Participant characteristics and data retention
A total of 240 young adult participants were randomized equally into four experimental conditions (n = 60 per condition). All 240 participants completed the 90 s live-streaming stimulus exposure, the post-exposure questionnaire, and the simulated purchase task without withdrawal or recording failure. Consequently, the full behavioral analysis set comprised 240 participants. Furthermore, all participants met the predefined eye-tracking quality criteria, maintaining an overall tracking ratio of approximately 0.91 (range: 0.80–0.99) with successful calibrations (Figure 2). Decision times ranged from 16.0 to 71.8 s, remaining well within the predefined validity thresholds of 3 to 120 s. Thus, the eye-tracking analysis set was identical to the full behavioral analysis set.
The experimental groups were balanced by design. Gender distribution, monthly income band, live-shopping frequency, trait impulsivity, and tracking ratio demonstrated no significant between-group differences (Table 5). Although age exhibited a minor but statistically significant difference—the low-social-presence and low-product-salience group was slightly older than the high-social-presence group—the primary randomized group comparisons remained robust. Age was integrated as a covariate in adjusted models, and the direction and interpretation of the principal findings remained unchanged.
Manipulation checks and visual attention allocation
The social presence manipulation successfully altered participant perceptions. Participants in the high-social-presence conditions reported significantly higher perceived social presence (M = 4.47) compared to those in the low-social-presence conditions (M = 3.60), yielding a significant main effect (F(1, 236) = 75.78, p < 0.001, η2p = 0.243). Product visual salience exerted no significant effect on perceived social presence.
Similarly, the product salience manipulation was effective. The high-product-salience conditions elicited longer product area of interest (AOI) fixation durations (M = 15,092 ms) than the low-product-salience conditions (M = 12,942 ms; F(1, 236) = 40.80, p < 0.001, η2p = 0.147). Time to first product fixation was also markedly shorter under high product salience (M = 4.91 s) versus low product salience (M = 6.44 s; F(1, 236) = 56.02, p < 0.001, η2p = 0.192).
Visual attention metrics mapped directly onto the specific manipulations (Table 3). Product visual salience primarily drove attention toward the product and price regions. Conversely, social presence predominantly captured attention toward the streamer and chat regions (Figure 3). Specifically, social presence significantly increased streamer AOI fixation duration (F(1, 236) = 36.01, p < 0.001, η2p = 0.132) and chat AOI fixation duration (F(1, 236) = 50.26, p < 0.001, η2p = 0.176). Interaction effects between the two experimental factors across all AOI outcomes were not statistically significant, indicating additive attentional dynamics.
Psychometric validation and psychological mechanisms
All multi-item psychological constructs demonstrated acceptable reported reliability and validity parameters (Table 6). Cronbach’s alpha values ranged from 0.699 to 0.839, composite reliability ranged from 0.835 to 0.894, and average variance extracted (AVE) ranged from 0.608 to 0.688. The maximum reported heterotrait-monotrait (HTMT) ratio was 0.446, below the prespecified 0.85 threshold. Purchase intention had a marginal Cronbach’s alpha of 0.699 but acceptable reported composite reliability (0.835) and AVE (0.627).
Examining the organismic mechanism variables, social presence significantly elevated flow experience (F(1, 236) = 19.06, p < 0.001, η2p = 0.075), positive emotion (F(1, 236) = 7.88, p = 0.005, η2p = 0.032), and the urge to buy impulsively (F(1, 236) = 7.40, p = 0.007, η2p = 0.030). In contrast, purchase intention was more responsive to product visual salience (F(1, 236) = 6.21, p = 0.013, η2p = 0.026) than to social presence (Figure 4).
Behavioral decision outcomes and mediation pathways
Across the sample, 181 participants (75.4%) selected “purchase now” in the simulated task. The simulated purchase-choice rate was 83.3% in the high-social-presence, high-product-salience condition and 68.3% in the low-social-presence, low-product-salience condition (Figure 5).
Hierarchical logistic regression indicated that the experimental factors and AOI fixation durations alone had limited ability to account for simulated purchase choice (Table 7). Model fit improved after the post-exposure psychological states were added. In the fully adjusted model (Model 4), higher urge to buy impulsively (odds ratio [OR] = 2.36, 95% confidence interval [CI] = 1.44–3.87, p < 0.001) and higher flow experience (OR = 1.91, 95% CI = 1.19–3.07, p = 0.008) were associated with greater odds of selecting “purchase now.”
Bootstrap models indicated nonzero indirect associations for several prespecified paths (Table 8; Figure 6). Social presence showed a modeled serial indirect association with simulated purchase choice involving flow experience and urge to buy impulsively (indirect effect = 0.013, 95% CI = 0.004–0.027), with a smaller modeled path involving positive emotion and urge. Product visual salience showed a modeled indirect association with stated purchase intention via product fixation duration (indirect effect = 0.116, 95% CI = 0.024–0.232). Figure 6 provides a visual summary of these modeled associations within the broader experimental framework, distinguishing comparatively stronger supported associations from weaker or non-significant ones without implying temporal ordering or causality. Because flow, positive emotion, and urge were measured concurrently after exposure, these indirect associations should not be interpreted as evidence of temporal ordering or causal mediation.
Among secondary simulated outcomes, whole-sample basket value was highest (101.10 RMB) in the high-social-presence, high-product-salience condition. Product visual salience showed a small main effect on stated whole-sample basket value (F(1, 236) = 4.08, p = 0.044, η2p = 0.017). In the buyer-only analysis, this difference was not statistically significant (p = 0.107), suggesting that the whole-sample pattern reflected purchase-choice frequency more than stated spending intensity among simulated buyers. High-social-presence conditions also had shorter decision times (F(1, 236) = 7.40, p = 0.007, η2p = 0.030). The overall pattern was consistent with visual cues being related to visual allocation and social cues being related to post-exposure psychological states; it does not demonstrate a causal chain to real-world purchasing (Tables 5–8).
The data supporting the findings of this study are available in the Zenodo repository at https://zenodo.org/records/20339401.

Figure 1: Experimental design, procedure, AOI layout, and conceptual framework. (A) The study used a 2 × 2 between-subjects behavioral experiment with two manipulated factors: social presence, low versus high, and product visual salience, low versus high. A total of 240 participants were allocated equally across four conditions, with 60 participants in each condition. (B) Each participant completed a single laboratory session consisting of eligibility screening, informed consent, baseline questionnaire, eye-tracker setup, nine-point calibration, 90 s live-streaming stimulus exposure, post-exposure questionnaire, simulated purchase decision task, and debriefing. The full session lasted approximately 18–22 min. (C) Four predefined areas of interest were used for eye-tracking analysis: product AOI, streamer AOI, chat AOI, and price AOI. Fixation duration and time to first product fixation were extracted from the 90 s stimulus period. (D) The conceptual framework links live-streaming stimuli to visual attention and post-exposure psychological variables, including perceived social presence, flow experience, positive emotion, and urge to buy impulsively, which are modeled in relation to simulated purchase choice, stated basket value, and decision time. Age, gender, monthly income band, live-shopping frequency, and trait impulsivity were included as covariates. Abbreviation: AOI, area of interest. Please click here to view a larger version of this figure.

Figure 2: Participant flow and data-retention structure. A total of 240 participants were randomized equally into four experimental conditions, with 60 participants in each condition. All participants completed the 90 s live-streaming stimulus exposure, post-exposure questionnaire, and simulated purchase task. No participant withdrew before final data submission, and no participant was excluded because of incomplete behavioral data. All eye-tracking recordings met the predefined quality criteria, including accepted calibration, a complete 90 s recording, and a tracking ratio ≥0.80. Therefore, both the full behavioral analysis set and the eye-tracking analysis set included 240 participants. Please click here to view a larger version of this figure.

Figure 3: Visual attention outcomes across predefined AOIs. (A) Product AOI fixation duration was higher in the high-product-salience conditions, with the highest mean value observed in the high-social-presence and high-product-salience condition. (B) Time to first product fixation was shorter in the high-product-salience conditions, indicating earlier attentional orienting to the product region. (C) Streamer AOI fixation duration was higher in the high-social-presence conditions. (D) Chat AOI fixation duration also increased under high social presence. (E) Price AOI fixation duration was higher under high product salience and showed a smaller increase under high social presence. Error bars represent the standard error of the mean (SEM). Abbreviation: AOI = area of interest. Please click here to view a larger version of this figure.

Figure 4: Post-exposure psychological outcomes by experimental condition. (A) Flow experience was higher under high social presence than under low social presence. (B) Positive emotion showed a similar but weaker increase under high social presence. (C) The urge to buy impulsively was higher in the high-social-presence conditions. (D) Purchase intention was higher in the high-product-salience conditions. Error bars represent the standard error of the mean (SEM). Abbreviations: SP = social presence; PS = product salience. Please click here to view a larger version of this figure.

Figure 5: Behavioral outcomes by experimental condition. (A) The simulated purchase-choice rate was highest in the high-social-presence and high-product-salience condition and lowest in the low-social-presence and low-product-salience condition. (B) Whole-sample basket value was highest in the high-social-presence and high-product-salience condition. (C) Buyer-only basket value showed a weaker between-condition difference, indicating that the whole-sample basket-value pattern was mainly driven by purchase likelihood rather than spending intensity among buyers. (D) Decision time was shorter in the high-social-presence conditions. Error bars represent the standard error of the mean (SEM) for continuous outcomes. Abbreviations: SP = social presence; PS = product salience; RMB = Chinese yuan. Please click here to view a larger version of this figure.

Figure 6: Summary of modeled associations linking experimental stimuli, attentional and psychological variables, and behavioral responses. Solid arrows indicate statistically supported modeled associations, whereas dashed arrows indicate weaker or non-significant associations. Thicker arrows denote comparatively stronger effects, and thinner arrows denote smaller effects. The diagram summarizes the associations reported in the statistical models and is not intended to imply temporal ordering or causal relationships. In particular, flow experience, positive emotion, and urge to buy impulsively were measured concurrently after stimulus exposure; therefore, pathways involving these variables should be interpreted as modeled indirect associations rather than evidence of temporal or causal mediation. Please click here to view a larger version of this figure.
| Item | Operational Specification |
| Study design | 2 × 2 between-subjects behavioral experiment |
| Manipulated factor 1 | Social presence: low vs high |
| Manipulated factor 2 | Product visual salience: low vs high |
| Number of experimental conditions | Four |
| Planned total sample size | 240 participants |
| Sample-size rationale | Balanced 1:1:1:1 allocation. For a 1-df factorial main effect or interaction with α = 0.05, total N = 240, and residual df = 236, a sensitivity calculation gives 80% power at Cohen’s f = 0.182 (partial η² ≈ 0.032). This is a sensitivity justification, not a claim of a documented a priori calculation. |
| Allocation ratio | 1:1:1:1 |
| Participants per condition | 60 participants per condition |
| Randomization method | Computer-generated blocked randomization |
| Block size | 8 |
| Allocation within each block | Each block contained two allocations to each of the four conditions |
| Allocation concealment | Allocation sequence stored in a password-protected spreadsheet and revealed only after eligibility and informed consent were documented and the participant arrived for the laboratory session |
| Participant blinding | Participants were not informed whether they received high or low social presence or high or low product visual salience |
| Stimulus exposure | Each participant viewed only one assigned 90-second video |
| Condition 1 | Low social presence + low product salience; n = 60 |
| Condition 2 | Low social presence + high product salience; n = 60 |
| Condition 3 | High social presence + low product salience; n = 60 |
| Condition 4 | High social presence + high product salience; n = 60 |
Table 1: Randomization and allocation structure. The four groups were balanced by design. Randomization was completed before data collection and was not modified after recruitment began.
| Experimental condition | Social presence level | Product visual salience level | Streamer interaction cues | Chat and audience cues | Product display and price visibility | Standardized elements |
| Condition 1: Low social presence + Low product salience | Low | Low | The streamer delivered the product information in a one-way explanatory style. No direct viewer address was used. No simulated response to audience comments was included. | No live chat messages, audience likes, viewer questions, or purchase notifications were displayed. | The product AOI occupied approximately 15–20% of the visible interface during product-demonstration segments. The price label remained visible for approximately 20 seconds. The product was shown in one brief close-up segment. | Same product category, same price, same promotional claim, same streamer, same script length, same 90-second duration, same background, same camera angle, and same purchase-task interface. |
| Condition 2: Low social presence + High product salience | Low | High | The streamer delivered the product information in a one-way explanatory style. No direct viewer address was used. No simulated response to audience comments was included. | No live chat messages, audience likes, viewer questions, or purchase notifications were displayed. | The product AOI occupied approximately 30–35% of the visible interface during product-demonstration segments. The price label remained visible for at least 45 seconds. The product was shown in at least four close-up segments. | Same product category, same price, same promotional claim, same streamer, same script length, same 90-second duration, same background, same camera angle, and same purchase-task interface. |
| Condition 3: High social presence + Low product salience | High | Low | The streamer directly addressed viewers at least six times and responded to four simulated viewer comments. The verbal product information remained identical to the low-social-presence condition. | Eight real-time chat messages were displayed. Three audience-response cues were included, including viewer likes, question prompts, and simulated purchase notifications. | The product AOI occupied approximately 15–20% of the visible interface during product-demonstration segments. The price label remained visible for approximately 20 seconds. The product was shown in one brief close-up segment. | Same product category, same price, same promotional claim, same streamer, same script length, same 90-second duration, same background, same camera angle, and same purchase-task interface. |
| Condition 4: High social presence + High product salience | High | High | The streamer directly addressed viewers at least six times and responded to four simulated viewer comments. The verbal product information remained identical to the low-social-presence condition. | Eight real-time chat messages were displayed. Three audience-response cues were included, including viewer likes, question prompts, and simulated purchase notifications. | The product AOI occupied approximately 30–35% of the visible interface during product-demonstration segments. The price label remained visible for at least 45 seconds. The product was shown in at least four close-up segments. | Same product category, same price, same promotional claim, same streamer, same script length, same 90-second duration, same background, same camera angle, and same purchase-task interface. |
Table 2: Operational specification of the four live-streaming stimulus conditions. Product AOI refers to the screen region containing the displayed product and product-demonstration area. The four stimuli were designed to differ only in social-presence cues and product visual-salience cues. Product-related verbal information, price level, product category, streamer identity, video length, and purchase-task settings were held constant across conditions. Abbreviation: AOI = area of interest.
| Outcome | Low SP + Low PS (n = 60) | Low SP + High PS (n = 60) | High SP + Low PS (n = 60) | High SP + High PS (n = 60) | Main effect of SP | Main effect of PS | Interaction |
| Perceived social presence, mean ± SD | 3.67 ± 0.80 | 3.53 ± 0.74 | 4.47 ± 0.71 | 4.47 ± 0.84 | F = 75.78, p < 0.001, η²p = 0.243 | F = 0.46, p = 0.498, η²p = 0.002 | F = 0.54, p = 0.463, η²p = 0.002 |
| Product fixation duration, ms, mean ± SD | 12,332 ± 2,643 | 14,635 ± 2,626 | 13,552 ± 2,337 | 15,549 ± 2,825 | F = 10.04, p = 0.002, η²p = 0.041 | F = 40.80, p < 0.001, η²p = 0.147 | F = 0.21, p = 0.650, η²p = 0.001 |
| Time to first product fixation, s, mean ± SD | 6.64 ± 1.68 | 5.10 ± 1.54 | 6.24 ± 1.48 | 4.71 ± 1.66 | F = 3.64, p = 0.058, η²p = 0.015 | F = 56.02, p < 0.001, η²p = 0.192 | F = 0.001, p = 0.980, η²p < 0.001 |
| Streamer fixation duration, ms, mean ± SD | 10,141 ± 2,366 | 10,949 ± 2,556 | 12,354 ± 2,388 | 12,476 ± 2,351 | F = 36.01, p < 0.001, η²p = 0.132 | F = 2.23, p = 0.137, η²p = 0.009 | F = 1.21, p = 0.273, η²p = 0.005 |
| Chat fixation duration, ms, mean ± SD | 6,130 ± 1,878 | 5,897 ± 1,740 | 7,602 ± 1,654 | 7,661 ± 1,790 | F = 50.26, p < 0.001, η²p = 0.176 | F = 0.14, p = 0.704, η²p = 0.001 | F = 0.41, p = 0.522, η²p = 0.002 |
| Price fixation duration, ms, mean ± SD | 5,134 ± 1,249 | 6,114 ± 1,575 | 5,767 ± 1,335 | 6,397 ± 1,516 | F = 6.19, p = 0.014, η²p = 0.026 | F = 19.15, p < 0.001, η²p = 0.075 | F = 0.90, p = 0.343, η²p = 0.004 |
Table 3: Manipulation checks and AOI-level eye-tracking outcomes. Perceived social presence served as the social-presence manipulation check. Product fixation duration and time to first product fixation served as product-salience manipulation checks. Fixation durations are raw totals. Because product AOI area and visible duration differed by salience condition, between-condition differences combine visual allocation with exposure opportunity and are not exposure-normalized. Abbreviations: SP = social presence; PS = product salience; AOI = area of interest; η2p = partial eta squared.
| Variable Name | Construct Type | Description | Measurement Timing | Measurement Method | Calculation/Indicator | Role/Classification |
| Perceived social presence | Psychological construct | The participant’s perceived interpersonal connection, responsiveness, and social availability in the live-streaming environment | Immediately after video exposure | 4 items, 7-point Likert scale | Mean of SP1–SP4; higher scores indicate greater perceived social presence | Manipulation check and psychological mechanism |
| Flow experience | Psychological construct | The participant’s absorption, concentration, and immersive involvement while viewing the live stream | Immediately after video exposure | 4 items, 7-point Likert scale | Mean of FL1–FL4; higher scores indicate stronger flow experience | Mediator |
| Positive emotion | Psychological construct | The participant’s positive affective response after viewing the live stream | Immediately after video exposure | 3 items, 7-point Likert scale | Mean of PE1–PE3; higher scores indicate stronger positive emotion | Mediator |
| Urge to buy impulsively | Psychological construct | The immediate desire to buy the displayed product after watching the live stream | Immediately after video exposure | 4 items, 7-point Likert scale | Mean of UBI1–UBI4; higher scores indicate stronger impulse-buying urge | Proximal mediator |
| Purchase intention | Self-reported outcome | The participant’s stated likelihood, willingness, and intention to buy the product if available | Immediately after video exposure | 3 items, 7-point Likert scale | Mean of PI1–PI3; higher scores indicate stronger purchase intention | Secondary self-reported outcome |
| Product fixation duration | Eye-tracking variable | Raw total fixation duration within the product AOI during the 90-second stimulus | During video exposure | Eye-tracking recording | Milliseconds; summed valid fixations within product AOI; not normalized for AOI area or visible duration | Visual-allocation measure |
| Streamer fixation duration | Eye-tracking variable | Raw total fixation duration within the streamer AOI during the 90-second stimulus | During video exposure | Eye-tracking recording | Milliseconds; summed valid fixations within streamer AOI | Visual-allocation measure |
| Chat fixation duration | Eye-tracking variable | Raw total fixation duration within the chat AOI during the 90-second stimulus | During video exposure | Eye-tracking recording | Milliseconds; summed valid fixations within chat AOI | Visual-allocation measure |
| Price fixation duration | Eye-tracking variable | Raw total fixation duration within the price AOI during the 90-second stimulus | During video exposure | Eye-tracking recording | Milliseconds; summed valid fixations within price AOI | Visual-allocation measure |
| Time to first product fixation | Eye-tracking variable | Time from stimulus onset to the first valid fixation within the product AOI | During video exposure | Eye-tracking recording | Seconds; shorter values indicate earlier visual orienting to the product | Visual-orienting indicator |
| Tracking ratio | Eye-tracking quality variable | Proportion of valid gaze samples during the full 90-second stimulus | During video exposure | Eye-tracking recording | Valid gaze samples divided by total expected samples | Eye-tracking inclusion criterion |
| Valid eye data | Eye-tracking quality variable | Whether gaze data met the predefined quality threshold | After eye-tracking processing | Binary | 1 = tracking ratio ≥ 0.80 and complete recording; 0 = below threshold or incomplete recording | Defines gaze-analysis set |
| Simulated purchase choice | Behavioral task outcome | Whether the participant selected “purchase now” in the simulated task; no payment or product delivery occurred | Immediately after questionnaire | Binary simulated decision | 1 = purchase now; 0 = do not purchase | Primary simulated outcome |
| Simulated basket value / stated willingness-to-pay | Behavioral task outcome | Amount the participant stated they would be willing to pay after selecting “purchase now”; not actual expenditure | Immediately after questionnaire | Stated RMB amount | Stated RMB value; nonbuyers coded as 0 for whole-sample descriptive analysis | Secondary simulated outcome |
| Decision time | Behavioral task outcome | Time taken to make the simulated purchase choice | During purchase-decision task | System-recorded time | Seconds from decision-screen onset to final click | Secondary simulated outcome |
| Age | Demographic covariate | Participant age in years | Baseline questionnaire | Numeric | Years | Covariate and baseline-balance variable |
| Gender | Demographic covariate | Self-reported gender | Baseline questionnaire | Categorical | Female / male / other or prefer not to say | Covariate and baseline-balance variable |
| Monthly income band | Demographic covariate | Self-reported monthly disposable income category | Baseline questionnaire | Categorical | <3000, 3000–5999, 6000–9999, ≥10000 RMB | Covariate and baseline-balance variable |
| Live-shopping frequency | Behavioral covariate | Frequency of watching or participating in live-streaming shopping | Baseline questionnaire | Ordinal scale | 0 = rare or none; 1 = occasional; 2 = monthly; 3 = weekly; 4 = very frequent | Covariate |
| Trait impulsivity | Individual-difference covariate | Baseline tendency toward impulsive responses | Baseline questionnaire | 7-point scale | Higher scores indicate stronger trait impulsivity | Covariate |
Table 4: Operational definitions, measurement timing, scoring, and analysis roles of study variables. All Likert-type post-exposure constructs were scored as item means rather than summed scores to retain the original 1–7 response metric. Reverse-coded items were not used. Abbreviations: AOI = area of interest; RMB = Chinese yuan.
| Variable | Low SP + Low PS (n = 60) | Low SP + High PS (n = 60) | High SP + Low PS (n = 60) | High SP + High PS (n = 60) | Test Statistic | p Value |
| Age, years, mean ± SD | 25.92 ± 3.29 | 24.36 ± 3.91 | 23.04 ± 3.81 | 23.75 ± 4.39 | F = 6.02 | 0.001 |
| Gender, female, n (%) | 32 (53.3) | 31 (51.7) | 34 (56.7) | 26 (43.3) | χ² = 2.32 | 0.509 |
| Gender, male, n (%) | 28 (46.7) | 29 (48.3) | 26 (43.3) | 34 (56.7) | — | — |
| Monthly income <3000 RMB, n (%) | 20 (33.3) | 23 (38.3) | 23 (38.3) | 18 (30.0) | χ² = 8.22 | 0.512 |
| Monthly income 3000–5999 RMB, n (%) | 26 (43.3) | 21 (35.0) | 23 (38.3) | 29 (48.3) | — | — |
| Monthly income 6000–9999 RMB, n (%) | 11 (18.3) | 8 (13.3) | 12 (20.0) | 9 (15.0) | — | — |
| Monthly income ≥10000 RMB, n (%) | 3 (5.0) | 8 (13.3) | 2 (3.3) | 4 (6.7) | — | — |
| Live-shopping frequency, mean ± SD | 1.92 ± 1.27 | 1.92 ± 1.09 | 1.87 ± 1.29 | 1.72 ± 1.03 | F = 0.39 | 0.761 |
| Trait impulsivity, mean ± SD | 3.52 ± 0.78 | 3.45 ± 0.70 | 3.40 ± 0.70 | 3.59 ± 0.75 | F = 0.79 | 0.501 |
| Tracking ratio, mean ± SD | 0.908 ± 0.046 | 0.913 ± 0.037 | 0.914 ± 0.041 | 0.909 ± 0.036 | F = 0.32 | 0.812 |
Table 5: Baseline characteristics and randomization balance. Continuous variables were compared using one-way ANOVA. Categorical variables were compared using chi-square tests. Age differed significantly across conditions and was therefore retained in adjusted robustness models. Other baseline variables did not differ significantly across groups. Abbreviations: SP = social presence; PS = product salience; RMB = Chinese yuan.
| Construct | Items | Cronbach’s α | Composite reliability | AVE | Standardized loading range | Maximum HTMT with other constructs | Interpretation |
| Perceived social presence | 4 | 0.839 | 0.894 | 0.677 | 0.810–0.850 | 0.446 | Acceptable reliability and validity |
| Flow experience | 4 | 0.783 | 0.861 | 0.608 | 0.749–0.813 | 0.446 | Acceptable reliability and validity |
| Positive emotion | 3 | 0.77 | 0.869 | 0.688 | 0.814–0.852 | 0.34 | Acceptable reliability and validity |
| Urge to buy impulsively | 4 | 0.802 | 0.872 | 0.63 | 0.780–0.817 | 0.414 | Acceptable reliability and validity |
| Purchase intention | 3 | 0.699 | 0.835 | 0.627 | 0.765–0.812 | 0.363 | Marginal alpha but acceptable CR and AVE |
Table 6: Reliability, convergent validity, and discriminant validity of post-exposure constructs. Cronbach’s alpha and composite reliability values of 0.70 or higher were interpreted as acceptable. AVE values of 0.50 or higher supported convergent validity. HTMT values below 0.85 supported discriminant validity. Purchase intention had a Cronbach’s alpha marginally below 0.70, but it was retained because composite reliability, AVE, and item loading values were acceptable. Abbreviations: AVE = average variance extracted; HTMT = heterotrait-monotrait ratio.
| Predictor | Model 1 OR | p value | Model 2 OR | p value | Model 3 OR | p value | Model 4 OR | p value |
| (95% CI) | (95% CI) | (95% CI) | (95% CI) |
| Social presence condition | 1.39 (0.63–3.09) | 0.419 | 1.22 (0.50–3.01) | 0.662 | 0.90 (0.34–2.41) | 0.834 | 0.85 (0.30–2.43) | 0.762 |
| Product salience condition | 1.39 (0.63–3.09) | 0.419 | 1.37 (0.58–3.27) | 0.473 | 1.76 (0.69–4.50) | 0.241 | 1.60 (0.60–4.29) | 0.35 |
| Social presence × product salience | 1.20 (0.36–3.98) | 0.767 | 1.18 (0.35–3.96) | 0.784 | 1.29 (0.36–4.68) | 0.697 | 1.43 (0.37–5.57) | 0.609 |
| Product fixation duration | — | — | 1.00 (1.00–1.00) | 0.925 | 1.00 (1.00–1.00) | 0.334 | 1.00 (1.00–1.00) | 0.343 |
| Streamer fixation duration | — | — | 1.00 (1.00–1.00) | 0.963 | 1.00 (1.00–1.00) | 0.815 | 1.00 (1.00–1.00) | 0.583 |
| Chat fixation duration | — | — | 1.00 (1.00–1.00) | 0.405 | 1.00 (1.00–1.00) | 0.716 | 1.00 (1.00–1.00) | 0.722 |
| Price fixation duration | — | — | 1.00 (1.00–1.00) | 0.894 | 1.00 (1.00–1.00) | 0.547 | 1.00 (1.00–1.00) | 0.641 |
| Flow experience | — | — | — | — | 1.93 (1.21–3.06) | 0.005 | 1.91 (1.19–3.07) | 0.008 |
| Positive emotion | — | — | — | — | 1.13 (0.77–1.67) | 0.524 | 1.17 (0.78–1.76) | 0.443 |
| Urge to buy impulsively | — | — | — | — | 2.05 (1.30–3.24) | 0.002 | 2.36 (1.44–3.87) | <0.001 |
| Age | — | — | — | — | — | — | 0.99 (0.90–1.08) | 0.779 |
| Male gender | — | — | — | — | — | — | 1.06 (0.55–2.06) | 0.852 |
| Live-shopping frequency | — | — | — | — | — | — | 0.78 (0.59–1.05) | 0.1 |
| Trait impulsivity | — | — | — | — | — | — | 0.86 (0.53–1.39) | 0.539 |
| Model log likelihood | −131.97 | | −131.60 | | −117.85 | | −114.58 | |
| AIC | 271.95 | | 279.19 | | 257.7 | | 265.17 | |
| Pseudo R² | 0.014 | | 0.017 | | 0.12 | | 0.144 | |
Table 7: Hierarchical logistic regression for simulated purchase choice. Model 1 included social presence, product salience, and their interaction. Model 2 added AOI fixation durations. Model 3 added flow experience, positive emotion, and the urge to buy impulsively. Model 4 further adjusted for age, gender, monthly income band, live-shopping frequency, and trait impulsivity. The monthly income band was included in Model 4, but is not displayed in the table to keep the table readable. AOI fixation durations were entered in milliseconds, so odds ratios round to 1.00 at two decimal places. Abbreviations: OR = odds ratio; CI = confidence interval; AIC = Akaike information criterion.
| Modeled Indirect Pathway | Estimated Indirect Effect | 95% Bootstrap CI | Associational Interpretation |
| Social presence → flow experience → urge to buy impulsively → simulated purchase choice | 0.013 | 0.004 to 0.027 | Reported 95% CI excluded 0; nonzero modeled association |
| Social presence → positive emotion → urge to buy impulsively → simulated purchase choice | 0.008 | 0.002 to 0.018 | Reported 95% CI excluded 0; smaller modeled association |
| Social presence → flow experience → simulated purchase choice | 0.037 | 0.007 to 0.074 | Reported 95% CI excluded 0; nonzero modeled association |
| Social presence → positive emotion → simulated purchase choice | 0.007 | −0.012 to 0.029 | Reported 95% CI included 0 |
| Product salience → product fixation duration → purchase intention | 0.116 | 0.024 to 0.232 | Reported 95% CI excluded 0; nonzero modeled association |
Table 8: Bootstrap analysis of modeled indirect associations. Indirect effects were estimated using 5,000 bootstrap resamples and were described as nonzero when the reported 95% bootstrap CI excluded zero. Effects involving simulated purchase choice are presented on the probability scale. Flow, positive emotion, and urge were measured concurrently after exposure; therefore, the serial paths are associational and do not establish temporal order or causal mediation. Abbreviation: CI = confidence interval.
Supplementary Figure 1: Simulated purchase-task interface and standardized participant instructions. (A) Task-instruction screen presented after completion of the live-streaming stimulus, informing participants that the task was hypothetical and involved no real payment, product delivery, or personal financial consequence. (B) Product-detail page used in the simulated shopping interface, showing the product image, product information, displayed price, and purchase option. (C) Purchase-decision screen, on which participants selected either “Purchase Now” or “Do Not Purchase.” (D) Willingness-to-pay entry screen, presented only to participants who selected “Purchase Now,” on which participants entered the amount they were willing to pay within the displayed price range. The same purchase-task structure, instruction format, and response procedure were applied across experimental conditions.Please click here to download this file.
Supplementary Table 1: Questionnaire items, response options, and scoring procedures used in the study. All post-exposure constructs were assessed immediately after the 90 s live-streaming stimulus. Construct scores were calculated as the arithmetic mean of the corresponding item responses, thereby retaining the original 1–7 response metric. No items were reverse-coded. Abbreviation: PSP = perceived social presence; FLOW = flow experience; PE = positive emotion; UBI = urge to buy impulsively; PI = purchase intention. Please click here to download this file.