From Attention to Action: Unraveling the Multi-Stage Impact of Virtual Streamer Features Employing a Three-Stage Approach
Abstract
1. Introduction
2. Literature Review and Theoretical Framework
2.1. Literature in Virtual Live Streaming Commerce
2.2. Attention-Interest-Desire-Action (AIDA) Model
2.3. The Integration of AIDA Model and Heuristic Systematic Model: AIDA-HSM
3. Research Design: A Three-Staged Approach
4. Stage 1: The Development of a Conceptual Framework
4.1. Systematic Literature Review
4.2. Research Process
4.3. Data Analysis
5. Stage 2: Research Model Development and SEM Analysis
5.1. Research Model and Hypotheses Development
5.1.1. Effect of the Attention Factors
5.1.2. Effect of the Interest Factors
5.1.3. Effect of the Evaluation Factors
5.1.4. Effect of the Desire Factors
5.2. Measurements and Data Collection
5.2.1. Data Collection
5.2.2. Measurement Development
5.3. PLS-SEM Analysis
5.3.1. Measurement Model Analysis
5.3.2. Common Method Bias
5.3.3. Structural Equation Model Analysis
6. Stage 3: Fuzzy-Set Qualitative Comparative Analysis (fsQCA)
6.1. Analysis Process
6.2. Analysis Results
6.3. Robustness Checks
7. Discussion and Implications
7.1. Discussion
7.2. Theoretical Implications
- (1)
- This study represents one of the pioneering efforts to adopt the AIDA model as a theoretical lens for examining consumers’ multi-stage decision-making processes in the VLSC context. Prior studies mainly focused on specific outcomes or factors but have overlooked the sequential process from attention to action [3,8]. This study enriches the explanatory power of the AIDA model by mapping the consumer journey from initial attention to purchase intention.
- (2)
- By integrating the AIDA model and the HSM, this study provides a more nuanced framework for comprehensively interpreting the multi-stage consumer decision process in VLSC. Our approach not only advances the exploration of the AIDA model, but also compensates for the theoretical assumptions of the HSM. On the one hand, this study extends the AIDA model by explicitly incorporating an evaluation stage. Prior applications of the AIDA model describe a sequential progression but overlook the critical role of information evaluation in the cognitive process, particularly in interactive digital contexts such as VLSC. On the other hand, existing research employing HSM mainly lacks solid theoretical support and empirical evidence to identify the antecedents and outcomes of the evaluation stage. Our study integrates the AIDA model’s multi-stage framework with the HSM’s dual-process theory, thereby offering a more systematic and complete theoretical explanation for the consumer decision journey in VLSC than either model could provide independently.
- (3)
- We endeavor to provide empirical support for the basic underlying assumptions of the AIDA model using two distinct research methods. The SEM analysis confirms the relationships between all stage factors, while the fsQCA results underscore the importance of the complete multi-stage sequence by demonstrating that no single stage alone is sufficient to make behavioral decisions. Cross-validated results are utilized in this study to demonstrate the essential role of both the hierarchical model and the interconnections among its components. This approach advances the literature by confirming the AIDA model’s validity and reliability, accompanied by rich and thorough theoretical interpretations.
7.3. Practical Implications
7.4. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Study | Theory | Method | Antecedent | Moderator | Outcome |
|---|---|---|---|---|---|
| Imanuddin and Handayani [100] | Stimulus-organism-response | SEM, Content analysis | Personalization, visibility, susceptibility to informational, co-creation behavior | Trust in products, trust in streamers, perceived value, continuance intention | |
| Gao et al. [8] | Stimulus-organism-response | SEM | Likeability, animacy, and responsiveness | Social presence, telepresence, and purchase intention | |
| Hu and Ma [7] | Stimulus-organism-response | online scenario-based experiments, focus group, analysis of variance (ANOVA), Mediation analysis | Sensory language (vs. non- sensory language) | Human-backed or AI-backed virtual streamers | Language expectancy violation, purchase intention |
| Wang et al. [6] | Trust theory, Stimulus-organism-response | Situational experiment, PLS-SEM, ANOVA Mediation analysis | Integrity, ability, benevolence, predictability, social presence, perceived enjoyment, perceived similarity | Trust, purchase intention | |
| Tong et al. [101] | Stimulus-organism-response | SEM, Mediation analysis | Affinity, mimicry, responsiveness | Competence, intimacy, purchase intention | |
| Sun et al. [38] | theory of interactive media effects | SEM, Mediation analysis | Anthropomorphism, media richness | Psychological distance, customer engagement, purchase intention | |
| Yao et al. [39] | stereotype content model | online experiments, lab experiment, focus group, A two-way analysis of covariance (ANCOVA), Mediation analysis | Social-oriented language (vs. task-oriented), product type (experience vs. search) | Virtual streamer type (human-like vs. animated) | Perceived warmth, perceived competence, purchase intention |
| Xie et al. [13] | meaning transfer theory | situational experiments, ANOVA | Streamer type (RHS vs. HPVS) | Brand reputation (high vs. low), streamer influence | Consumer empathy, consumer brand forgiveness |
| Peng et al. [102] | expectancy disconfirmation theory, stressor–strain–outcome framework | SEM | Information failure, functional failure, system failure, interaction failure, aesthetic failure | Live-streaming platform type (social vs. commercial) | Disappointment, emotional exhaustion, discontinuance behavior |
| Zhou et al. [103] | PLS-SEM | Streamer physical attractiveness, emotional richness, streamer social attractiveness | Streamer–viewer gender incongruity, virtual streamer type (AI vs. non-AI) | Parasocial relationship, destination attractiveness, destination visit intention | |
| Shao [104] | Innovation resistance theory, Shopping motivation theory, Personality theory | Necessary Conditions Analysis (NCA), Artificial Neural Networks (ANNs) and fuzzy-set Qualitative Comparative Analysis (fsQCA) | Usage barrier, value barrier, risk barrier, image barrier, traditional barrier, utilitarian motivation, hedonic motivation, Inertia, affinity for human–computer interactivity | Consumers’ switching intention to virtual streamers | |
| Sun and Tang [105] | Lab experiments, Mediation analysis | Form realism (high vs. low), behavioral realism (high vs. low) | Relationship norm orientation (communal vs. exchange) | Parasocial interaction, purchase intention | |
| Yan et al. [12] | Implicit personality theory | Situational experiment, ANOVA | Streamer type (virtual streamer vs. human streamer), product type (hedonic vs. utilitarian) | implicit personality | Mental imagery quality, purchase intention |
| Chen and Li [106] | expectancy violations theory | PLS-SEM | Professionalism expectation violation, empathy expectation violation, responsiveness expectation violation | Distrust, dissatisfaction, discontinuance Behavior | |
| Xu et al. [107] | social identity theory, experiential value theory | PLS-SEM | Personalization, human-like personality, system quality, content quality | Parasocial interaction, experiential value, brand image | |
| Zhang et al. [108] | social response theory | Exploratory factor analysis, Confirmatory factory analysis, Nomological validity | Persona, anthropomorphism, interactivity | Parasocial intention, purchase intention, brand image, brand attachment | |
| Liu and Zhang [109] | SEM | Responsiveness | Social presence, purchase intention | ||
| Gao et al. [3] | stereotype content model | PLS-SEM, Multi-group analysis | Attractiveness, subculture, utility, originality | Competence, warmth, purchase intention | |
| Gong and Sun [15] | mind perception theory | Situational experiment; ANOVA | Emotional language vs. rational language | Imagery difficulty, hedonic motivation vs. utilitarian motivation | Perceived agency, perceived experience, intention to follow the advice |
| Qin and Liu [40] | psychological contract theory, cognition-affect-behavior model | PLS-SEM | Perceived competence, perceived interaction quality, perceived warmth | Transactional psychological contract, relational psychological contract, purchase intention | |
| Li et al. [41] | Stimulus-organism-response model, Flow theory | PLS-SEM | Vividness, interactivity, aesthetic appeal, novelty, streamer image-scene fit | Perceived enjoyment, concentration, watching intention | |
| Li and Huang [11] | avatar theory | SEM | Appearance anthropomorphism, behavioral anthropomorphism, cognitive anthropomorphism, emotional anthropomorphism | Cognitive trust, purchase intention | |
| Liu and Liu [110] | Social Identity Theory | Situational experiment; ANOVA | Streamer type (human vs. virtual), affectionate nicknames (use vs. non-use) | Psychological closeness, streamer attitudes | |
| Li et al. [10] | computers as social actors (CASA) theory | PLS-SEM | Interactivity, system quality, product informativeness, reality congruence | Virtual streamer-background congruence, virtual streamer-product congruence | Immersion experience, consumer engagement |
| Xiao et al. [53] | antecedent-belief-consequence (ABC) framework, computers as social actors (CASA) theory, Self-construal theory | PLS-SEM | Anthropomorphism, technophobia | Perceived unwarm, perceived incompetent, self-construal, consumer resonance, disfluency, AI virtual streamers aversion | |
| Chang et al. [111] | Attribution theory, Expectation-confirmation theory | Experimental studies and half-structured interviews, One-way ANCOVA | Streamer type (virtual vs. human) | Product category (promotional product vs. non-promotional product), product category (new product vs. non-new product) | Motivation inference (reduce cost vs. improve service), the tendency to seek information (promotional information vs. product information), purchase intention (high vs. low) |
| Tang et al. [112] | affordance perspective | Participatory observation and in-depth interviews | Social affordance | Ephemeral authenticity | |
| Chen et al. [113] | consistency theory, dramaturgical theory | Literature analysis, semi-structured interviews, PLS-SEM | Streamer’s persona-live content congruence, viewer’s interest-live content congruence, viewer’s value-streamer’s value congruence | Role-playing ability | Immersion, attitude, continuous watching gift-giving |
| Yu et al. [114] | Stimulus-organism-response framework, flow theory | PLS-SEM, Multigroup analysis | Interactivity, entertainment, social presence, telepresence, animacy, vividness, attractiveness, intelligence | Flow experience, trust, continuous watching intention, purchase intention | |
| Liu et al. [2] | Situational experiment; ANOVA | Interaction types of virtual streamers (product interaction vs. social interaction) | Type of products (hedonic vs. utilitarian) | Social presence, perceived values, purchase intention | |
| Shao and Ho [115] | Justice theory | PLS-SEM, ANN | Distributive justice, procedural justice, interactional justice | Intrusiveness risk, privacy disclosure risk, consumers’ resistance intention | |
| Li and He [116] | SEM, regression analysis | Personalization, interactivity, authenticity | Emotional labor | Empathy, willingness to purchase | |
| Lee et al. [117] | parasocial interaction, teleparticipation, construal level theory and attachment theory | PLS-SEM | Perceived VTuber interactivity, follower’ s engagement | Followers’ virtual community identity | Perceived proximity, emotional attachment, instant donation intention |
| Liu and Zhang [118] | SEM | Anthropomorphism | Social presence, purchase intention | ||
| Han et al. [119] | Signaling theory | field experiment, pre-registered scenario experiments, ANOVA | Virtual streamer disclosure | Human-likeness of the virtual streamer, privacy awareness | CSR skepticism, consumer purchase |
| Na et al. [120] | source credibility theory, the stimulus–organism–response framework | PLS-SEM, fsQCA | Perceived attractiveness, perceived intelligence, perceived interactivity, perceived congruence | Trust, affection, purchase intention | |
| Liu et al. [44] | Technology Acceptance Model (TAM) | SEM | Self-satisfaction, social influence, facilitating conditions, compatibility, perceived risk | Perceived usefulness, perceived ease of use, trust, attitude, intention to use, purchase intention | |
| Duan et al. [14] | Elaboration Likelihood Model, Cognitive Tuning Theory | deep learning approaches | cross-modal emotional misalignment | Vocal emotional positivity | Emotion synchrony with streamer’s vocal emotion, emotion synchrony with streamer’s textual emotion, consumption |
| Gong et al. [43] | mental perception and self-construal theory | Situational experiment, ANOVA | Virtual streamer controlling entities (ASVA vs. AIVS), product sensitivity (high vs. low), self-construal type (independent vs. dependent) | Autonomous recognition, emotional perception, purchase intention | |
| Li et al. [121] | image-inspiration-behavior framework | PLS-SEM, ANN | Warmth, competence, coolness | Inspiration, interaction intention, purchase intentions | |
| Wang and Zhang [37] | mind perception theory, Cue consistency theory | Situational experiment, one-way analysis of variance (ANCVOA) | Virtual streamer (AI-backed vs. human-backed) | Message strategy (positive vs. double side), live-streaming environment (virtual vs. real) | Perceived usefulness, purchase intention |
| Zhong et al. [122] | stimulus–organism–response framework | SEM | Personification | Utilitarian shopping value, hedonic shopping value, consumer citizenship behavior | |
| Jiang and Li [123] | SEM | Affinity, anthropomorphism, professionalism, responsiveness | Human-machine trust | social presence (communication presence; emotional presence), human–machine trust, purchase intentions | |
| Gong and Sun [15] | mind perception theory | Three experimental studies | Interaction style (social-oriented vs. task-oriented), virtual streamer type (AI-backed vs. huma-backed) | AI technology transparency | Perceived agency, perceived experience, consumer stickiness |
| Yu et al. [124] | congruence theory, attachment theory and mental imagery theory | Three experimental studies, Mediation analysis | virtual streamers’ cute anthropomorphic appearance (high vs. low), destination type (natural vs. cultural) | Viewers’ loneliness | virtual streamer emotional attachment, destination imagery vividness, travel intention |
| Li et al. [125] | Expectation discrepancy theory, Social Information Processing theory | Three online experiments | The degree of anthropomorphism of virtual streamers (high vs. low anthropomorphism), price expectation discrepancies (price higher vs. lower than expected) | AI literacy | Inferred intentions, purchase intention |
| Xiong er al. [126] | Howard–Sheth model | Four scenario- based experiments | streamer partner type (human–human vs. human-virtual vs. virtual-virtual) | Familiarity with live-stream shopping (higher vs. lower) | Perceived interactivity, perceived manipulative intent, approach intention |
| Wang et al. [127] | signaling theory, consumption value theory | two-stage least squares regression | Aesthetic signal, social signal, task signal | Streamer type | Perceived product value, impulsive purchase intention |
| Xie et al. [128] | SEM | Virtual streamer authenticity | Streamer interaction strategic | Enticing-the-self, Enabling the self, Enriching-the-self, decision-making confidence | |
| Zhong et al., [129] | mixed-methods approach combining grounded theory and quantitative analysis | Guidance Intelligence, Recognition Intelligence, Analysis Intelligence, Feedback Intelligence | Utilitarian Shopping Value, Hedonic Shopping Value, Participation behavior | ||
| Shui et al. [130] | stimulus–organism–response (SOR) theory | SEM, fsQCA | Cuteness, vitality, professionalism, responsiveness, scene fit | Consumer innovativeness | Consumer trust, purchase intention |
| Su et al. [131] | Three experiments | Streamer type (human vs. virtual), recovery method (humor vs. apology) | Streamer popularity (low vs. high) | Cognitive reappraisal, continuous watching intention | |
| Yin and Xu [132] | A laboratory eye-tracking experiment, scenario-based online experiments, ANOVA, PROCESS | Form realism | Negative machine heuristics | Attitude toward the anchor, attention to the anchor, purchase intention | |
| Liu et al. [133] | four scenario-based experiments | Virtual vs. human streamers | Time orientation | Reason-based vs. feeling-based decision-making strategy, impulsive buying | |
| Wen and Li [42] | Pleasure-Arousal-Dominance (PAD) emotion theory, SOR theory | latent Dirichlet allocation (LDA), SEM, fsQCA | Professionalism, visibility, responsiveness, personalization | Arousal, pleasure, trust, purchase intention | |
| Zhu et al. [69] | PLS-SEM | Perceived anthropomorphism, perceived playfulness | Telepresence, Inspiration, travel intention | ||
| Gong et al. [43] | mental perception and self-construal theory | three experiments | virtual streamer controlling entities (artificial synthetic vs. artificial intelligence) and product sensitivity (high-sensitivity products vs. low-sensitivity products) | Mental perception (autonomous recognition and emotional perception), purchase intention | |
| Gu et al. [45] | media richness theory | SEM | Perceived authenticity, Anthropomorphism, Social presence, Interactivity | Persuasiveness knowledge, Algorithmic legitimacy | Attractiveness, Perceived cognitive fluency, Patronage intention |
Appendix B
Appendix C
| Characteristic | Category | Frequency | Percentage |
|---|---|---|---|
| Cender | Male | 160 | 37.1% |
| Female | 271 | 62.8% | |
| Age | Under 18 | 31 | 7.1% |
| 18~25 | 260 | 60.3% | |
| 26~35 | 87 | 20.1% | |
| 36~45 | 29 | 6.7% | |
| Over 45 | 24 | 5.5% | |
| Education | High school or below | 67 | 15.5% |
| College | 88 | 20.4% | |
| Bachelor’s degree | 134 | 31.0% | |
| Master’s degree or above | 142 | 34.9% | |
| Occupation | Student | 224 | 51.9% |
| Office staff | 123 | 28.5% | |
| Self-employed | 59 | 13.6% | |
| Others | 25 | 5.8% | |
| Income (monthly) | Below $300 | 140 | 32.4% |
| $300~$600 | 88 | 20.4% | |
| $600~$1000 | 85 | 19.7% | |
| $1000~$1500 | 78 | 18.0% | |
| $1500 above | 40 | 9.2% | |
| Watching frequency | More than once a week | 70 | 16.2% |
| Once every 1~3 weeks | 101 | 23.4% | |
| Once every 4~6 weeks | 108 | 25.0% | |
| Once every half year or less | 152 | 35.2% | |
| Watching experience | Less than three months | 146 | 33.8% |
| Three month-half a year | 113 | 26.2% | |
| Six months to one year | 112 | 25.9% | |
| More than one year | 60 | 13.9% |
Appendix D
| Constructs | Measurement Items | FL | α | CR | AVE | VIF |
|---|---|---|---|---|---|---|
| Likeability (LIK) | The virtual streamer is likeable. | 0.796 | 0.790 | 0.864 | 0.614 | 1.673 |
| The virtual streamer is friendly. | 0.800 | 1.663 | ||||
| The virtual streamer is pleasant. | 0.723 | 1.404 | ||||
| The virtual streamer is nice. | 0.811 | 1.637 | ||||
| Novelty (NOV) | It is a new experience for me to watch virtual streaming | 0.837 | 0.841 | 0.893 | 0.677 | 1.995 |
| It is a unique experience for me to watch virtual streaming | 0.802 | 1.754 | ||||
| It is a different experience for me to watch virtual streaming | 0.813 | 1.825 | ||||
| It is a novel experience for me to watch virtual streaming. | 0.839 | 2.010 | ||||
| Anthropomorphism (ANT) | The virtual streamer looks human-like. | 0.838 | 0.830 | 0.887 | 0.663 | 1.945 |
| The virtual streamer has a human-like appearance. | 0.833 | 1.995 | ||||
| The virtual streamer behaves naturally. | 0.799 | 1.628 | ||||
| The virtual streamer’s voice sounds human-like and clear. | 0.785 | 1.658 | ||||
| Perceived Warmth (PWA) | I think that the virtual streamer has good intentions toward viewers. | 0.779 | 0.807 | 0.874 | 0.634 | 1.594 |
| I think that the virtual streamer consistently acts with the customers’ best interest in mind. | 0.783 | 1.624 | ||||
| I find the virtual streamer warm. | 0.845 | 1.947 | ||||
| I find the virtual streamer sincere. | 0.777 | 1.544 | ||||
| Perceived Competence (PCO) | I find the virtual streamer competent. | 0.831 | 0.853 | 0.901 | 0.694 | 1.898 |
| I find the virtual streamer efficient. | 0.841 | 2.002 | ||||
| I think that the virtual streamer has the ability to implement her intention. | 0.831 | 1.920 | ||||
| I find the virtual streamer skilled. | 0.828 | 1.901 | ||||
| Social Presence (SPR) | There is a sense of human contact in this virtual streamer’s live streaming room. | 0.830 | 0.835 | 0.890 | 0.669 | 1.890 |
| There is a sense of personalness in this virtual streamer’s live streaming room. | 0.833 | 1.995 | ||||
| There is human warmth in this virtual streamer’s live streaming room. | 0.823 | 1.870 | ||||
| When watching the live-stream, there is a sense of face-to-face communication. | 0.784 | 1.610 | ||||
| Cognitive Fluency (CFL) | The information explained by the virtual streamer is easy to understand. | 0.809 | 0.797 | 0.868 | 0.622 | 1.683 |
| The information explained by the virtual streamer is effortless to process. | 0.731 | 1.373 | ||||
| The information explained by the virtual streamer is comprehensible to process. | 0.817 | 1.839 | ||||
| The information explained by the virtual streamer is easily digestible. | 0.795 | 1.669 | ||||
| Affective Fluency (AFL) | The information explained by the virtual streamer is pleasurable to process. | 0.796 | 0.816 | 0.879 | 0.644 | 1.688 |
| The information explained by the virtual streamer is interesting to process. | 0.795 | 1.636 | ||||
| The information explained by the virtual streamer is enjoyable to process. | 0.827 | 1.825 | ||||
| The information explained by the virtual streamer is joyful to process. | 0.792 | 1.603 | ||||
| Perceived trust (PTR) | The virtual streamer is knowledgeable. | 0.817 | 0.811 | 0.876 | 0.638 | 1.780 |
| The virtual streamer is trustworthy. | 0.781 | 1.610 | ||||
| The virtual streamer is reliable. | 0.814 | 1.778 | ||||
| I think the content provided by the virtual streamer is reliable (such as product, brand, and use experience). | 0.784 | 1.524 | ||||
| Emotional Arousal (EAR) | When I watch the live streaming, I feel very excited. | 0.863 | 0.824 | 0.884 | 0.656 | 2.070 |
| When I watch the live streaming, I feel wide awake. | 0.724 | 1.468 | ||||
| I feel enthusiastic about taking action while watching the live stream (e.g., shopping or social sharing). | 0.848 | 2.060 | ||||
| I feel energized to initiate a variety of behaviors (suggestions/responses) during the live stream. | 0.797 | 1.786 | ||||
| Purchase Intention (PIN) | I will buy the products that the virtual streamer promotes in the live streaming. | 0.818 | 0.814 | 0.878 | 0.643 | 1.767 |
| I intend to purchase the products that this virtual streamer promotes in the live streaming. | 0.811 | 1.729 | ||||
| I plan to use live-stream shopping frequently in the future. | 0.771 | 1.575 | ||||
| I will add the products that the virtual streamer introduces to my shopping cart. | 0.805 | 1.686 |
Appendix E
| LIK | NOV | ANT | PWA | PCO | SPR | CFL | AFL | PTR | EAR | PIN | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| LIK | 0.784 | ||||||||||
| NOV | 0.567 | 0.823 | |||||||||
| ANT | 0.552 | 0.472 | 0.814 | ||||||||
| PWA | 0.584 | 0.630 | 0.549 | 0.796 | |||||||
| PCO | 0.531 | 0.589 | 0.477 | 0.645 | 0.833 | ||||||
| SPR | 0.554 | 0.498 | 0.518 | 0.538 | 0.474 | 0.818 | |||||
| CFL | 0.578 | 0.608 | 0.471 | 0.589 | 0.601 | 0.466 | 0.789 | ||||
| AFL | 0.521 | 0.598 | 0.475 | 0.608 | 0.580 | 0.536 | 0.610 | 0.803 | |||
| PTR | 0.521 | 0.658 | 0.423 | 0.595 | 0.584 | 0.518 | 0.680 | 0.636 | 0.799 | ||
| EAR | 0.431 | 0.536 | 0.412 | 0.504 | 0.396 | 0.491 | 0.449 | 0.555 | 0.586 | 0.810 | |
| PIN | 0.491 | 0.591 | 0.417 | 0.549 | 0.493 | 0.461 | 0.539 | 0.586 | 0.639 | 0.631 | 0.802 |
Appendix F
| LIK | NOV | ANT | PWA | PCO | SPR | CFL | AFL | PTR | EAR | PIN | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| LIK | |||||||||||
| NOV | 0.694 | ||||||||||
| ANT | 0.677 | 0.565 | |||||||||
| PWA | 0.728 | 0.764 | 0.668 | ||||||||
| PCO | 0.643 | 0.695 | 0.566 | 0.777 | |||||||
| SPR | 0.681 | 0.593 | 0.618 | 0.654 | 0.562 | ||||||
| CFL | 0.727 | 0.742 | 0.578 | 0.732 | 0.729 | 0.570 | |||||
| AFL | 0.650 | 0.721 | 0.575 | 0.748 | 0.697 | 0.649 | 0.759 | ||||
| PTR | 0.649 | 0.796 | 0.511 | 0.737 | 0.703 | 0.627 | 0.845 | 0.780 | |||
| EAR | 0.539 | 0.645 | 0.499 | 0.619 | 0.474 | 0.595 | 0.553 | 0.674 | 0.718 | ||
| PIN | 0.609 | 0.712 | 0.505 | 0.676 | 0.587 | 0.557 | 0.665 | 0.716 | 0.781 | 0.769 |
Appendix G
| Constructs | LIK | NOV | ANT | PWA | PCO | SPR | CFL | AFL | PTR | EAR | PIN |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Marker variable | 0.190 | −0.176 | 0.104 | −0.086 | 0.046 | −0.063 | 0.072 | −0.089 | −0.038 | 0.281 | 0.161 |
Appendix H
| Hypothesis | Coefficients | T-Values | p-Values | Results | |
|---|---|---|---|---|---|
| H1a | Likeability → Perceived warmth | 0.234 | 4.688 | 0.000 | Supported |
| H2a | Novelty → Perceived warmth | 0.385 | 8.062 | 0.000 | Supported |
| H3a | Anthropomorphism → Perceived warmth | 0.239 | 4.645 | 0.000 | Supported |
| H1b | Likeability → Perceived competence | 0.217 | 3.789 | 0.000 | Supported |
| H2b | Novelty → Perceived competence | 0.382 | 7.098 | 0.000 | Supported |
| H3b | Anthropomorphism → Perceived competence | 0.177 | 3.619 | 0.000 | Supported |
| H1c | Likeability → Social presence | 0.293 | 5.408 | 0.000 | Supported |
| H2c | Novelty → Social presence | 0.210 | 4.618 | 0.000 | Supported |
| H3c | Anthropomorphism → Social presence | 0.257 | 5.148 | 0.000 | Supported |
| H4a | Perceived warmth → Cognitive fluency | 0.285 | 5.276 | 0.000 | Supported |
| H5a | Perceived competence → Cognitive fluency | 0.348 | 6.185 | 0.000 | Supported |
| H6a | Social presence → Cognitive fluency | 0.147 | 3.036 | 0.002 | Supported |
| H4b | Perceived warmth → Affective fluency | 0.304 | 6.235 | 0.000 | Supported |
| H5b | Perceived competence → Affective fluency | 0.268 | 5.696 | 0.000 | Supported |
| H6b | Social presence → Affective fluency | 0.245 | 4.835 | 0.000 | Supported |
| H7a | Cognitive fluency → Perceived trust | 0.465 | 8.907 | 0.000 | Supported |
| H8a | Affective fluency → Perceived trust | 0.353 | 7.113 | 0.000 | Supported |
| H7b | Cognitive fluency → Emotional arousal | 0.176 | 2.623 | 0.009 | Supported |
| H8b | Affective fluency → Emotional arousal | 0.447 | 6.898 | 0.000 | Supported |
| H9 | Perceived trust → Purchase intention | 0.411 | 9.294 | 0.000 | Supported |
| H10 | Emotional arousal → Purchase intention | 0.390 | 8.551 | 0.000 | Supported |
Appendix I
Appendix I.1. Calibration
| LIK | NOV | ANT | PWA | PCO | SPR | CFL | AFL | PTR | EAR | PIN | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Full membership | 4.750 | 4.875 | 4.750 | 4.600 | 5.000 | 4.750 | 4.750 | 4.750 | 4.750 | 4.750 | 4.750 |
| Crossover point | 3.500 | 3.750 | 3.500 | 3.400 | 3.750 | 3.500 | 3.500 | 3.750 | 3.500 | 3.500 | 3.750 |
| Full non-membership | 1.750 | 2.250 | 2.000 | 2.000 | 2.000 | 2.000 | 2.000 | 2.500 | 2.250 | 2.000 | 2.000 |
Appendix I.2. Necessary Conditions Analysis
| Configurational Elements | Purchase Intention | ~Purchase Intention | ||
|---|---|---|---|---|
| Consistency | Coverage | Consistency | Coverage | |
| Likeability | 0.822 | 0.764 | 0.618 | 0.560 |
| ~Likeability | 0.526 | 0.585 | 0.740 | 0.802 |
| Novelty | 0.796 | 0.814 | 0.540 | 0.538 |
| ~Novelty | 0.548 | 0.550 | 0.813 | 0.795 |
| Anthropomorphism | 0.767 | 0.781 | 0.564 | 0.560 |
| ~Anthropomorphism | 0.567 | 0.572 | 0.780 | 0.766 |
| Perceived warmth | 0.814 | 0.788 | 0.575 | 0.542 |
| ~Perceived warmth | 0.526 | 0.560 | 0.776 | 0.803 |
| Perceived competence | 0.801 | 0.790 | 0.581 | 0.558 |
| ~Perceived competence | 0.551 | 0.575 | 0.781 | 0.783 |
| Social presence | 0.787 | 0.775 | 0.574 | 0.550 |
| ~Social presence | 0.542 | 0.566 | 0.765 | 0.778 |
| Cognitive fluency | 0.804 | 0.777 | 0.592 | 0.558 |
| ~Cognitive fluency | 0.543 | 0.578 | 0.764 | 0.791 |
| Affective fluency | 0.831 | 0.786 | 0.602 | 0.555 |
| ~Affective fluency | 0.530 | 0.578 | 0.768 | 0.815 |
| Perceived trust | 0.804 | 0.820 | 0.552 | 0.548 |
| ~Perceived trust | 0.557 | 0.561 | 0.819 | 0.803 |
| Emotional arousal | 0.809 | 0.824 | 0.526 | 0.522 |
| ~Emotional arousal | 0.531 | 0.535 | 0.822 | 0.807 |
Appendix I.3. Sufficient Condition Analysis
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| Model | Classic AIDA Model | Existing Extensions of the AIDA Model | AIDA-HSM Model (This Study) |
|---|---|---|---|
| Theoretical Foundation | Linear hierarchical response model | Add decision-making stages (such as search, share) to the AIDA framework. | Theoretical integration of AIDA and HSM |
| Stage Sequence | Attention-Interest-Desire-Action | • Attention-Interest-Search-Action- Share (AISAS) model • Attention-Interest-Desire-Memory-Action (AIDMA) model | Attention-Interest-Evaluation-Desire-Action |
| Key feature | Describes the sequential psychological responses triggered by marketing communications | • AISAS model: Highlights users’ proactive role in information seeking and content sharing • AIDMA model: more suitable for high-involvement products (e.g., high-priced products) | Embeds heuristic-systematic dual-process information processing into decision stages |
| Including the evaluation stage | No | No | Yes |
| Application scenarios | Traditional one-way media (such as print ads, radio, and television) expose consumers to passive information reception, featuring a linear decision-making path with low interactivity. | Search engines, social media, professional platforms, and other information platforms require search or comparison. | Emerging technologies or products requiring consumers to engage in deep cognitive processing and emotional experiences, such as metaverse product displays, AI virtual customer service interactions, digital human brand endorsements, and VLSC. |
| Method | SEM is typically employed to validate relationships between stages. | SEM is typically employed to validate relationships between stages. | This study employs a hybrid approach combining SLR, SEM, and fsQCA. • SLR: Identify and map key constructs • SEM: Reveal multi-stage dynamic processes • fsQCA: Validate the necessity of each stage |
| NO. | Frequency | Construct | Theoretical Origins | Definition | Common or Inclusive Concepts | Major Empirical Findings |
|---|---|---|---|---|---|---|
| 1 | 29 | Purchase intention | - | VLSC consumers’ plan or intention to purchase a product or service. | Purchase intention, willingness to purchase | Hu and Ma [7], Wang et al. [6], and Yan et al. [12] have examined the underlying mechanisms driving consumers’ purchase intention in the VLSC context. |
| 2 | 25 | Social presence | Social presence theory | The extent to which the presence of others is felt during the communication process. | Social presence, parasocial interaction, interactivity, responsiveness | Gao et al. [8] Liu et al. [2] have investigated how virtual streamer features affect consumers’ purchase intention through social presence in the context of VLSC. |
| 3 | 22 | Anthropomorphism | Avatar theory | The extent to which VLSC consumers attribute human-like features (such as facial expressions, gestures, and speech) to virtual streamers. | Anthropomorphism, personification, animacy, human-like personality, mimicry | Li and Huang [11], Gao et al. [8] and Sun et al. [38] have examined how virtual streamer anthropomorphism influences purchase intention through mediators such as trust, social presence, and psychological distance. |
| 4 | 15 | Perceived competence | Stereotype content model | VLSC consumers’ perception or cognizance of virtual streamer ability, skill, knowledge, and efficiency in LSC. | Perceived competence, ability, intelligence, professionalism | Yao et al. [39] have demonstrated that virtual streamers can trigger purchase intention, with perceived warmth and competence acting as mediating factors. Qin and Liu [40] found that consumer perceptions of virtual streamers, including perceived competence and warmth, facilitate the formation of both transactional and relational psychological contracts, which in turn enhance purchase intention. |
| 5 | 12 | Perceived trust | Trust theory | The degree to which VLSC consumers believe that the virtual streamer is reliable and predictable. | Trust, cognitive trust, trust in products, trust in streamers | Li and Huang [11], Wang et al. [6] have examined how virtual streamer features influence purchase intention through perceived trust. |
| 6 | 11 | Affective fluency | Processing fluency theory | A pleasurable and enjoyable state experienced during information processing in live streaming shopping. | Perceived enjoyment, entertainment, experiential value, emotional perception | Wang et al. [6] have examined that perceived enjoyment of human streamers has a positive impact on purchase intention. Li et al. [41] found that the novelty of the virtual scene has a notable impact on users’ perceived enjoyment, ultimately driving watching intention. |
| 7 | 10 | Emotional arousal | Pleasure-Arousal-Dominance emotion theory | The level of mental excitement and stimulation experienced by participants in VLSC. | Arousal, emotion synchrony, consumer resonance | Wen and Li [42], and Gong et al. [43] have examined that emotional states (arousal, pleasure, and trust) mediate the relationship between virtual streamer characteristics and purchase intention. |
| 8 | 9 | Likeability | Interpersonal attraction theory | The extent to which a virtual streamer is perceived as friendly, kind, nice, and pleasant to be around. | Likeability, affinity, intimacy | Gao et al. [8] have indicated that likeability enhances social presence and telepresence, which then promote purchase intention. Li et al. [10] reveal that likeability positively impacts consumers’ immersion, ultimately driving consumer engagement. |
| 10 | 9 | Cognitive fluency | Processing fluency theory | The relatively smooth, effortless, and easy feeling associated with the treatment of information in live streaming shopping. | Perceived usefulness, utilitarian shopping value, utility, perceived ease of use | Liu et al. [44] have revealed that perceived usefulness significantly enhances user attitude and intention to use, ultimately driving purchase intention. Gu et al. [45] have examined how perceived cognitive fluency mediates the relationship between the key characteristics of AI-generated virtual streamers and consumers’ patronage intentions. |
| 9 | 8 | Perceived warmth | Stereotype content model | VLSC consumers’ perception of the virtual streamer’s favorable intentions toward them, encompassing attributes such as warmth, friendliness, kindness, sincerity, and care. | Warmth, affection, benevolence | Yao et al. [39], Gao et al. [3] have demonstrated that virtual streamers can trigger purchase intention, with perceived warmth and competence acting as mediating factors. |
| Stage | Configuration | S1 | S2 | S3a | S3b |
|---|---|---|---|---|---|
| Attention | Likeability | ● | ● | ● | ● |
| Novelty | • | • | • | ||
| Anthropomorphism | ● | ● | ● | ● | |
| Interest | Perceived warmth | • | • | • | |
| Perceived competence | ● | ● | ● | ● | |
| Social presence | • | • | • | ||
| Evaluation | Cognitive fluency | ● | ● | ● | ● |
| Affective fluency | ● | ● | ● | ● | |
| Desire | Perceived trust | • | • | • | |
| Emotional arousal | ⊗ | • | • | • | |
| Raw coverage | 0.255 | 0.452 | 0.452 | 0.466 | |
| Unique coverage | 0.033 | 0.009 | 0.009 | 0.023 | |
| Consistency | 0.898 | 0.956 | 0.953 | 0.956 | |
| Solution coverage | 0.518 | ||||
| Solution consistency | 0.921 | ||||
| Solution Scenario | Effective Core Configuration | Resource Allocation Recommendations | Strategical Orientation |
|---|---|---|---|
| S1: Rational Evaluation-Driven strategy; Drive purchases through solid professional competence and fluent experience, particularly when emotional arousal is low or initial trust is absent. | • Attention: Likeability + Anthropomorphism • Interest: Perceived Competence • Evaluation: Cognitive Fluency + Affective Fluency (Emotional arousal—can be deprioritized initially) | Design Budget: Prioritize investment in creating a friendly, anthropomorphic avatar appearance and behavior design. Content/Training Budget: Focus on enhancing the streamer’s expertise, logical explanation, and information clarity to ensure cognitive fluency. Interaction Algorithm Budget: Optimize interaction scripts to ensure response coherence and entertainment value, enhancing affective fluency. | 1. Attention-evaluation focused strategy 2. Warmth-Social presence-Trust facilitation strategy |
| S2: Emotional Resonance Enhancement strategy; When trust-building is not the primary bottleneck, facilitate decision-making by creating highly immersive points of interest and strong emotional stimulation. | • Attention: Likeability + Anthropomorphism • Interest: Perceived Competence • Evaluation: Cognitive Fluency + Affective Fluency (Emotional Arousal, key amplifier) | The same strategies employed in S1 to allocate Design Budget, Content Budget, and Interaction Algorithm Budget. Technology Budget: Deploy AR/VR effects, dynamic lighting, and real-time visual enhancements to heighten novelty, and emotional arousal. | 1. Attention-evaluation focused strategy 2. Novelty-Warmth-Social presence-Arousal facilitation strategy |
| S3 (S3a &S3b): Multi-dimensional Immersive Complementary strategy; Under resource constraints, secure the non-negotiable core configuration, then leverage an existing strength in either social presence or perceived warmth to deliver a complete immersive experience. | Core (mandatory): • Likeability + Anthropomorphism • Perceived Competence • Cognitive Fluency + Affective Fluency Complementary (In conditions where novelty, perceived trust, and emotional arousal are present, choose at least one): • Social Presence • Perceived Warmth | Core Budget (non-negotiable): Foundational investment in likeability, anthropomorphism, perceived competence, and dual fluency must be secured. Flexible Resource Allocation: Based on existing strengths, practitioners should choose to allocate resources toward building strong social interaction (e.g., live connections, chat interactions) or shaping the streamer’s warm, caring persona. The practitioners can choose to focus on developing one of these two factors. | Full funnel empowerment strategy. Especially allocate resources to: the attention (Likeability + Anthropo-morphism) − interest (competence) − evaluation (Cognitive Fluency + Affective Fluency) |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Xu, X.; Sun, H.; Jia, S. From Attention to Action: Unraveling the Multi-Stage Impact of Virtual Streamer Features Employing a Three-Stage Approach. J. Theor. Appl. Electron. Commer. Res. 2026, 21, 130. https://doi.org/10.3390/jtaer21050130
Xu X, Sun H, Jia S. From Attention to Action: Unraveling the Multi-Stage Impact of Virtual Streamer Features Employing a Three-Stage Approach. Journal of Theoretical and Applied Electronic Commerce Research. 2026; 21(5):130. https://doi.org/10.3390/jtaer21050130
Chicago/Turabian StyleXu, Xiaoyu, Huan Sun, and Shuowei Jia. 2026. "From Attention to Action: Unraveling the Multi-Stage Impact of Virtual Streamer Features Employing a Three-Stage Approach" Journal of Theoretical and Applied Electronic Commerce Research 21, no. 5: 130. https://doi.org/10.3390/jtaer21050130
APA StyleXu, X., Sun, H., & Jia, S. (2026). From Attention to Action: Unraveling the Multi-Stage Impact of Virtual Streamer Features Employing a Three-Stage Approach. Journal of Theoretical and Applied Electronic Commerce Research, 21(5), 130. https://doi.org/10.3390/jtaer21050130
