From Avatars to Algorithms: Virtual Streamers and AI-Enabled Consumer Behavior in Live Streaming Commerce—A Systematic Review
Abstract
1. Introduction
- How have theoretical models and consumer psychology constructs been applied to understand consumer responses to virtual streamers?
- What knowledge gaps exist across platforms, cultural contexts, and user demographics?
- How can existing evidence inform an integrative framework for AI-enabled marketing communication?
2. Methods
2.1. Search Strategy
2.1.1. Literature Search and Study Selection
2.1.2. Eligibility and Filtering Criteria
2.2. Data Extraction
3. Results
3.1. Risk of Bias in Studies
3.2. Results of Studies
3.2.1. Platform and Geographic Trends
3.2.2. Theoretical Trends
3.2.3. Methodological Trends
| Author/ Year | Theoretical Foundation | Method | Sample Size | Key Variables | Key Findings | Journal |
|---|---|---|---|---|---|---|
| [15] | Social Identity Theory, Construal Levels Theory | Online scenario experiment, 2 × 2 between-subjects design | N = 214 | Anthropomorphism, Psychological Distance, Trust, Product Type, Willingness to Accept | Anthropomorphism significantly increases consumers’ willingness to accept virtual live streamers through the mediating roles of psychological distance and trust. This chain mediation is significant for utilitarian products but not for hedonic ones. | Computers in Human Behavior |
| [58] | Meaning Transfer Theory | Mixed-methods approach (secondary data analysis and situational experiments) | 50,867 online comments; Study 2–4: N = 582 | Streamer Type (RHS vs. HPVS), Consumer Empathy, Brand Reputation, Streamer Influence, Brand Forgiveness | Consumer brand forgiveness is higher when inappropriate remarks come from human-powered virtual streamers (HPVSs) than from real human streamers (RHSs). Consumer empathy mediates this effect; brand reputation and streamer influence moderate it—HPVSs enhance forgiveness, particularly when reputation or influence is high. | Journal of Retailing and Consumer Services |
| [32] | Social Response Theory | Empirical study with four laboratory experiments | Study 1a: N = 116; Study 1b: N = 122; Study 2: N = 240; Study 3: N = 220 | Socialness (high vs. low), Social Presence, Communication Style, Situation, Experiential Value | High-social streamers enhance utilitarian and hedonic value via social presence; effects vary by communication style and context. | Journal of Research in Interactive Marketing |
| [54] | Social Response Theory | Five-stage scale development process with exploratory and confirmatory factor analysis | 10 interviews; 216 (presurvey); 610 (EFA); 618 (CFA); 604 (nomological test) | Persona, Anthropomorphism, Interactivity | Developed a reliable 3-dimension, 10-item scale measuring AI virtual streamer traits (persona, anthropomorphism, interactivity). | International Journal of Human–Computer Interaction |
| [33] | Trust Theory, SOR Model | Study 1: Survey (PLS-SEM); Study 2: Mixed-design experiment (ANOVA) | Study 1: N = 411; Study 2: N = 160 | Integrity, Ability, Benevolence, Predictability, Social Presence, Perceived Enjoyment, Perceived Similarity, Trust, Purchase Intention | Integrity and social presence significantly predict trust; integrity drives trust in human streamers, while social presence drives trust and purchase intention for virtual streamers. | International Journal of Human–Computer Interaction |
| [54] | CASA Theory, The Stereotype Content Model | PLS-SEM | Study 1: N = 277; Study 2: N = 244; Study 3: N = 232 | Virtual Anchor Type (all-human-like vs. animal-human-like), Perceived Warmth, Perceived Competence, Product Type, Certainty of Consumer Needs | Animal-human-like anchors enhance purchase intention via warmth for hedonic products/low-need certainty; all-human-like anchors via competence for utilitarian products/high-need certainty. | Journal of Product & Brand Management |
| [11] | Source Credibility Theory | Quantitative study using multiple regression analysis on data from 300 streaming rooms | 300 virtual live streaming rooms | Trustworthiness, Expertise, Attractiveness, Interactivity, Online Sales Performance | Trustworthiness, expertise, and attractiveness positively affect sales, while interactivity negatively affects it. | SAGE Open |
| [44] | Image Transfer Theory | PLS-SEM | N = 400 | Emotional Richness, Physical Attractiveness, Social Attractiveness, Parasocial Relationship (PSR), Destination Attractiveness, Visit Intention, Streamer Type, Gender Incongruity | Virtual streamers’ emotional richness enhances perceived attractiveness and PSR, which increases destination attractiveness and visit intention; effects stronger for non-AI and opposite-gender streamers. | Journal of Destination Marketing & Management |
| [16] | Stereotype Content Model | Mixed-methods research combining experiments and focus group studies | Study 1: N = 321; Study 2: N = 292; Study 3: N = 120; Focus group: N = 9 | Linguistic Style (social- vs. task-oriented), Product Type (experience vs. search), Perceived Warmth, Perceived Competence, Streamer Type (human-like vs. animated) | Social-oriented language enhances purchase intention via perceived warmth and competence for experience products, especially with human-like virtual streamers. | Journal of Retailing and Consumer Services |
| [13] | Stimulus–Organism–Response (SOR) Framework | PLS-SEM | N = 378 | Likeability, Animacy, Responsiveness, Social Presence, Telepresence, Purchase Intention | Likeability and responsiveness directly boost purchase intention; animacy acts indirectly via social and telepresence; effects differ by streamer type. | Journal of Retailing and Consumer Services |
| [18] | Language Expectancy Theory | Three scenario-based experiments and one focus group study | Study 1: N = 208; Study 2: N = 171; Study 3: N = 254; Focus group: N = 8 | Sensory vs. Non-sensory Language, Language Expectancy Violation, Streamer Type (AI-backed vs. human-backed), Purchase Intention | Sensory language decreases purchase intention for AI-backed streamers but increases it when the streamer is perceived as human-backed. | Journal of Retailing and Consumer Services |
| [17] | Mind Perception Theory | Five experimental studies | Study 1: N = 155; Study 2: N = 149; Study 3: N = 161; Study 4: N = 234; Study 5: N = 216 | Language Style (emotional vs. rational), Perceived Agency, Perceived Experience, Imagery Difficulty, Purchase Motivation | Emotional language boosts consumers’ intention to follow advice via higher perceived mind (agency & experience); effects weaken with high imagery difficulty or utilitarian motivation. | Journal of Retailing and Consumer Services |
| [38] | Social Identity Theory (SIT), Experiential Value Theory | PLS-SEM | N = 354 | Personalization, Human-like Personality, System Quality, Content Quality, Parasocial Interaction, Experiential Value, Brand Image | Personalization, human-like traits, and system/content quality enhance parasocial interaction and experiential value, which improve brand image. | Asia Pacific Journal of Marketing and Logistics |
| [61] | Cognition–Affect–Behavior Model, Psychological Contract Theory | PLS-SEM | N = 414 | Perceived Competence, Perceived Interaction Quality, Perceived Warmth, Transactional Psychological Contract (TPC), Relational Psychological Contract (RPC), Purchase Intention | Perceived competence, interaction quality, and warmth enhance both TPC and RPC, which in turn increase consumers’ purchase intention toward virtual streamers. | Asia Pacific Journal of Marketing and Logistics |
| [8] | Innovation Resistance Theory, Shopping Motivation Theory, Personality Theory | Mixed methods (NCA, ANN, fsQCA) with online survey | N = 634 | Innovation Barriers (usage, value, risk, image, tradition), Shopping Motivations (hedonic, utilitarian), Personality Traits | Low barriers and strong motivation/affinity drive switching to virtual streamers; no single path but multiple optimal configurations exist. | Journal of Research in Interactive Marketing |
| [50] | Flow Theory, Stimulus–Organism–Response (S-O-R) Model | PLS-SEM | N = 274 | Vividness, Interactivity, Aesthetic Appeal, Novelty, Streamer Image–Scene Fit, Perceived Enjoyment, Concentration, Watching Intention | Interactivity, novelty, and image–scene fit enhance enjoyment and concentration, which boost watching intention. | Kybernetes |
| [23] | Avatar Theory | Three lab experiments | N = 604 | Form Realism, Behavioral Realism, Parasocial Interaction, Relationship Norm Orientation, Purchase Intention | Behavioral realism boosts purchase intention only when form realism is low; effect is mediated by parasocial interaction and moderated by relationship norm orientation. | Journal of Consumer Behaviour |
| [57] | Mental Imagery Quality Theory | Four experiments | Study 1: N = 188; Study 2: N = 217; Study 3: N = 242; Study 4: N = 421 | Streamer Type (virtual vs. human), Product Type (hedonic vs. utilitarian); Mental Imagery Quality; Implicit Personality; Purchase Intention | Virtual and human streamers are equally effective for utilitarian products, whereas human streamers generate higher purchase intention for hedonic products via enhanced mental imagery quality; this advantage disappears among incremental theorists but remains for entity theorists. | Marketing Intelligence & Planning |
| [34] | Expectancy Violations Theory (EVT) | Online survey; PLS-SEM | N = 307 | Professionalism Expectation Violation (PEV), Empathy Expectation Violation (EEV), Responsiveness Expectation Violation (REV); Distrust, Dissatisfaction; Discontinuance Behavior | Expectation violations in professionalism, empathy, and responsiveness increase consumers’ distrust and dissatisfaction, which in turn lead to discontinuance behavior toward virtual streamers. | Behavioral Sciences |
| [2] | Emotion Theory, Trust Theory, Personal Values Theory | Survey; PLS-SEM | Study 1: N = 663; Study 2: N ≈ 300 | Positive Emotions, Negative Emotions, Hedonic Value, Utilitarian Value; Consumer Engagement, Trust; Purchase Intention | Human internet celebrities elicit stronger positive emotions, trust, and purchase intention than AI virtual anchors; AI virtual anchors are generally less favored, except among consumers with extremely high hedonic values. | Journal of Retailing and Consumer Services |
| [53] | SOR Framework, Temporal Scale Perspective | Linear Mixed Model (LMM), Time-Varying Effect Model (TVEM) | 924,036 products from 21,190 livestreaming shows across 123 live rooms | Streamer Type (AI vs. human); Consumption Type (utilitarian vs. hedonic), Time; Monetary Engagement (sales, actual sales, pit output), Non-monetary Engagement (likes, danmaku, followers) | AI streamers can substitute for human streamers in monetary engagement under utilitarian consumption, but not in hedonic consumption; this substitution effect is short-lived, while AI’s effectiveness in hedonic contexts increases over time, though human streamers consistently outperform AI in non-monetary engagement. | Journal of Business Research |
| [55] | Stereotype Content Model (SCM) | Model (SCM); Coolness Theory Online survey; PLS-SEM; Multi-group analysis | N = 511 | Coolness Factors (attractiveness, subculture, utility, originality); Warmth, Competence; Purchase Intention | Virtual streamer coolness enhances purchase intention primarily through increased warmth and competence; however, subculture does not enhance warmth, and the effects of coolness factors differ depending on whether virtual streamers perform alone or with human streamers. | Journal of Retailing and Consumer Services |
| [45] | Social Cognitive Theory | Online survey; ANOVA; PROCESS mediation and moderated mediation | N = 387 | Streamer Type (AI vs. human); Perceived Intimacy, Perceived Responsiveness; Novelty Seeking; Purchase Intention | Consumers show higher purchase intention toward human streamers than AI streamers; perceived intimacy and perceived responsiveness mediate this effect, and novelty seeking moderates both the direct effect and the mediation paths. | International Journal of Human–Computer Interaction |
| [20] | Avatar Theory | Online survey; SEM (AMOS) | N = 503 | Appearance, Behavioral, Cognitive, Emotional Anthropomorphism; Cognitive Trust; Purchase Intention | Behavioral, cognitive, and emotional anthropomorphism significantly enhance purchase intention through cognitive trust, whereas appearance anthropomorphism affects purchase intention directly but does not build cognitive trust. | Behavioral Sciences |
| [62] | SOR Model | Survey; SEM (AMOS) | N = 343 | Personification; Utilitarian Shopping Value; Hedonic Shopping Value; Consumer Citizenship Behavior | Personification of e-commerce virtual anchors positively influences consumer citizenship behavior both directly and indirectly through utilitarian and hedonic shopping value. | IEEE Access |
| [63] | Expectancy Disconfirmation Theory | Survey; PLS-SEM; Multi-group analysis | N = 588 | Information Failure; Functional Failure; System Failure; Interaction Failure; Aesthetic Failure; Disappointment; Emotional Exhaustion; Discontinuance Behavior | Multiple dimensions of AI-oriented live-streaming service failure increase consumer disappointment and emotional exhaustion, which in turn lead to discontinuance behavior; the effects vary by platform type, with functional/system failures more salient on commercial platforms. | Journal of Theoretical and Applied Electronic Commerce Research |
| [46] | Signaling Theory, Technology Acceptance Model (TAM) | Analytical modeling; Signaling game | Not applicable | Product quality; Price; Consumer acceptance level of AI streamers; Information asymmetry (λ); Consumer belief; Firm profit; Signaling cost | In markets with moderate information asymmetry, high-quality firms achieve more profitable separation by jointly signaling through price and AI-streamer acceptance level, whereas under high asymmetry, separation becomes costly regardless of signaling strategy. | Journal of Theoretical and Applied Electronic Commerce Research |
| [64] | Computer-Mediated Communication (CMC) Theory, Sense of Community Theory | Mixed methods (survey and interviews) | Survey: N = 1795; Interviews: N = 10 | Platform Type; Perceived role of VTuber (idol vs. streamer); Spatial Presence; Social Presence; Immersion; Enjoyment Factors; Interaction Types; Fanwork Experience | Viewing platforms and perceived VTuber roles significantly shape audience presence and immersion, while fanwork experience and voluntary creation motivation strongly influence fandom engagement and content creation in VTuber concerts. | IEEE Access |
| [65] | Uses and Gratifications Theory | Two scenario-based experiments; ANCOVA; | Study 1: N = 402; Study 2: N = 428 | AI–Human Collaboration Type (assisted vs. supervised); Perceived Playfulness; Customer Engagement; Humorous Response; Product Attractiveness; | Virtual anchors driven by assisted AI–human collaboration generate higher customer engagement than those driven by supervised collaboration through increased perceived playfulness; humorous responses attenuate the difference in perceived playfulness between the two collaboration types. | Electronic Commerce Research |
| [66] | Appraisal–Emotion–Action Scheme, Persuasion Theory | Scenario-based online survey; SEM (ML) with Bayesian SEM cross-validation | N = 559 | Coolness; Congruence; Mind Perception; Arousal; Parasocial Interaction Intention; Urge to Buy Impulsively | Coolness, congruence, and mind perception of virtual AI streamers increase viewers’ parasocial interaction intention and impulsive buying urge primarily through arousal; these effects are stronger among viewers with higher impulsiveness and a more fixed mindset. | Information Systems Frontiers |
| [3] | 1. Self-Construal Theory 2. Antecedent–Belief–Consequence (ABC) framework 3.CASA Theory | Survey; PLS-SEM; Multi-group analysis | N = 402 | Anthropomorphism; Technophobia; Perceived Unwarm; Perceived Incompetent; Consumer Resonance; Disfluency; AI Virtual Streamers Aversion | Anthropomorphism and technophobia jointly shape consumer aversion to AI virtual streamers through a dual-stage belief process involving negative stereotypes and cognitive–emotional evaluations; these pathways differ between independent and interdependent consumers. | Technological Forecasting & Social Change |
| [59] | Attribution Theory, Expectation–Confirmation Theory | Multi-method research design: three experimental studies and one semi-structured interview study | Big data: 1,960,444 live comments from 30 brands; Experiments: Study 2 N = 416, Study 3 N = 613, Study 4 N = 600; Interviews: N = 20 | Streamer Type; Promotional and Product Information Seeking; Motivation Inference (cost reduction vs. service improvement); Product Category (promotional vs. new product); Purchase Intention | Consumers interacting with virtual streamers are more inclined to seek promotional information due to inferred cost-reduction motives, whereas human streamers trigger greater attention to product information; aligning virtual streamers with promotional products and human streamers with new products significantly enhances sales outcomes. | Journal of Retailing and Consumer Services |
| [56] | Social Presence Theory, Perceived Value Theory | Two scenario-based experiments and a laboratory experiment | Study 1: N = 500; Study 2: N = 431; Study 3: N = 188 | Anchor Type; Message Assertiveness; Excitement; Relaxation; Purchase Intention; Willingness to Pay; Perceived Price | Purchase intention is highest when message assertiveness matches anchor type: assertive messages are more effective for virtual anchors via excitement, whereas non-assertive messages are more effective for human anchors via relaxation. | Journal of Retailing and Consumer Services |
| [37] | Social Presence Theory, Perceived Value Theory, Service-Dominant Logic | Scenario-based experiments; ANOVA; PROCESS mediation and moderated mediation | Study 1 (Case 1): N = 100; Study 2 (Case 2): N = 201 | Interaction type (product vs. social); Social Presence; Perceived Value; Product Type (hedonic vs. utilitarian); Purchase Intention | Product interactions enhance purchase intention mainly through perceived value for utilitarian products, whereas social interactions increase purchase intention through social presence for hedonic products. | Journal of Retailing and Consumer Services |
| [59] | Consistency Theory and Dramaturgical Theory | Mixed methods: semi-structured interviews + questionnaire survey; PLS-SEM | Interviews: N = 21; Survey: N = 210 | Streamer’s Persona and Viewer’s Interest–Content Congruence; Viewer’s and Streamer’s Value Congruence; Immersion; Attitude; Role-playing Ability; Continuous Watching Intention; Gift-giving Intention | Interest and value congruence increase users’ behavioral intentions through a chain effect of immersion and attitude, while role-playing ability strengthens the impact of interest congruence but weakens the effect of persona–content congruence on immersion. | Electronic Commerce Research and Applications |
| [60] | Empathy Theory, Emotional Labor Theory | Survey; SEM; regression-based moderation analysis | N = 457 | Personalization of Emotional Expression; Interactivity of Emotional Expression; Authenticity of Emotional Expression; Empathy; Emotional Labor; Willingness to Make In-game Purchases | Personalization, interactivity, and authenticity of virtual streamers’ emotional expressions enhance players’ empathy and directly increase in-game purchase willingness; empathy mediates these effects, while emotional labor further strengthens the impact of empathy on purchase willingness. | Asia Pacific Journal of Marketing and Logistics |
| [67] | Justice Theory | Survey; PLS-SEM and ANN | N = 303 | Perceived Justice (distributive, procedural, interactional); Intrusiveness Risk; Privacy Disclosure Risk; Resistance Intention | Perceived justice significantly reduces intrusiveness and privacy disclosure risks, while both risks increase consumers’ resistance intention toward virtual streamers; privacy disclosure risk emerges as the dominant predictor of resistance. | Asia Pacific Journal of Marketing and Logistics |
| [47] | Game Theory | Building a game model + numerical simulation (based on MATLAB (R2024a)) | Not applicable | Live Streaming Channel Price; Cross-Price Elasticity; Market Share of Live Streaming Channel; Consumer sensitivity to LSC; Influencer Anchor; Virtual Anchor; Manufacturer Profit | Influencer-led modes dominate at low elasticity or low channel share, while virtual-anchor-combined modes become optimal when elasticity, channel share, or consumer sensitivity is high due to lower costs and continuous streaming advantages. | PLoS ONE |
| [68] | 1. Perceived Value Theory, 2. Brand Image Theory | Questionnaire survey; PLS-SEM; SEM–ANN two-stage analysis | N = 336 | Accuracy; Interactivity; Problem-solving Ability; Perceived Usefulness; Perceived Enjoyment; Novelty; Perceived Privacy Risk; Brand Image; Brand Loyalty | Perceived usefulness, perceived enjoyment, and novelty positively influence brand image, which in turn strongly enhances brand loyalty, while AI service accuracy, interactivity, problem-solving ability, and privacy risk show no significant direct effects on brand image. | Systems |
| [35] | 1. SOR Model 2. Trust Transfer Theory 3. Social Exchange Theory | Mixed methods (questionnaire + semi-structured interview) | Survey: N = 548; Interviews: N = 16 | Personalization; Visibility; Susceptibility to Informational Influence; Co-creation Behavior; Trust in Products; Trust in Streamers; Perceived Value; Continuance Intention | External stimuli influence continuance intention mainly through trust in products and perceived value, while personalization, visibility, informational influence, co-creation behavior, and trust in streamers exert indirect effects. | Cogent Business & Management |
| [29] | 1. SOR Model 2. Flow Theory | Online questionnaire survey; SEM; Multi-group analysis | N = 512 | Interactivity; Entertainment; Social Presence; Telepresence; Animacy; Vividness; Attractiveness; Intelligence; Flow Experience; Trust; Continuous Watching Intention; Purchase Intention | Live scene characteristics and virtual streamer attributes jointly enhance flow experience and trust, which in turn increase continuous watching and purchase intentions; gender differences emerge in the strength of several stimulus–organism relationships. | International Journal of Human–Computer Interaction |
3.3. Results of Syntheses
3.4. Reporting Biases
3.5. Certainty of Evidence
4. Discussion
4.1. Conceptual Framework and Mechanisms
4.2. Implications
4.2.1. Theoretical Implications
4.2.2. Development of Conceptual Framework
4.2.3. Practical and Social Implications
5. Conclusions
6. Limitations and Suggestions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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| Effect Type | Description | Evidence Source Count | Study Designs | GRADE Rating |
|---|---|---|---|---|
| Core Effects | Avatar competence/social presence → Trust/purchase intention | 18 | Mostly experiments (RCT, 2 × 2) | ★★★★☆ |
| Framing Effects | Emotional vs. rational message framing → Engagement/intention | 10 | Mixed (surveys + experiments) | ★★★☆☆ |
| Moderation Effects | Platform type/cultural congruence → Path strength variation | 6 | Exploratory or small sample | ★★☆☆☆ |
| Mediating Processes | Warmth, empathy and social presence as mediators | 11 | Model-based/path analysis | ★★★☆☆ |
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Wang, L.; Yeap, J.A.L.; Liu, J.; Li, Z. From Avatars to Algorithms: Virtual Streamers and AI-Enabled Consumer Behavior in Live Streaming Commerce—A Systematic Review. J. Theor. Appl. Electron. Commer. Res. 2026, 21, 57. https://doi.org/10.3390/jtaer21020057
Wang L, Yeap JAL, Liu J, Li Z. From Avatars to Algorithms: Virtual Streamers and AI-Enabled Consumer Behavior in Live Streaming Commerce—A Systematic Review. Journal of Theoretical and Applied Electronic Commerce Research. 2026; 21(2):57. https://doi.org/10.3390/jtaer21020057
Chicago/Turabian StyleWang, Lingyu, Jasmine A. L. Yeap, Jiaqi Liu, and Zongwei Li. 2026. "From Avatars to Algorithms: Virtual Streamers and AI-Enabled Consumer Behavior in Live Streaming Commerce—A Systematic Review" Journal of Theoretical and Applied Electronic Commerce Research 21, no. 2: 57. https://doi.org/10.3390/jtaer21020057
APA StyleWang, L., Yeap, J. A. L., Liu, J., & Li, Z. (2026). From Avatars to Algorithms: Virtual Streamers and AI-Enabled Consumer Behavior in Live Streaming Commerce—A Systematic Review. Journal of Theoretical and Applied Electronic Commerce Research, 21(2), 57. https://doi.org/10.3390/jtaer21020057

