Intergenerational Differences in Impulse Purchasing in Live E-Commerce: A Multi-Dimensional Mechanism of the ASEAN Cross-Border Market
Abstract
1. Introduction
1.1. Research Background
1.2. Research Gaps and Research Objectives
1.2.1. Research Gaps
1.2.2. Research Objectives
2. Literature Review
2.1. Economic Dimension: Intergenerational Mapping of Market Size and Consumption Capacity
2.2. Policy Dimensions: Intergenerational Regulation of Consumption Decisions by Institutional Environment
2.3. Cultural Dimensions: Value Divide and Intergenerational Behavioral Mechanisms
2.4. Variable Selection and Hypothesis Establishment
2.4.1. Three-Level Framework Refinement
2.4.2. Three-Tier Framework Variables Definition and ASEAN Case Table
2.5. Research Hypotheses
3. Methods
3.1. Sources of Data
3.2. Sample Characteristics
3.2.1. Rationale for the Sampling Method
3.2.2. Sample Reliability Test
3.3. Variable Setting
3.3.1. Dependent Variable
3.3.2. Independent Variables
3.3.3. Key Variable Measurement Logic
3.4. Model Construction and Method Effectiveness Demonstration
3.4.1. Model Setting
3.4.2. Rationale for Method Selection
- (1)
- The density of internet infrastructure is highly correlated with the level of income (correlation coefficient = 0.68, p < 0.001), because the better infrastructure is more developed in the digital economy, with more employment opportunities and higher income levels.
- (2)
- Exogeneity: The number of fiber ports is a national-level public infrastructure index that is not directly related to the individual’s impulsive buying behavior (e.g., the density in a country would not change due to whether the individual impulse shops or not), satisfying the exogeneity assumption of the instrumental variable. The 2SLS regression results show that the coefficient of the income variable is 0.0003 (p < 0.05), which is consistent with the direction of the benchmark OLS regression (coefficient = 0.0002, p < 0.05), indicating that the endogeneity does not significantly distort the estimation results.
3.4.3. Robustness Check Strategy
3.5. Ethical Compliance
4. Results
4.1. Descriptive Statistics
4.2. Regression Results Analysis
4.2.1. Impulse Purchase Frequency Model
4.2.2. Impulsive Purchase Amount Model
4.3. Mechanism Analysis of Country Differences
4.4. Cross-Dimensional Comparative Analysis
4.4.1. Analysis of National Differences
4.4.2. Industry Difference Analysis
4.4.3. Cross-Year Trend Analysis
5. Discussion
5.1. Theoretical Contribution: Interdisciplinary Integration and Scenario-Based Expansion of Classic Theories
5.2. Exploration of Possible Alternative Theories and Mechanisms
5.3. Limitations
5.3.1. Limitations of Sample Selection
5.3.2. Limitations of Research Methodology
5.3.3. Limitations of Variable Measurement
5.3.4. Limitations of the Scope of This Study
5.4. Discussion on the Fitting of Hofstede’s Cultural Dimension Framework
6. Conclusions
6.1. Main Findings
6.2. Practical Implications
6.3. Research Limitations and Future Research Recommendations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
ASEAN | Association of Southeast Asian Nations |
ESG | Environmental, Social, and Governance |
FMCG | Fast-moving consumer goods |
KOL | Key Opinion Leader |
GDP | Gross Domestic Product |
TCPC | Total Customer-Perceived Cost |
CAGR | Compound Annual Growth Rate |
GLS | Generalized Least Squares |
ANOVA | Analysis of Variance |
EFA | Exploratory factor analysis |
KMO | Kaiser–Meyer–Olkin |
RCEP | Regional Comprehensive Economic Partnership |
TAM | Technology Acceptance Model |
ERP | Event-Related Potential |
SEM | Structural Equation Modeling |
GDPR | General Data Protection Regulation |
OLS | Ordinary Least Squares |
TPB | Theory of planned behavior |
S-O-R | Stimulus–Organism–Response Model |
IV | Instrumental variable |
VIFs | Variance inflation factors |
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Year | Indonesia | Vietnam | Cambodia | Malaysia | Thailand | Singapore |
---|---|---|---|---|---|---|
2019 | Issue regulations to promote compliance and sustainable development of e-commerce enterprises | Start to lay out the standardization of e-commerce transactions | - | - | - | - |
2020 | - | - | Initiate e-commerce strategy, involving payment, logistics, legal supervision, etc. | - | - | - |
2021 | - | - | - | Launch the National E-commerce Strategy Roadmap 2.0 | - | - |
2022 | - | - | - | - | Adjust the Advertising Law, affecting the placement of e-commerce ads. | - |
2023 | - | Enacted the new Consumer Rights Protection Law and Electronic Transactions Law | - | - | Continue to improve the relevant details of the Advertising Law | - |
2024 | - | - | - | - | - | Improve Consumer Protection Law |
Analytical Hierarchy | Core Definitions | Included Variables | ASEAN Scenario Example |
---|---|---|---|
Macro-institutional layer | National/regional-level systemic rules and economic environment, building the basic order for cross-border transactions. | Cross-border policies (tariff adjustments and consumer protection laws), economic gradients (GDP per capita and income levels), and cultural values (collectivism/individual overall orientations). | 1. The revision of the 2023 Vietnam Electronic Transaction Law regulates the after-sales process of live e-commerce. 2. Singapore’s per capita GDP exceeds USD 60,000, supporting high customer price point impulse consumption. 3. Cambodia’s Hofstede collectivism index is 0, and the overall consumption decision is more dependent on group opinions. |
Intermediate market layer | A market intermediary system that connects supply and demand, conveys value, and matches resources. | Influencer effect (KOL/KOC influence), platform rules (live-broadcast algorithm and promotion mechanism), and interaction of market entities (merchant–anchor–consumer collaboration model). | 1. Thai beauty influencers drive a 35% increase in the conversion rate of Millennials’ impulsive skincare purchases through compliant recommendations. 2. Shopee Live launches the “Flash Sale” mechanism in Malaysia, stimulating immediate orders across generations. 3. Indonesian merchants collaborate with local hosts to lower consumer trust thresholds through dialect live streaming. |
Micro-behavioral layer | The psychological and behavioral characteristics of individual consumers directly determine the decision to make an impulse purchase. | Individual media usage habits (social media time), brand loyalty, and impulsive buying psychology (tendency for immediate gratification). | 1. Gen Z in ASEAN spends an average of 4.5 h on social media daily, with frequent exposure to live content triggering impulse buying. 2. Baby Boomers have a brand loyalty of 0.9, making impulse purchases only due to trust in traditional brands. 3. Millennials have a significant tendency towards ‘instant gratification’, ordering limited-edition electronic products immediately when they see them on live broadcasts. |
State Areas | DP Share (2024) | E-commerce Penetration Rate (2024) | Weighted Score | Sample Proportion | Sample Size |
---|---|---|---|---|---|
Indonesia | 40.2% | 70.5% | 0.523 | 30% | 450 |
Malaysia | 15.8% | 65.3% | 0.352 | 20% | 300 |
Thailand | 18.5% | 58.7% | 0.346 | 15% | 225 |
Philippines | 12.3% | 52.1% | 0.278 | 15% | 225 |
Vietnam | 9.7% | 61.2% | 0.294 | 10% | 150 |
Other countries (Singapore, Cambodia, etc.) | 3.5% | 45.0% | 0.191 | 10% | 150 |
Total | 100% | - | - | 100% | 1500 |
Generation | Age Range | Sample Size | Percentage |
---|---|---|---|
Generation Z | 18–24 | 150 | 30% |
Millennials | 25–34 | 130 | 26% |
Generation X | 35–50 | 120 | 24% |
Baby Boomers | 51+ | 100 | 20% |
Metric | Example Questions | Type of Question (Scale/Scoring Method) | Score Corresponding to the Description |
---|---|---|---|
Social media use (h/day) | “How long on average do you spend a day using social media (Facebook, Instagram, TikTok, etc.)?” | A single-choice scale (1. <1 h; 2. 1–2 h; 3. 2–3 h; 4. 3–4 h; 5. > 4 h), which is subsequently converted into a continuous numerical variable | 1. Retention rate scale: 1 point = <20%, 2 points = 20–40%, 3 points = 40–60%, 4 points = 60–80%, 5 points = >80% 2. Recommendation likelihood scale: 1 point = extremely unlikely, 2 points = very unlikely, 3 points = not very likely, 4 points = somewhat unlikely, 5 points = neither likely nor unlikely, 6 points = somewhat likely, 7 points = not very likely (here modified to “somewhat likely”), 8 points = very likely, 9 points = extremely likely, 10 points = absolutely would recommend; NPS calculation rule: percentage of promoters (9–10 points)—percentage of detractors (1–6 points) 3. Brand loyalty final score = (Retention rate scale score/5) × 0.5 NPS × 0.5 (score range: −0.5~1) |
Live use (weekly frequency) | “How many times on average do you watch live e-commerce (e.g., Shopee Live and Lazada Live) per week?” | Single choice scale (1. 0 times; 2. 1–2 times; 3. 3–4 times; 4. ≥5 times), directly as an ordered categorical variable | 1 point = 0 times/week; 2 points = 1–2 times/week; 3 points = 3–4 times/week; 4 points = ≥5 times/week |
Brand loyalty | 1. “What percentage of purchases made in the past six months were repeat purchases of the same brand?” 2. “How likely are you to recommend a common brand to your friends and family?” | 1. Single choice scale (1. <20 percent; 2. 20–40 percent; 3. 40–60 percent; 4. 60–80 percent; 5. > 80 percent) 2. 10-point scale (1 = highly unlikely, 10 = highly likely), calculated NPS and weighted equally with repurchase rate (each 0.5) | 1. Retention rate scale: 1 point = <20%, 2 points = 20–40%, 3 points = 40–60%, 4 points = 60–80%, 5 points = >80% 2. Recommendation likelihood scale: 1 point = extremely unlikely, 2 points = very unlikely, 3 points = not very likely, 4 points = somewhat unlikely, 5 points = neither likely nor unlikely, 6 points = somewhat likely, 7 points = not very likely (here modified to “somewhat likely”), 8 points = very likely, 9 points = extremely likely, 10 points = absolutely would recommend; NPS calculation rule: percentage of promoters (9–10 points)—percentage of detractors (1–6 points) 3. Brand loyalty final score = (Retention rate scale score/5) × 0.5 NPS × 0.5 (score range: −0.5~1) |
Promotional appeal | “How interested are you in promotional activities in live-streaming e-commerce (such as limited-time discounts, full reduction, and freebies)?” | 7-point Likert scale (1 = not at all interested, 7 = very interested) | 1. Retention rate scale: 1 point = <20%, 2 points = 20–40%, 3 points = 40–60%, 4 points = 60–80%, 5 points = >80% 2. Recommendation likelihood scale: 1 point = extremely unlikely, 2 points = very unlikely, 3 points = not very likely, 4 points = somewhat unlikely, 5 points = neither likely nor unlikely, 6 points = somewhat likely, 7 points = not very likely (here modified to “somewhat likely”), 8 points = very likely, 9 points = extremely likely, 10 points = absolutely would recommend; NPS calculation rule: percentage of promoters (9–10 points)—percentage of detractors (1–6 points) 3. Brand loyalty final score = (Retention rate scale score/5) × 0.5 NPS × 0.5 (score range: −0.5~1) |
Anchor’s influence | “How much influence do the anchors’ product recommendations have on your decision to buy a product during the broadcast?” | 7-point Likert scale (1 = no effect, 7 = very much) | 1 point = no effect; 2 points = minimal effect; 3 points = slight effect; 4 points = moderate effect; 5 points = considerable effect; 6 points = high effect; 7 points = extreme effect |
Product display effect | “How attractive do you think the presentation of products in the live broadcast (e.g., visual clarity, completeness of selling point explanation, and scenario-based demonstration) will be?” | 7-point Likert scale (1 = extremely low attraction, 7 = extremely high attraction) | 1 point = Extremely low attractiveness; 2 points = Low attractiveness; 3 points = Slightly low attractiveness; 4 points = Average; 5 points = Slightly high attractiveness; 6 points = High attractiveness; 7 points = Extremely high attractiveness. |
Collectivism/individualism | “Do you prioritize the opinions of friends and family or the group over your personal preferences before purchasing important items?” | 7-point Likert scale (1 = never, 7 = always), with 6 items | Scoring of individual items: 1 point = not at all; 2 points = very little; 3 points = not very well; 4 points = average; 5 points = somewhat well; 6 points = very well; 7 points = definitely would; Total score = sum of scores on the 6 items/6 (Scoring range: 1~7, higher scores indicate a stronger tendency toward collectivism, and lower scores indicate a stronger tendency toward individualism). |
Power distance | “Do you trust products recommended by authoritative experts or official institutions more than the evaluations of ordinary consumers?” | 7-point Likert scale (1 = completely distrusting, 7 = very trusting), with 4 items | Item Scoring: 1 point = Completely distrusting/disagree; 2 points = Very distrusting/disagree; 3 points = Somewhat distrusting/somewhat disagree; 4 points = Neutral; 5 points = Somewhat trust/somewhat agree; 6 points = Very trust/very agree; 7 points = Complete trust/agree; Total Score = sum of 4 item scores/4 (Scoring range: 1~7, higher scores represent a stronger power distance tendency) |
Variable | Z for Generations | Millennials | X for Generations | Baby Boomers |
---|---|---|---|---|
Impulse purchase frequency (times/month) | 4.5 | 3.2 | 2.1 | 1.3 |
Impulse purchase amount (USD/month) | 80 | 120 | 150 | 200 |
Age (years) | 21 | 30 | 42 | 60 |
Sex (percentage male) | 40% | 42% | 48% | 52% |
Income (USD/month) | 600 | 1200 | 2500 | 3000 |
Time spent on social media (hours/day) | 4.5 | 3.5 | 2.0 | 1.0 |
Frequency of live-streaming e-commerce (times/week) | 5.0 | 4.0 | 3.0 | 2.0 |
Brand loyalty (frequency of repeat purchases) | 0.6 | 0.7 | 0.8 | 0.9 |
Attractiveness of live-streaming promotion (1–5 points) | 4.0 | 3.8 | 3.5 | 3.2 |
Influencer power (1–5) | 4.2 | 4.0 | 3.6 | 3.4 |
Product display effect (1–5 points) | 4.1 | 3.9 | 3.7 | 3.5 |
Intergeneration | Impulse Purchase Frequency (Times/Month) | Impulse Purchase Amount (USD/Month) | Core Drivers | Typical Commodity Categories |
---|---|---|---|---|
Generation Z | 4.5 | 80 | Social media immersion, KOL influence, and personalized design | Trendy clothes, creative accessories, and low-price FMCG |
Millennials | 3.2 | 120 | Brand tone, product quality, and user reputation | Electronics, fashion, and luxury goods |
Generation X | 2.1 | 150 | Cost performance, functional utility, and life cycle cost considerations | Household and durable consumer goods |
Baby Boomers | 1.3 | 200 | Brand loyalty, quality reliability, and trust in traditional media | Health care products, traditional clothing, and high-end durable goods |
Variable | Coefficient | Standard Error | -Value | -Value | 95% Confidence Interval | VIF | |
---|---|---|---|---|---|---|---|
Intergenerational variables | Gen_Millennia | −0.8 | 0.35 | −2.29 | 0.023 | [−1.49, −0.11] [−1.49, −0.11] | 1.25 |
Gen_X | −1.5 | 0.42 | −3.57 | 0.000 | [−2.32, −0.68] | 1.30 | |
Gen_Boomer | −2.3 | 0.51 | −4.51 | 0.000 | [−3.30, −1.30] | 1.28 | |
Controlled variables | Age | −0.12 | 0.03 | −4.00 | 0.000 | [−0.18, −0.06] | 1.15 |
Sex (male = 1) | −0.35 | 0.20 | −1.75 | 0.080 | [−0.74, 0.04] | 1.05 | |
Income | 0.0002 | 0.0001 | 2.00 | 0.045 | [0.0000, 0.0004] | 1.35 | |
Educational level (college) | 0.15 | 0.25 | 0.60 | 0.549 | [−0.34, 0.64] | 1.40 | |
Educational level (undergraduate) | 0.28 | 0.27 | 1.04 | 0.300 | [−0.25, 0.81] | 1.50 | |
Education (master’s degree or above) | 0.32 | 0.31 | 1.03 | 0.304 | [−0.29, 0.93] | 1.45 | |
Consumer behavior variables | Time spent using social media | 0.25 | 0.08 | 3.13 | 0.002 | [0.09, 0.41] | 1.60 |
Frequency of live-streaming e-commerce | 0.40 | 0.06 | 6.67 | 0.000 | [0.28, 0.52] | 1.55 | |
Brand loyalty | −0.50 | 0.10 | −5.00 | 0.000 | [−0.70, −0.30] | 1.30 | |
Marketing factor variables | Promotional appeal | 0.30 | 0.07 | 4.29 | 0.000 | [0.16, 0.44] | 1.40 |
The influence of the anchor | 0.28 | 0.06 | 4.67 | 0.000 | [0.16, 0.40] | 1.35 | |
Product display effect | 0.22 | 0.05 | 4.40 | 0.000 | [0.12, 0.32] | 1.25 | |
Constant term | 5.80 | 0.60 | 9.67 | 0.000 | [4.62, 6.98] | 1.00 | |
Model fitting | R squared | 0.68 | |||||
Adjusted R-squared | 0.65 | ||||||
-Value | 28.50 | 0.000 |
Variable | Coefficient | Standard Error | -Value | -Value | |
---|---|---|---|---|---|
Intergenerational variables | Gen_Millennia | 25 | 12 | 2.08 | 0.038 |
Gen_X | 40 | 15 | 2.67 | 0.008 | |
Gen_Boomer | 60 | 18 | 3.33 | 0.001 | |
Controlled variables | Age | 2.5 | 0.8 | 3.13 | 0.002 |
Sex (male = 1) | 15 | 8 | 1.88 | 0.065 | |
Income | 0.15 | 0.05 | 3.00 | 0.003 | |
Educational level (college) | 10 | 10 | 1.00 | 0.317 | |
Educational level (undergraduate) | 20 | 12 | 1.67 | 0.095 | |
Education (master’s degree or above) | 30 | 15 | 2.00 | 0.045 | |
Consumer behavior variables | Time spent using social media | −5 | 3 | −1.67 | 0.095 |
Frequency of live-streaming e-commerce | 10 | 4 | 2.50 | 0.012 | |
Brand loyalty | 30 | 8 | 3.75 | 0.000 | |
Marketing factor variables | Promotional appeal | 15 | 4 | 3.75 | 0.000 |
The influence of the anchor | 12 | 3 | 4.00 | 0.000 | |
Product display effect | 10 | 3 | 3.33 | 0.001 | |
Constant term | 50 | 15 | 3.33 | 0.001 | |
Model fitting | R squared | 0.72 | |||
Adjusted R-squared | 0.69 | ||||
-Value | 32.00 | 0.000 |
Country | Impulse Purchase Frequency (Times/Month) | Average Order Value (USD) | Anchor Category | Typical Platform | Policy Impact |
---|---|---|---|---|---|
Singapore | 3.8 (Gen Z 4.2) | 150–300 | Luxury goods and electronics | Shopee Live | Consumer protection laws increase trust by 20% |
Indonesia | 4.5 (Gen Z 5.1) | 80–120 | Fashion and FMCG | TikTok Shop | E-commerce subsidy programs are stimulating young consumption |
Thailand | 3.2 (Gen Z 3.5) | 100–200 | Home life and beauty | Lazada Live | The advertising law reduced the rate of complaints about false promotions by 30% |
Cambodia | 1.2 (Gen Z 2.0) | <50 | Daily necessities and agricultural products | Local live-streaming platform | Cross-border policies need to be improved to restrict categories |
Year | Impulse Buying Permeates | Total Amount of Impulse Purchases (in USD Billions) | Key Driver Events |
---|---|---|---|
2020 | 12% | 25 | In the market cultivation period, the platform initially penetrated |
2022 | 35% | 120 | TikTok Shop in the ASEAN market |
2023 | 52% | 250 | Vietnam and Indonesia have eased cross-border e-commerce policies |
2024 | 63% | 380 | The ASEAN Economic Community deepens trade liberalization |
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Pei, Y.; Zhu, J.; Cao, J. Intergenerational Differences in Impulse Purchasing in Live E-Commerce: A Multi-Dimensional Mechanism of the ASEAN Cross-Border Market. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 268. https://doi.org/10.3390/jtaer20040268
Pei Y, Zhu J, Cao J. Intergenerational Differences in Impulse Purchasing in Live E-Commerce: A Multi-Dimensional Mechanism of the ASEAN Cross-Border Market. Journal of Theoretical and Applied Electronic Commerce Research. 2025; 20(4):268. https://doi.org/10.3390/jtaer20040268
Chicago/Turabian StylePei, Yanli, Jie Zhu, and Junwei Cao. 2025. "Intergenerational Differences in Impulse Purchasing in Live E-Commerce: A Multi-Dimensional Mechanism of the ASEAN Cross-Border Market" Journal of Theoretical and Applied Electronic Commerce Research 20, no. 4: 268. https://doi.org/10.3390/jtaer20040268
APA StylePei, Y., Zhu, J., & Cao, J. (2025). Intergenerational Differences in Impulse Purchasing in Live E-Commerce: A Multi-Dimensional Mechanism of the ASEAN Cross-Border Market. Journal of Theoretical and Applied Electronic Commerce Research, 20(4), 268. https://doi.org/10.3390/jtaer20040268