Exploring the Impact of Streamer Competencies and Situational Factors on Consumers’ Purchase Intention in Live Commerce: A Stimulus–Organism–Response Perspective
Abstract
1. Introduction
2. Theoretical Background
2.1. Characteristics of Live Commerce
2.2. Competencies of Live Commerce Streamers
2.3. Situational Factors: Physical Surroundings and Social Surroundings
2.4. Stimulus–Organism–Response Model
3. Research Model and Hypotheses
3.1. Research Model
3.2. Live Commerce Streamers’ Competencies and Consumers’ Internal States
3.3. Consumers’ Internal States and Consumers’ Purchase Intention
3.4. Role of Situational Factors: Moderating Effects
4. Methods
4.1. Measures
| Constructs | Measurement Items | Sources |
|---|---|---|
| Expertise (PE) | PE1: Streamers are very knowledgeable about products. | Chen et al. [34] |
| PE2: Streamers are experts in products. | ||
| PE3: Streamers have a high understanding of the product. | ||
| Demonstration Skills (DSs) | DSs1: Streamers persuasively communicate the necessity and usefulness of the product. | Self-development |
| DSs2: Streamers impressively explain the necessity and usefulness of the product. | ||
| DSs3: Streamers clearly explain the necessity and usefulness of the product. | ||
| DSs4: Streamers effectively explain the necessity and usefulness of the product. | ||
| Interactive Ability (IA) | IA1: Streamers listen to customers attentively to get a proper understanding of their specific needs. | Homburg et al. [39] |
| IA2: Streamers are very committed to resolving disagreements with customers. | ||
| IA3: Streamers adapt their sales pitch very much to customers’ interests. | ||
| Functional Value of Products (PV) | PV1: Products are generally of good quality. | Sweeny and Soutar [98] |
| PV2: Products are generally well-made. | ||
| PV3: Products are reasonably priced. | ||
| PV4: Products offer value for money. | ||
| Trust in Product Recommendations (PT) | PT1: I think that streamers’ product recommendations are credible. | Hsiao et al. [82] |
| PT2: I trust streamers’ product recommendations. | ||
| PT3: I believe that streamers’ product recommendations are trustworthy. | ||
| Purchase Intention (PI) | PI1: I would like to purchase products through Live commerce. | Chen et al. [34] |
| PI2: I would like to recommend that my friends and family purchase products through live commerce. | ||
| PI3: If I want to purchase a product, I would prefer to do so through live commerce. | ||
| PI4: I intend to purchase products through live commerce. | ||
| PI5: I expect that I will purchase products through live commerce. | ||
| Physical Surroundings (PS) | PS1: When the interior design of the live streaming room is refined, I want to purchase the product even more. | Tong et al. [51] |
| PS2: When the interior design of a live streaming room looks luxurious, I want to purchase the product even more. | ||
| PS3: When the music in the live streaming room is good, I want to purchase the product even more. | ||
| Social Surroundings (SS) | SS1: My friends enjoy sharing their experiences or opinions about live commerce shopping with each other. | Self-development |
| SS2: My friends enjoy discussing their experiences and opinions about live commerce shopping with each other. | ||
| SS3: My friends are interested in each other’s experiences or opinions about live commerce shopping. |
4.2. Mian Survey and Samples
5. Data Analysis and Results
5.1. Measurement Model Assessment
5.2. Structural Model Assessment
6. Discussion and Conclusions
6.1. Managerial Implications
6.1.1. Strengthening Streamer Competencies to Enhance Consumers’ Perceived Functional Value of Products and Trust in Product Recommendations
6.1.2. Enhancing Consumers’ Perceived Functional Value of Products and Trust in Product Recommendations to Increase Consumers’ Purchase Intention
6.1.3. Optimizing Physical and Social Surroundings to Increase Consumers’ Purchase Intention
6.1.4. Extending Managerial Implications to Western Live-Commerce Platforms
6.2. Theoretical Implications
6.3. Limitations and Future Research Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Sources | Research Focus | Theory | Key Constructs | Major Findings |
|---|---|---|---|---|
| Zhou and Li [105] | Purchase intention | SOR theory | Perceived responsiveness, perceived likeability, perceived expertise, perceived anthropomorphism, trust, flow experience | Perceived responsiveness, perceived likability, perceived expertise, and perceived anthropomorphism positively influence perceived value and trust, which in turn increase purchase intention. |
| Nguyen et al. [106] | Impulsive purchase intention | SOR theory | Attractiveness, matchup, popularity, experience, ability to provide quality information, interactivity, perceived value | Popularity, experience, ability to provide quality information, and interactivity all positively influence perceived value, which in turn raises impulsive purchase intention. |
| Huanyu et al. [64] | Purchase intention | SOR theory | Attractiveness, interactivity, professionalism, perceived value, trust | Interactivity and professionalism positively influence perceived value and trust. Attractiveness positively influences perceived value. Perceived value and trust positively influence purchase intention. |
| Zou and Fu [107] | Purchase intention | SOR theory | Physical attractiveness, matchup, authenticity, expertise, responsiveness, entertainment, trust | Physical attractiveness, matchup, authenticity, expertise, and responsiveness positively influence trust. Trust positively influences purchase intention. |
| Li et al. [63] | Impulsive purchase intention | SOR theory | Personal charisma, professionalism, interactivity, entertainment, trust, flow experience | Personal charisma and professionalism positively influence trust, which raises impulsive purchase intention. |
| Gao et al. [108] | Purchase intention | SOR theory | Likeability, animacy, responsiveness, social presence, telepresence | Likeability, animacy, and responsiveness enhance telepresence and social presence, thereby increasing purchase intention. |
| Zhou and Huang [75] | Shopping intention | SOR theory | Professionalism, interactivity, attractiveness, image matching, functional value perception, emotional value perception | Professionalism, interactivity, attractiveness, and image matching positively influence perceptions of functional and emotional values, which in turn raise shopping intention. |
| Wang and Liu [109] | Purchase intention | SOR theory | Attractiveness, trust | Attractiveness positively influences purchase intention. |
| Chen et al. [62] | Impulsive purchase intention | SOR theory | Expertise, humor, trustworthiness, utilitarian value, hedonic value | Expertise, humor, and trustworthiness positively influence utilitarian and hedonic values, which in turn raise impulsive purchase intention. |
| Li et al. [110] | Purchase intention | SOR theory | Expertise, trust | Expertise positively influences trust, which raises purchase intention. |
| Zhong et al. [9] | Purchase intention | SOR theory | Professionalism, interaction, trust | Professionalism and interaction positively influence purchase intention through the mediating effects of trust. |
| Sun et al. [16] | Purchase intention | SOR theory | Interactivity, social presence, flow experience | Interactivity positively influences purchase intention through the mediating effects of social presence and flow experience. |
| Lee and Chen [15] | Urge to buy impulsively | SOR theory | Attractiveness, trustworthiness, expertise, perceived enjoyment | Attractiveness and expertise positively affect perceived enjoyment, which raises the urge to buy impulsively. |
| Chen et al. [34] | Purchase intention | SOR theory | Perceived expertise, perceived similarity, perceived familiarity, perceived likeability, swift guanxi | Perceived expertise, perceived similarity, and perceived likeability promote swift guanxi and significantly affect purchase intention through the mediation of swift guanxi. |
| Cho and Yang [8] | Purchase intention | N/A | Professionalism, awareness, homogeneity, attractiveness, reliability, contents’ interaction, entertainment, discount, uniqueness | All nine factors influence consumers’ purchase intention. |
| Li and Peng [11] | Gift-giving intention | The attachment and flow theories, SOR theory | Trustworthiness, expertise, attractiveness | Trustworthiness and attractiveness have positive impacts on emotional attachment, thus promoting users’ gift-giving intention. |
Appendix B
| Constructs | Definition | Exemplar Items | Expected Consequences | What It Captures (vs. DS) |
|---|---|---|---|---|
| Expertise | The level of understanding and knowledge the streamers have about the product [34]. | Streamers are very knowledgeable about products [34]. Streamers are experts in products [34]. Streamers have a high understanding of the product [34]. | Perceived value, trust [64], utilitarian value, hedonic value [62], purchase intention [8] | Captures what the streamer knows. An expert can possess deep knowledge but may lack the skill to show it effectively. |
| Interactive Ability | The ability of streamers to understand customers’ needs and effectively resolve their questions or issues through interactions with them [39]. | Streamers listen attentively to customers to gain a proper understanding of their specific needs [39]. Streamers are highly committed to resolving customer disputes [39]. Streamers adapt their sales pitch very much to customers’ interests [39]. | Perceived value, trust [64], functional value perception, emotional value perception [75], social presence, flow experience [16] | Captures how the streamer relates to the audience. It is audience-focused, but not a proactive, unidirectional demonstration of the product’s value. |
| Presentation Quality | Users’ perceptions of product presentation effectiveness are often associated with improvements in information quality, system quality, authenticity, and enjoyment [111]. | The 3D provides accurate information about the laptops. The 3D is easy to use [111]. The 3D presentation is helpful for me to understand the quality of the product [111]. I find my experience with this website enjoyable [111]. | Attitude toward product [111], information seeking [112] | Captures the macro-level execution and style of the entire broadcast (e.g., clarity, confidence), but not the micro-level, product-specific skill of authentically demonstrating utility and necessity. |
| Vividness | The extent of expressive richness in media environments [113]. | When I am viewing an AR-presented destination, I thought the sensory information provided by the AR was highly vivid [113]. When I am viewing an AR-presented destination, I thought the sensory information provided by the AR was highly rich [113]. When I am viewing an AR-presented destination, I thought the sensory information provided by the AR was highly detailed [113]. | Perceived usefulness, perceived enjoyment [114], sense of presence [113] | Captures the creation of a mental simulation. Vividness helps viewers imagine using a product. Demonstration skills show them the product in actual use. |
| Argument Quality | The subjective perception of arguments in the persuasive message as being strong, rational, and high in quality [115]. | Information offered is helpful [115]. Information offered is persuasive [115]. Information offered is valuable [115]. | Intention to visit [115], perceived source credibility [116] | Captures the strength of verbal persuasion, but not the behavioral act of demonstrating and showcasing those claims. |
| Demonstration Skills | A streamer’s ability to convey the necessity and usefulness of a product to viewers without embellishment [45]. | Streamers persuasively communicate the necessity and usefulness of the product. Streamers impressively explain the necessity and usefulness of the product. Streamers clearly explain the necessity and usefulness of the product. Streamers effectively explain the necessity and usefulness of the product. (Self-development) | Functional value of products, trust in product recommendations (in this study) | N/A (The focal construct) |
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| Aspect | Live Commerce | Traditional E-Commerce |
|---|---|---|
| Displayed content | Streamers’ interaction with users | Sales Page and graphic information |
| Interaction characteristic | Real-time interaction with streamers (One-to-one/one-to-many) | Chatting messages with sellers (one-to-one) |
| Format of the information | Image/text/video/live content/VR | Image/text/video |
| Source of information | Non-editable | Editable |
| Purchase method | Buy-while-watching streamers | Final purchase decision |
| Characteristics | Options | No. (n = 390) | Percentage |
|---|---|---|---|
| Gender | Male | 149 | 38.21% |
| Female | 241 | 61.79% | |
| Age | <19 | 6 | 1.54% |
| 19–24 | 154 | 39.49% | |
| 25–29 | 132 | 33.85% | |
| 30–40 | 74 | 18.97% | |
| >40 | 24 | 6.15% | |
| Educational Level | Junior high school and below | 11 | 2.82% |
| High school | 52 | 13.33% | |
| Undergraduate | 291 | 74.62% | |
| Graduate and above | 36 | 9.23% | |
| Occupation | Students | 212 | 54.36% |
| Company employee | 96 | 24.62% | |
| Profession (Teachers, Researchers, Doctors, and so on) | 69 | 17.69% | |
| Self-employed person | 8 | 2.05% | |
| Others | 5 | 1.28% | |
| Monthly Income (RMB) | <3000 | 192 | 49.23% |
| 3000–5999 | 104 | 26.67% | |
| 6000–9000 | 78 | 20.00% | |
| >9000 | 16 | 4.10% | |
| Live Streaming Watching Experience | Less than 6 months | 10 | 2.56% |
| 6 months–1 year | 32 | 8.21% | |
| 1–1.5 years | 86 | 22.05% | |
| 1.5–2 years | 119 | 30.51% | |
| More than 2 years | 143 | 36.67% | |
| Purchase Frequency (Per Month) | <3 | 42 | 10.77% |
| 3–6 | 172 | 44.10% | |
| 7–10 | 142 | 36.41% | |
| >9 | 34 | 8.72% |
| Constructs | Items | Factor Loadings | Cronbach’s Alpha | Composite Reliability | AVE |
|---|---|---|---|---|---|
| Expertise (PE) | PE1 | 0.834 | 0.809 | 0.887 | 0.724 |
| PE2 | 0.841 | ||||
| PE3 | 0.876 | ||||
| Demonstration Skills (DSs) | DS1 | 0.825 | 0.790 | 0.864 | 0.613 |
| DS2 | 0.794 | ||||
| DS3 | 0.727 | ||||
| DS4 | 0.784 | ||||
| Interactive Ability (IA) | IA1 | 0.839 | 0.797 | 0.880 | 0.711 |
| IA2 | 0.849 | ||||
| IA3 | 0.841 | ||||
| Functional Value of Products (PV) | PV1 | 0.877 | 0.859 | 0.914 | 0.780 |
| PV2 | 0.843 | ||||
| PV3 | 0.747 | ||||
| PV4 | 0.839 | ||||
| Trust in Product Recommendations (PT) | PT1 | 0.889 | 0.846 | 0.897 | 0.686 |
| PT2 | 0.876 | ||||
| PT3 | 0.885 | ||||
| Purchase Intention (PI) | PI1 | 0.839 | 0.898 | 0.925 | 0.710 |
| PI2 | 0.833 | ||||
| PI3 | 0.860 | ||||
| PI4 | 0.854 | ||||
| PI5 | 0.827 | ||||
| Physical Surroundings (PS) | PS1 | 0.866 | 0.793 | 0.879 | 0.708 |
| PS2 | 0.847 | ||||
| PS3 | 0.810 | ||||
| Social Surroundings (SS) | SS1 | 0.892 | 0.864 | 0.917 | 0.785 |
| SS2 | 0.868 | ||||
| SS3 | 0.898 |
| PE | DSs | IA | PV | PT | PI | PS | SS | |
|---|---|---|---|---|---|---|---|---|
| Expertise (PE) | 0.851 | |||||||
| Demonstration Skills (DSs) | 0.684 | 0.783 | ||||||
| Interactive Ability (IA) | 0.561 | 0.535 | 0.843 | |||||
| Functional Value of Products (PV) | 0.462 | 0.438 | 0.452 | 0.828 | ||||
| Trust in Product Recommendations (PT) | 0.478 | 0.481 | 0.432 | 0.730 | 0.883 | |||
| Purchase Intention (PI) | 0.437 | 0.484 | 0.399 | 0.626 | 0.674 | 0.843 | ||
| Physical Surroundings (PS) | 0.333 | 0.404 | 0.335 | 0.475 | 0.528 | 0.616 | 0.841 | |
| Social Surroundings (SS) | 0.372 | 0.445 | 0.358 | 0.514 | 0.539 | 0.625 | 0.608 | 0.886 |
| PE | DSs | IA | PV | PT | PI | PS | SS | |
|---|---|---|---|---|---|---|---|---|
| Expertise (PE) | ||||||||
| Demonstration Skills (DSs) | 0.854 | |||||||
| Interactive Ability (IA) | 0.696 | 0.670 | ||||||
| Functional Value of Products (PV) | 0.557 | 0.531 | 0.547 | |||||
| Trust in Product Recommendations (PT) | 0.573 | 0.577 | 0.518 | 0.854 | ||||
| Purchase Intention (PI) | 0.511 | 0.571 | 0.467 | 0.716 | 0.767 | |||
| Physical Surroundings (PS) | 0.415 | 0.513 | 0.415 | 0.576 | 0.640 | 0.730 | ||
| Social Surroundings (SS) | 0.444 | 0.537 | 0.427 | 0.599 | 0.623 | 0.707 | 0.731 |
| Hypotheses | Paths | Path Coefficients (β) | T Values | p Values | 95% Confidence Intervals | Supported? |
|---|---|---|---|---|---|---|
| H1a | Expertise (PE) -> Functional Value of Products (PV) | 0.352 | 11.153 | 0.000 | [0.288, 0.409] | Yes (***) |
| H1b | Expertise (PE) -> Trust in Product Recommendations (PT) | 0.376 | 12.064 | 0.000 | [0.312, 0.434] | Yes (***) |
| H2a | Demonstration Skills (DSs) -> Functional Value of Products (PV) | 0.238 | 7.735 | 0.000 | [0.176, 0.299] | Yes (***) |
| H2b | Demonstration Skills (DSs) -> Trust in Product Recommendations (PT) | 0.314 | 7.686 | 0.000 | [0.229, 0.390] | Yes (***) |
| H3a | Interactive Ability (IA) -> Functional Value of Products (PV) | 0.357 | 8.646 | 0.000 | [0.273, 0.435] | Yes (***) |
| H3b | Interactive Ability (IA) -> Trust in Product Recommendations (PT) | 0.271 | 5.959 | 0.000 | [0.180, 0.355] | Yes (***) |
| H4 | Functional Value of Products (PV) -> Purchase Intention (PI) | 0.232 | 3.598 | 0.000 | [0.112, 0.362] | Yes (***) |
| H5 | Trust in Product Recommendations (PT) -> Purchase Intention (PI) | 0.225 | 3.571 | 0.000 | [0.098, 0.342] | Yes (***) |
| H6a | Functional Value of Products (PV) × Physical Surroundings (PS) -> Purchase Intention (PI) | 0.112 | 2.413 | 0.016 | [0.001, 0.174] | Yes (*) |
| H6b | Trust in Product Recommendations (PT) × Physical Surroundings (PS) -> Purchase Intention (PI) | 0.113 | 2.380 | 0.017 | [0.032, 0.219] | Yes (*) |
| H7a | Functional Value of Products (PV) × Social Surroundings (SS) -> Purchase Intention (PI) | 0.188 | 3.072 | 0.002 | [0.049, 0.290] | Yes (**) |
| H7b | Trust in Product Recommendations (PT) × Social Surroundings (SS) -> Purchase Intention (PI) | 0.191 | 2.779 | 0.005 | [0.068, 0.341] | Yes (**) |
| Competency | Managerial Strategies (For Manager) | Expected Outcomes (For Streamer) |
|---|---|---|
| Expertise (PE) |
| Enhance preparation and product understanding |
| Obtain accurate and in-depth knowledge and strengthen confidence | |
| Clarify uncertainties and unexpected audience questions | |
| Learn independently at their own pace and enhance knowledge | |
| Identify and fill knowledge gaps | |
| Demonstration Skills (DSs) |
| Highlight key product functions and benefits in an effective way |
| Improve rehearsal quality and increase confidence | |
| Improve product visualization demonstration skills | |
| Handle unexpected issues for live demonstration | |
| Interactive Ability (IA) |
| Focus on product-related interactions |
| Reply to purchase decision messages efficiently | |
| Focus on high-interest features and target engagement | |
| Develop rapid decision-making, emotional regulation, and effective interactive strategies |
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Cai, X.; Suh, W. Exploring the Impact of Streamer Competencies and Situational Factors on Consumers’ Purchase Intention in Live Commerce: A Stimulus–Organism–Response Perspective. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 296. https://doi.org/10.3390/jtaer20040296
Cai X, Suh W. Exploring the Impact of Streamer Competencies and Situational Factors on Consumers’ Purchase Intention in Live Commerce: A Stimulus–Organism–Response Perspective. Journal of Theoretical and Applied Electronic Commerce Research. 2025; 20(4):296. https://doi.org/10.3390/jtaer20040296
Chicago/Turabian StyleCai, Xiu, and Woojong Suh. 2025. "Exploring the Impact of Streamer Competencies and Situational Factors on Consumers’ Purchase Intention in Live Commerce: A Stimulus–Organism–Response Perspective" Journal of Theoretical and Applied Electronic Commerce Research 20, no. 4: 296. https://doi.org/10.3390/jtaer20040296
APA StyleCai, X., & Suh, W. (2025). Exploring the Impact of Streamer Competencies and Situational Factors on Consumers’ Purchase Intention in Live Commerce: A Stimulus–Organism–Response Perspective. Journal of Theoretical and Applied Electronic Commerce Research, 20(4), 296. https://doi.org/10.3390/jtaer20040296

