the flow as easily as their counterparts despite high social leaving 367 valid responses as part of our final sample.
presence and interactivity. Essentially, the optimal stimulation level The sample’s descriptive statistics are shown in Table 1 below. Of the
positively moderates the relationship between social presence and surveyed samples, 45.23% were male and 54.77% were female. User age
interactivity and flow. Similarly, streamer attractiveness and expertise is mainly distributed in the 18–23 range accounting for 40.08% of the
improve viewers’ pleasure and source credibility, thereby appealing to total sample, followed by the 23–35 range, accounting for 38.97%.
users of high optimal stimulation level as well (Guo et al., 2022). Given These indicate that the younger age group (18–23) is the leading group
these discussions, the following hypotheses are also proposed: actively participating in live commerce. The proportion of college and
H7a. Optimal stimulation level positively moderates the effect of so undergraduate students also reached 60.76%. Furthermore, respondents
cial presence on flow. clearly watched live streaming on a frequent basis, thus meeting the
requirements of the survey group. The demographic distributions of the
H7b. Optimal stimulation level positively moderates the effect of sample in this paper were consistent with previous live streaming
interactivity on flow. research conducted in China (Chen and Liao, 2022; Guo et al., 2022; Li
H7c. Optimal stimulation level positively moderates the effect of et al., 2021; Liao et al., 2022). Therefore, the sample is not subject to a
streamer attractiveness on flow. large background potential bias.
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Table 1 Table 2
Descriptive statistics. Results of confirmatory factor analysis.
Type Frequency Percent Conception Title item Item
(%) loading
Gender Male 166 45.23 Social presence (SP) There is a sense of personal connection in 0.859
Female 201 54.77 Cronbach’s α = 0.785 watching live streaming.
Age Under 18 13 3.54 CR = 0.886 There is a sense of humanity in watching 0.760
Age 18-23 147 40.05 AVE = 0.660 live streaming.
Age 23-35 143 38.97 There was a kind of human warmth in 0.820
Age 35-50 63 17.17 watching live streaming.
Over 50 1 0.27 There is a human sensitivity to watching 0.807
Income (monthly) Students 156 42.51 live streaming.
3000 RMB and below 4 1.09 Interactivity (I) I am willing to send pop-ups and feedback. 0.819
3000–5000 RMB 92 25.06 Cronbach’s α = 0.852 I am willing to respond to the streamer’s 0.833
5000–8000 RMB 83 22.62 CR = 0.896 request and give feedback.
8000–12,000 RMB 17 4.63 AVE = 0.633 I want to give thumbs up, give gifts, and 0.815
12,000 RMB or more 15 4.09 share.
Education High School and 51 13.89 Streamers are happy to connect with the 0.730
below audience and answer questions.
Undergraduate 223 60.76 Streamers are willing to make personal 0.777
Master 90 24.52 connections with their viewers.
Ph.D. 3 0.08 Streamer Attractiveness Streamers give me a good feeling. 0.831
Watching frequency (per Less than 1 day 52 14.17 (SA) Streamers are charming. 0.826
week) 1–3 days 57 15.53 Cronbach’s α = 0.781 I am profoundly attracted by streamers. 0.834
4–6 days 133 36.24 CR = 0.874
Every day 125 34.06 AVE = 0.697
Streamer Expertise (SE) Streamers are qualified. 0.815
Cronbach’s α = 0.820 Streamers are skilled. 0.798
4.2. Measurement CR = 0.885 Streamers are experienced. 0.828
AVE = 0.658 Streamers are professional. 0.803
Optimal Stimulation Instead of trying something new or 0.653
The formal measurement part was divided into “social presence,” Level (OSL) different, I prefer to do something familiar.
“interactivity,” “streamer attractiveness,” “streamer expertise,” " Cronbach’s α = 0.909 *
optimal stimulation level,” “continuous watching intention,” and “pur CR = 0.927 I like to experience novelty and change in 0.840
chasing intention” where a five-point Likert scale was used (unless AVE = 0.647 my daily life.
I like a job that brings variety, even with 0.803
specified otherwise, 1 means “strongly disagree” and 5 means “strongly
some dangers.
agree”). To measure construct items herein, items used in the survey I prefer a fixed lifestyle to one that is 0.745
were adapted from previous literature to fit the live streaming context. unpredictable.*
For example, seven items for optimal stimulation level were adapted I’m always looking for new ideas and 0.864
from measures found in an extant study (Yang and Lee, 2018a), and the experiences.
I like changing activities. 0.857
measurement of social presence and purchasing intention comes from I like to look for new and unfamiliar 0.847
the study by Sun et al. (2019). Moreover, flow in live streaming was experiences when things get boring.
measured using four items, and interactivity with five (Chen and Lin, Flow (F) I forgot the passage of time while watching 0.825
2018). Streamer attractiveness was also measured using three items, and Cronbach’s α = 0.790 live streaming.
CR = 0.905 I was able to concentrate without being 0.853
streamer expertise with four items as previously measured by Guo et al.
AVE = 0.705 distracted while watching live streaming.
(2022). Finally, the continuous watching intention was measured in I often forget what I need to do when I 0.838
three items (Hu et al., 2017) (see Table 2). watch live streaming.
Watching live streaming took me away 0.843
4.3. Common method bias from the real world for a while.
Purchase Intention (PI) I hope I can purchase the products 0.868
Cronbach’s α = 0.837 recommended by streamers in the future.
Common method bias is an important and inevitable issue. Thus, CR = 0.895 I may purchase products recommended by 0.776
several measures were done herein to discourage common method bias AVE = 0.681 streamers in the future.
(Malhotra et al., 2006)). First, the responses made by the respondents I plan to purchase products recommended 0.838
by streamers through live streaming in the
were anonymized. Second, the questionnaire was paginated so that the
future.
independent variable did not precede the dependent variable. Following I will purchase the products recommended 0.816
Podsakoff et al. (2003), we also performed an unrotated principal by streamers in the future.
component factor analysis on all items. Here, the highest variance Continuous Watching I plan to continue watching live streaming 0.833
explained by a single factor was 43.087% (<50%), which could not Intention (CWI) in the future.
Cronbach’s α = 0.790 I’m going to keep watching live streaming. 0.846
explain most of the variance in the study (Malhotra et al., 2006). CR = 0.881 I will always try to watch live streaming. 0.851
Therefore, common variance bias is not a severe problem herein. AVE = 0.711
Structural equation modeling (SEM) was constructed and subse The discriminant validity test requires that the correlations between
quently ran through AMOS. Before hypothesis testing of the research items in any two constructs be lower than the square root of the average
model, both the reliability and validity of items in the scale were eval variance shared by items within a construct (Hu et al., 2017) (see
uated. Three test criteria were adopted to evaluate reliability and val Table 3). The exploratory factor analysis of the samples found that the
idity: first, for reliability, the C.R. and Cronbach’s α of each variable factor load value of the item “watching live streaming temporarily
should be above 0.7. Second, the average variance extracted (AVE) from separated me from the real world” was far below 0.7, which did not
a construct should exceed the recommended level of 0.5. Third, reach the suggested threshold, and was therefore deleted. Cronbach’s α
discriminant validity was assessed to ensure differing constructs. scores of each variable fell in the range of 0.781–0.852. Therefore, all
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Table 3
Correlation matrix of variables.
Variables SP I SA SE OSL F CWI PI
SP 1
I 0.46 * * * 1
SA 0.41 * * * 0.45 * * * 1
SE 0.35 * * * 0.36 * * * 0.40 * * * 1
OSL 0.12 * * 0.15 * * * 0.14 * * * 0.12 * * * 1
F 0.43 * * * 0.45 * * * 0.39 * * * 0.30 * * * 0.15 * * * 1
CWI 0.44 * * * 0.48 * * * 0.42 * * * 0.36 * * * 0.14 * * * 0.43 * * * 1
PI 0.46 * * * 0.49 * * * 0.43 * * * 0.36 * * * 0.11 * * 0.42 * * * 0.46 * * * 1
Mean 3.97 3.99 4.07 4.25 3.55 3.86 4.01 4.01
SD 0.77 0.79 0.79 0.69 0.96 0.84 0.82 0.76
constructs passed the test of construct reliability, indicating adequate or low-level group, applying the covariance matrix separately. Next,
internal reliability. multiple structural equation analysis were then employed (Helm and
The results also show that the composite reliability value of the Landschulze, 2009). Consequently, the score of the optimal stimulation
variable was between 0.881 and 0.927, indicating that the combined level in the high-level group is above the average level (N = 190), ac
reliability was high. The AVE value of each item was greater than 0.5, counting for 51.77%. Meanwhile, the score of the optimal stimulation
and the loading value of each factor in exploratory factor analysis was level in the low-level group is below the average level (N = 177), ac
greater than 0.7, thus suggesting a reasonable degree of discriminant counting for 48.23%.
validity. According to the leading fit indices yielded regarding the pro To further analyze the differences between the two optimal stimu
posed model, the structural model seemed to fit the observed data, as all lation levels group in the structural model, the Chi-square difference test
fit indices noticeably reached the acceptable level (χ 2 = 1315.99, df = was conducted by constructing the basic model (without any limitation)
510, χ 2/df = 2.58; CFI = 0.92; GFI = 0.91; NFI = 0.886; and RMSEA = and the constraint model (the path coefficients in the structural equation
0.053). This model therefore fitted the data reasonably well. In sum, all models with different optimal stimulation levels were set to be equal).
factors exhibited sufficient convergent and discriminant validity. The moderation effect is significant when the difference (△χ2) with one
degree of freedom is more significant than the critical value of 3.84. As
4.5. Hypothesis testing shown in Table 5, there were significant differences between the users of
low optimal stimulation level (β = 0.71) and high optimal stimulation
The structural model was used to test the hypotheses. The results of level (β = 0.37) in terms of the relationship between social presence and
path coefficients and corresponding levels of significance are shown in flow (△χ2 = 5.136, p < 0.05), thus suggesting that the optimal stim
Table 4 below (see Fig. 2). According to the results of hypothesis testing, ulation level negatively moderates the effect of social presence on flow.
the path coefficient from social presence to flow in stream factors is 0.63. Therefore, H7a was not supported.
The result is significant, thus H1 is supported. The path coefficient from Likewise, there were significant differences between the users of low
interactivity to flow is 0.32, indicating user interactivity to positively optimal stimulation level (β = 0.13) and high optimal stimulation level
affect flow. Thus, H2 is also supported. (β = 0.55) in terms of the relationship between interactivity and flow
However, the standardized path coefficient of social presence and (△χ2 = 4.434, p < 0.05), suggesting the optimal stimulation level
interactivity is significantly different: the standardized path coefficient positively moderates the effect of interactivity on flow. Therefore, H7b
of social presence to flow (0.63) is significantly larger than interactivity is, in contrast, supported. However, streamer attractiveness and flow
(0.32), positing that social presence has a more significant impact on were not significantly different (△χ2 = 1.119, p > 0.05), neither were
flow compared to interactivity. Streamer attractiveness and streamer streamer expertise nor flow (△χ2 = 1.564, p > 0.05). Therefore, H7c
expertise did not pass the hypothesis test. Therefore, H3 and H4 are not and H7d were both not supported.
supported.
Following the results, the standardized path coefficients of flow on 5. Discussion
the intention to continue watching and purchasing are 0.97 (p < 0.001),
indicating user flow to positively impact continued watching and pur The study presents several findings. First, social presence and
chasing intention. Therefore, H5 and H6 are both supported. interactivity in live streaming positively impact the generation of flow,
paralleling extant studies regarding consumption decisions in live
streaming (Li and Peng, 2021; Ming et al., 2021). Moreover, comparing
4.6. Analysis of moderating effect the path coefficient, social presence perceived by consumers tends to be
more influential compared to interactivity on the formation of flow.
To reveal the difference among various optimal stimulation levels of Streamer attractiveness and streamer expertise, however, do not
consumers experiencing flow, this study divided the sample data ac significantly influence flow.
cording to the optimal stimulation level into either best high-level group Second, this study confirms the importance of flow and continuous
watching intention for consumer behavior, thus resonating with previ
Table 4 ous studies on flow experience which consistently indicated its posi
Hypothesis testing results. tively impact on users’ continuous watching and purchasing intention
Path Standardized Path Coefficient S.E. p Result (Chen and Lin, 2018; Li and Peng, 2021; Yang and Lee, 2018b).
SP → F 0.63 0.12 *** Supported Third, the optimal stimulation level negatively moderates social
I→F 0.32 0.12 * Supported presence on flow, but positively moderates interactivity on flow. For
SA → F 0.12 0.17 0.51 Not supported users with a high optimal stimulation level, the more interactive the live
SE → F 0.06 0.11 0.61 Not supported streaming is, the more they can concentrate on the live streaming and
F → CWI 0.97 0.07 *** Supported
enter a state of flow. However, more interactivity may not be optimal for
F → PI 0.97 0.07 *** Supported
consumers of low optimal stimulation level. Previous studies have also
Note: *: p < 0.05; **: p < 0.01; ***: p < 0.001.
6
S. Zheng et al. Journal of Retailing and Consumer Services 72 (2023) 103240
7
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