Research on the Factors Influencing Purchase Decisions in Live-Streaming Rooms: Idol Connection, Interactive Experience, and Consumer Psychology

This study takes the purchase of star cards in live-streaming rooms as the entry point. It explores the internal mechanisms of consumer purchasing decisions in the context of fan economy. By integrating three key dimensions—idol connection, interactive experience, and consumer psychology—the research reveals the uniqueness of star card consumption in live-streaming rooms and its driving factors. The study finds that consumer purchasing behavior is influenced by traditional economic factors and closely related to emotional connection and gamified experiences. The emotional projection generated by idol worship is the core driving force for consumption, while the interactivity and game design in the live-streaming room further enhance the willingness to purchase. The study also reveals that this consumption model exhibits distinct community characteristics and identity recognition functions. This research not only expands the application scenarios of fan economy theory but also provides a theoretical basis for the marketing strategies of live-streaming e-commerce, with significant practical value, especially in the areas of emotional marketing and gamified design.

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Publication Details

Journal
Frontiers in Business Economics and Management
Published
2025-09-09
DOI
https://doi.org/10.54097/q7x31221
Primary Topic
Consumer Perception and Purchasing Behavior
Type
article
Field-Weighted Citation Impact
0.00
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article

Research on the Factors Influencing Purchase Decisions in Live-Streaming Rooms: Idol Connection, Interactive Experience, and Consumer Psychology

Liang Zhao
Frontiers in Business Economics and Management
Consumer Perception and Purchasing Behavior
article

Research on the Factors Influencing Purchase Decisions in Live-Streaming Rooms: Idol Connection, Interactive Experience, and Consumer Psychology

Liang Zhao
article en

Abstract

This study takes the purchase of star cards in live-streaming rooms as the entry point. It explores the internal mechanisms of consumer purchasing decisions in the context of fan economy. By integrating three key dimensions—idol connection, interactive experience, and consumer psychology—the research reveals the uniqueness of star card consumption in live-streaming rooms and its driving factors. The study finds that consumer purchasing behavior is influenced by traditional economic factors and closely related to emotional connection and gamified experiences. The emotional projection generated by idol worship is the core driving force for consumption, while the interactivity and game design in the live-streaming room further enhance the willingness to purchase. The study also reveals that this consumption model exhibits distinct community characteristics and identity recognition functions. This research not only expands the application scenarios of fan economy theory but also provides a theoretical basis for the marketing strategies of live-streaming e-commerce, with significant practical value, especially in the areas of emotional marketing and gamified design.

Frontiers in Business Economics and ManagementVol. 20(3)
Shanghai American School (CN)
Openalex Percentile: Top 68%
Consumer Perception and Purchasing Behavior
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Research on the Factors Influencing Purchase Decisions in Live-Streaming Rooms: Idol Connection, Interactive Experience, and Consumer Psychology — Liang Zhao · Frontiers in Business Economics and Management (2025) | TGRS Research Map | TGRS