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

Authors

  • Leeki Zhao

DOI:

https://doi.org/10.54097/q7x31221

Keywords:

Fan Economy, Star Cards, Consumer Psychology, Purchase Decision

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.

Downloads

Download data is not yet available.

References

[1] Huang Hua, wuyue. As an intermediary platform: the movement of K-Pop "periphery" and the reconstruction of fan circle order [J]. News and Writing, 2023, (09):23-35.

[2] Han Xiao-yi&Xu Zhengliang. (2020). The influence of e-commerce anchor attributes on consumers' online purchase intention —— A study based on grounded theory and method. Foreign Economy and Management, 42 (10), 62-75. DOI: 10.16538/j.cnki.fem.20080.3000820826

[3] Ning Changhui, Xi Nannan. Overview and prospect of foreign gamification marketing research [J]. Foreign Economy and Management, 2017, 39 (10): 72-85. DOI: 10.16538/j.cnki.fem.2017.10.005.

[4] Yang Ling. Triple aspects of fan economy [J]. China Youth Studies, 2015, (11): 12-16. doi: 10.19633/j.cnki.11-2579/d.2015.11.002.

Downloads

Published

09-09-2025

Issue

Section

Articles

How to Cite

Zhao, L. (2025). Research on the Factors Influencing Purchase Decisions in Live-Streaming Rooms: Idol Connection, Interactive Experience, and Consumer Psychology. Frontiers in Business, Economics and Management, 20(3), 40-42. https://doi.org/10.54097/q7x31221