People as Products: Analyzing Interactive Entertainment Live Streaming Marketing Model A Case Study of Douyin Streamer Kong

In recent years, the interactive entertainment live streaming industry has experienced explosive growth, with reward-based streaming becoming a significant part of it. On platforms like Douyin, it shows strong integration of social and commercial functions. This streaming not only attracts viewers through highly interactive content, but platforms also generate revenue through tipping, ads, and product sales. This streaming not only meets users emotional needs but also creates new forms of content consumption and interaction, accelerating the fusion of social entertainment and business operations. This paper, from the perspective of people as product, focuses on the virtual voice streamer Kong and applies STP theory and SWOT analysis to examine his marketing logic, consumer behavior, and optimization paths. The study finds that Kong builds strong user stickiness through emotional connection, character design, and voice companionship, with a business model highly dependent on emotional engagement and community interaction. The study further suggests that future optimization should maintain the stability of the streamers persona while strengthening user segmentation and emotional value management to achieve long-term user retention and content monetization.

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Publication Details

Journal
Advances in Economics Management and Political Sciences
Published
2025-10-14
DOI
https://doi.org/10.54254/2754-1169/2025.cau27595
Primary Topic
Digital Marketing and Social Media
Type
article
Field-Weighted Citation Impact
0.00
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article

People as Products: Analyzing Interactive Entertainment Live Streaming Marketing Model A Case Study of Douyin Streamer Kong

X. R. Li
Advances in Economics Management and Political Sciences
Digital Marketing and Social Media
article

People as Products: Analyzing Interactive Entertainment Live Streaming Marketing Model A Case Study of Douyin Streamer Kong

X. R. Li
article en

Abstract

In recent years, the interactive entertainment live streaming industry has experienced explosive growth, with reward-based streaming becoming a significant part of it. On platforms like Douyin, it shows strong integration of social and commercial functions. This streaming not only attracts viewers through highly interactive content, but platforms also generate revenue through tipping, ads, and product sales. This streaming not only meets users emotional needs but also creates new forms of content consumption and interaction, accelerating the fusion of social entertainment and business operations. This paper, from the perspective of people as product, focuses on the virtual voice streamer Kong and applies STP theory and SWOT analysis to examine his marketing logic, consumer behavior, and optimization paths. The study finds that Kong builds strong user stickiness through emotional connection, character design, and voice companionship, with a business model highly dependent on emotional engagement and community interaction. The study further suggests that future optimization should maintain the stability of the streamers persona while strengthening user segmentation and emotional value management to achieve long-term user retention and content monetization.

Advances in Economics Management and Political SciencesVol. 218(1)
Sun Yat-sen University (CN)
Openalex Percentile: Top 62%
Digital Marketing and Social Media
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People as Products: Analyzing Interactive Entertainment Live Streaming Marketing Model A Case Study of Douyin Streamer Kong — X. R. Li · Advances in Economics Management and Political Sciences (2025) | TGRS Research Map | TGRS