研究生: |
梁鈺蓁 Liang, Yu-Chen |
---|---|
論文名稱: |
消費者觀看直播節目之行為結果研究:心理模擬理論 An Investigation of Live Stream Watching Behavioral Outcomes: The Mental Simulation Perspective |
指導教授: |
鄒蘊欣
Chou, Yun-Hsin |
口試委員: |
許書瑋
Hsu, Shu-Wei 江藍龍 Chiang, Lan-Lung |
口試日期: | 2021/06/25 |
學位類別: |
碩士 Master |
系所名稱: |
全球經營與策略研究所 Graduate Institute of Global Business and Strategy |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 英文 |
論文頁數: | 42 |
中文關鍵詞: | 心理模擬 、直播 、捐贈意圖 |
英文關鍵詞: | Mental simulation, Live stream, Donate intention |
研究方法: | 調查研究 |
DOI URL: | http://doi.org/10.6345/NTNU202100878 |
論文種類: | 學術論文 |
相關次數: | 點閱:117 下載:21 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
Live stream market is rapidly growing, with its traits that anyone can join or start a live stream, a diverse live stream content and model have been developed. Most studies related to live stream mainly focus on social motivations or other social factors. Less study has attempted to understand the effect of consumer mental simulation when watching a stream. The current study proposes that when live stream audiences are watching a stream, live stream may audience’s mental simulation (interactivity, vividness, entertainment, self-referencing) that will lead to positive engagement and further influence audience’s donate intention. Therefore, this study aims to examine the four mental simulation that occurs in watching live stream programs and their relationships with consumer engagement and thus intention to donate a streamer. An empirical study and online survey sampling live stream audiences are conducted. This study has important implication of how mental simulation influences audiences’ live stream engagement and further effects their intention to donate to a live streamer. Many live streamers have replied on audience’s donation for better content delivery; however, driving audience’s donation behavior has been found difficult. This study shed light on a better understanding of how to drive audience’s donation intention by simulating their mental imagination.
Ahn, S. J., Phua, J., & Shan, Y. (2017). Self-endorsing in digital advertisements: Using virtual selves to persuade physical selves. Computers in Human Behavior, 71, 110-121. https://www.sciencedirect.com/science/article/pii/S0747563217300572
Ariel, Y., & Avidar, R. (2015). Information, interactivity, and social media. Atlantic Journal of Communication, 23(1), 19-30.
Babin, B. J., Darden, W. R., & Griffin, M. (1994). Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value. Journal of Consumer Research, 20(4), 644-656. www.jstor.org/stable/2489765
Barclay, D., Thompson, R., & Higgins, C. (1995). The partial least squares (PLS) approach to causal modeling: Personal computer use as an illustration. Technology Studies, 2, 284-324.
Batat, W., & Wohlfeil, M. (2009). Getting lost "Into the Wild": Understanding consumers' movie enjoyment through a narrative transportation approach. Advances in Consumer Research, 36, 372-377.
Baumgartner, H., & Homburg, C. (1996). Applications of structural equation modeling in marketing and consumer research: A review. International Journal of Research in Marketing, 13(2), 139-161. https://www.sciencedirect.com/science/article/pii/0167811695000380
Boller, G., & Olson, J. C. (1991). Experiencing ad meanings: Crucial aspects of narrative/drama processing. Advances in Consumer Research, 18, 164-171.
Bosshart, L., & Macconi, I. (1998). Defining "Entertainment" (Vol. 18). Communication Research Trends.
Bowden, J. (2009). The process of customer engagement: A conceptual framework. The Journal of Marketing Theory and Practice, 17(1), 63-74.
Burnkrant, R., & Unnava, R. (1995). Effects of self-referencing on persuasion. Journal of Consumer Research, 22(1), 17-26.
Calder, B. J., Malthouse, E. C., & Schaedel, U. (2009). An experimental study of the relationship between online engagement and advertising effectiveness. Journal of Interactive Marketing, 23(4), 321-331.
Chan, W., & Li, Y. (2010). Understanding consumer-to-consumer interactions in virtual communities: The salience of reciprocity. Journal of Business Research, 63(9), 1033-1040.
Chen, C. C., & Lin, Y. C. (2018). What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement. Telematics and Informatics, 35(1), 293-303. http://www.sciencedirect.com/science/article/pii/S0736585317307244
Cheng, H. (2020). The effects of product stimuli and social stimuli on online impulse buying in live streams 2020 International conference on management of e-commerce and e-government, Jeju, Island, Republic of Korea. https://doi.org/10.1145/3409891.3409895
Chin, W. W., Thatcher, J. B., & Wright, R. T. (2012). Assessing common method bias: Problems with the ULMC technique. MIS Quarterly, 36(3), 1003-1019. http://www.jstor.org/stable/41703491
Ching, R., Tong, P., Chen, J., & Chen, H. (2013). Narrative online advertising: Identification and its effects on attitude toward a product. Internet Research: Electronic Networking Applications and Policy, 23(4), 414-438.
Collins, R. (2005). Interaction ritual chains. Princeton University Press.
Coyle, R. J., & Thorson, E. (2001). The effects of progressive levels of interactivity and vividness in web marketing sites. Journal of Advertising, 30(3), 65-77.
Daft, R. L., & Lengel, R. H. (1986). Organizational information requirements, media richness and structural design. Management Science, 32(5), 554-571.
Debevec, K., & Iyer, E. (1988). Self-referencing as a mediator of the effectiveness of sex-role portrayals in advertising. Psychology & Marketing, 5(1), 71-84. https://doi.org/10.1002/mar.4220050106
Debevec, K., & Romeo, J. B. (1992). Self-referent processing in perceptions of verbal and visual commercial information. Journal of Consumer Psychology, 1(1), 83-102. https://www.sciencedirect.com/science/article/pii/S1057740808800460
Dennis, A. R., & Valacich, J. S. (1999). Rethinking media richness: Towards a theory of media synchronicity. Hawaii International Conference on Systems Sciences,
Ding, S., Lin, J., & Zhang, Z. (2021). The influences of consumer-to-consumer interaction on dissatisfactory consumers’ repetitive purchases in network communities. Sustainability, 13(2). https://doi.org/https://doi.org/10.3390/su13020869
Donghee, Y. W., Guo, F., & McLaughlin, C. (2018). Explaining viewers' emotional, instrumental, and financial support provision for live streamers. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18), New York, USA.
Escalas, J. E. (2004). Imagine yourself in the product: Mental simulation, narrative transportation, and persuasion. Journal of Advertising, 33(2), 37-48. http://www.jstor.org/stable/4189256
Escalas, J. E. (2006). Self-referencing and persuasion: Narrative transportation versus analytical elaboration. Journal of Consumer Research, 33(4), 421-429. https://doi.org/10.1086/510216
Fan, J., & Zhang, Q. (2018). The impact of interactivity on virtual gifts giving intent - Based on live-streaming platforms. Proceedings of the 2018 3rd International Conference on Humanities Science, Management and Education Technology (HSMET 2018),
Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382-388. https://doi.org/10.1177/002224378101800313
Frasquet, M., María-del-Carmen, Alarcón-del-Amo, & Lorenzo, C. (2019). Antecedents and consequences of virtual customer co-creation behaviours. Internet Research, 29(1), 218-244. https://doi.org/10.1108/IntR-06-2017-0243
Gallegos, J. A. (2021). 7 Digital Marketing Trends of Focus for 2021. Social Media Today. https://www.socialmediatoday.com/news/7-digital-marketing-trends-of-focus-for-2021/592857/
Gibbs, J. L., Kim, H., & Ki, S. (2016). Investigating the role of control and support mechanisms in members’ sense of virtual community. Communication Research, 46(1), 117-145. https://doi.org/10.1177/0093650216644023
Goffman, E. (2005). Interaction ritual: Essays in face to face behavior. Routledge. https://doi.org/https://doi.org/10.4324/9780203788387
Gold, A. H., Malhotra, A., & Segars, A. H. (2001). Knowledge management: An organizational capabilities perspective. Journal of Management Information Systems, 18(1), 185-214. https://doi.org/10.1080/07421222.2001.11045669
Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narrative. Journal of personality and social psychology, 79(5), 701-721.
Gurău, C. (2008). Integrated online marketing communication: Implementation and management. Journal of Communication Management, 12(2), 169-184. https://doi.org/10.1108/13632540810881974
Ha, S., Huang, R., & Park, J.-S. (2019). Persuasive brand messages in social media: A mental imagery processing perspective. Journal of Retailing and Consumer Services, 48, 41-49. https://www.sciencedirect.com/science/article/pii/S0969698918303515
Hair Jr, J. F., Sarstedt, M., Kuppelwieser, V. G., & Hopkins, L. (2014). Partial least squares structural equation modeling (PLS-SEM). European Business Review, 26(2), 106-121. https://doi.org/10.1108/EBR-10-2013-0128
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211-232.
Hamilton, W., Garretson, O., & Kerne, A. (2014, 04/26). Streaming on twitch: Fostering participatory communities of play within live mixed media. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.,
Hilvert Bruce, Z., Neill, J., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.
Hollebeek, L. (2011). Exploring customer brand engagement: Definition and themes. Journal of Strategic Marketing, 19(7), 555-573. https://doi.org/10.1080/0965254X.2011.599493
Hong, S., & Tanvi, J. (2012). Effects of web atmosphere cues on users' emotional responses e-commerce. AIS Transactions on Human-Computer Interaction, 4(1), 1-24. https://aisel.aisnet.org/thci/vol4/iss1/1
Huang, A. H., Yen, D. C., & Zhang, X. (2008). Exploring the potential effects of emoticons. Information and Management, 45(7), 466-473.
Jang, H. h., Olfman, L., Ko, I., Koh, J., & Kim, K. (2008). The influence of on-line brand community characteristics on community commitment and brand loyalty. International Journal of Electronic Commerce, 12(3), 57-80. http://www.jstor.org/stable/27751260
Jodén, H., & Strandell, J. (2021). Building viewer engagement through interaction rituals on Twitch.tv. Information, Communication & Society, 1-18. https://doi.org/10.1080/1369118X.2021.1913211
Johnson, J. G., Bruner, C. G., & Kumar, A. (2006). Interactivity and its facets revisited: Theory and empirical test. Journal of Advertising, 35(4), 35-52.
Jung, Y., & Suzanne, P. (2009). Consuming bits: An exploratory study of user goals for virtual consumption. Proceedings of the International Conference on Information Systems, ICIS 2009, Phoenix, Arizona, USA.
Klimmt, C., & Vorderer, P. (2003). Media psychology “is not yet there”: Introducing theories on media entertainment to the presence debate. Presence Teleoperators & Virtual Environments, 12(4), 346-359.
Li, R., Lu, Y., Ma, J., & Wang, W. (2020). Examining gifting behavior on live streaming platforms: An identity-based motivation model. Information and Management, 58(7). http://www.sciencedirect.com/science/article/pii/S037872062030344X
Liang, H., Saraf, N., Hu, Q., & Xue, Y. (2007). Assimilation of enterprise systems: The effect of institutional pressures and the mediating role of top management. MIS Quarterly, 31(1), 59-87. http://www.jstor.org/stable/25148781
Liu, Y., & Shrum, J. L. (2002). What is interactivity and is it always such a good thing? Implications of definition, person, and situation for the influence of interactivity on advertising effectiveness. Journal of Advertising, 31(4), 53-64.
Lowry, B. P., Spaulding, T., Wells, M. T., Moody, D. G., Moffit, K., & Madariaga, S. (2006, 01/23). A theoretical model and empirical results linking website interactivity and usability satisfaction Hawaii International Conference on System Sciences,
Lu, Z., Xia, Z., Heo, S., & Wigdor, D. (2018). You watch, you give, and you engage: A study of live streaming practices in China. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, New York, USA.
Martin, B., & Choi, L. K. (2004). The influence of ad model ethnicity and self-referencing on attitudes: Evidence from New Zealand. Journal of Advertising, 33(4), 27-37. https://doi.org/10.1080/00913367.2004.10639172
McMillan, D., & Chavis, D. (1986). Sense of community: A definition and theory. Journal of Community Psychology, 14, 6-23.
Meslot, C., Gauchet, A., Allenet, B., François, O., & Hagger, M. S. (2016). Theory-based interventions combining mental simulation and planning techniques to improve physical activity: Null results from two randomized controlled trials. Frontiers in Psychology, 7. https://doi.org/https://doi.org/10.3389/fpsyg.2016.01789
Mollen, A., & Wilson, H. (2010). Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. Journal of Business Research, 63(9), 919-925. http://www.sciencedirect.com/science/article/pii/S0148296309002100
Newhagen, J. (2004). Interactivity, dynamic symbol processing, and the emergence of content in human communication. The Information Society, 20(5), 395-400.
Nielsen, J. H., Escalas, J. E., & Hoeffler, S. (2018). Mental simulation and category knowledge affect really new product evaluation through transportation. Journal of Experimental Psychology: Applied, 24(2), 145-158.
Nunnally, J. C. (1978). Psychometric theory. McGraw-Hill.
O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies, 112, 28-39. https://www.sciencedirect.com/science/article/pii/S1071581918300041
Oh, & Sundar, S. S. (2016). User engagement with interactive media: A communication perspective. In H. O'Brien & P. Cairns (Eds.), Why Engagement Matters: Cross-Disciplinary Perspectives of User Engagement in Digital Media (pp. 177-198). Springer International Publishing. https://doi.org/10.1007/978-3-319-27446-1_8
Oh, H., Ozkaya, E., & LaRose, R. (2014). How does online social networking enhance life satisfaction? The relationships among online supportive interaction, affect, perceived social support, sense of community, and life satisfaction. Computers in Human Behavior, 30, 69-78. https://www.sciencedirect.com/science/article/pii/S0747563213002926
Pham, L. B., & Taylor, S. E. (1999). From thought to action: Effects of process-versus outcome-based mental simulations on performance. Personality and Social Psychology Bulletin, 25(2), 250-260. https://doi.org/10.1177/0146167299025002010
Rafael, C. P., Ruiz Mafe, C., & Sanz Blas, S. (2014). Determinants of user behaviour and recommendation in social networks : An integrative approach from the uses and gratifications perspective. Industrial Management & Data Systems, 114(9), 1477-1498. https://doi.org/10.1108/IMDS-07-2014-0219
Redaelli, L. (2018). Investigating the effects of vividness of consumer generated online content on company reputation and purchase intention during a crisis situation Tulburg University].
Sashi, C. M. (2012). Customer engagement, buyer-seller relationships, and social media. Management Decision, 50(2), 253-272.
Schlosser, A. E. (2003). Experiencing products in the virtual world: The role of goal and imagery in influencing attitudes versus purchase intentions. Journal of Consumer Research, 30(2), 184-198.
Scissors, L., Burke, M., & Wengrovitz, S. (2016). What's in a Like? Attitudes and behaviors around receiving Likes on Facebook. Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing, San Francisco, California, USA.
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
Teh, C. (2021). Meet China's 'Lipstick King,' an outspoken 28-year-old e-commerce streamer who fans adore and brands fear. Business Insider. Retrieved Mar 31 from https://www.businessinsider.com/austin-li-jiaqi-chinas-lipstick-king-online-shopping-taobao-2021-3
TwitchTracker. (2021). Twitch statistic and charts: Overview. https://twitchtracker.com/
Wan, J., Lu, Y., Wang, B., & Zhao, L. (2017). How attachment influences users’ willingness to donate to content creators in social media: A socio-technical systems perspective. Information and Management, 54(7), 837-850.
Wang, J., & Calder, B. J. (2006). Media transportation and advertising. Journal of Consumer Research, 33(2), 151-162. https://doi.org/10.1086/506296
Wohn, D. Y., & Guo, F. (2019). Live streaming, playing, and money spending behaviors in eSports. Games and Culture, 15(1), 73-88. https://doi.org/10.1177/1555412019859184
Wongkitrungrueng, A., Dehouche, N., & Assarut, N. (2020). Live streaming commerce from the seller's perspective: Implications for online relationship marketing. Journal of Marketing Management, 36(5), 488-518.
Wu, L. (2019). Website interactivity may compensate for consumers’ reduced control in e-commerce. Journal of Retailing and Consumer Services, 49, 253-266. https://www.sciencedirect.com/science/article/pii/S096969891830609X
Xu, Y., & Ye, Y. (2020). Who watches live streaming in China? Examining viewers’ behaviors, personality traits, and motivations. Frontiers in Psychology, 11. https://doi.org/https://doi.org/10.3389/fpsyg.2020.01607
Yim, M. Y. C., Baek, T. H., & Sauer, P. L. (2018). I see myself in service and product consumptions: Measuring self-transformative consumption vision (SCV) evoked by static and rich media. Journal of Interactive Marketing, 44, 122-139. https://www.sciencedirect.com/science/article/pii/S1094996818300483
Yim, Y., Chu, S., & Sauer, P. (2017). Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective. Journal of Interactive Marketing, 39, 89-103.
Yim, Y., Kim, Y. K., & Lee, J. (2020). How to easily facilitate consumers' mental simulation through advertising: the effectiveness of self-referencing image dynamics on purchase intention. International Journal of Advertising, 1-25. https://doi.org/10.1080/02650487.2020.1801014