Main Article Content

Abstract

Lifestyles and patterns of people's behavior in everyday life have been influenced by technology that is currently developing rapidly which is followed by the use of the internet, especially in online trading, especially in purchasing products through ecommerce. Technology and innovation have changed the way buyers and sellers engage in market exchanges. Live streaming has become a new medium for e-commerce marketing. Shopee is the number 1 e-commerce in Indonesia followed by the number 1 Shopee Live feature in Indonesia which is widely accessed. With the new trend of shopping through live streaming, the aim of this research is to analyze the influence demand, convenience, interactivity, playfulness to impulsive buying through perceived enjoyment Shopee Live in the Indonesian region. This study uses a quantitative approach with descriptive analysis. The sampling technique used is non-probability sampling with 400 respondents with a Likert scale. The data analysis method used is partial least square on SmartPLS 3.0 software. The results of this study are variable demand (X1) has a positive and significant effect on variables perceived enjoyment (Z) and impulsive buying (Y) mediated by perceived enjoyment (Z), variable convenience(X2) has a positive and not significant effect on variables perceived enjoyment with impulsive buying (Y) mediated by perceived enjoyment (Z), variable interactivity (X3) has a positive and not significant effect on variables perceived enjoyment (Z) dan impulsive buying (Y) mediated by perceived enjoyment(Z), variable playfulness (X4) has a positive and significant effect on variables perceived enjoyment (Z) and against impulsive buying (Y) mediated by perceived enjoyment (Z), variable perceived enjoyment (Z) has a positive and significant influence on impulsive buying.

Keywords

Demand Convenience Interactivity Playfulness Impulsive Buying Perceived Enjoyment

Article Details

How to Cite
Khasanah, U., & Kuswanto, A. (2023). The Effect of Demand, Convenience, Interactivity, Playfulness Through Impulsive Buying as an Intervening Variable on Shopee Live. Kontigensi : Jurnal Ilmiah Manajemen, 11(1), 163-176. https://doi.org/10.56457/jimk.v11i1.338

References

  1. Ben Saad, S., & Choura, F. (2022). Towards better interactions between salespeople and consumers: the role of virtual recommendation agents. European Journal of Marketing . https://doi.org/10.1108/EJM-11-2021-0892
  2. Byun, KA, Dass, M., Kumar, P., & Kim, J. (2017). Innovative consumer delight check on their pre-order behavior. Journal of Consumer Marketing , 34 (3), 226–240. https://doi.org/10.1108/JCM-01-2016-1684
  3. De Luca, R., & Botelho, D. (2021). Unconscious odor perception as a driver of consumer response: a framework that integrates the emotion-cognition approach to scent marketing. AMS Review , 11 (1–2), 145–161. https://doi.org/10.1007/s13162-019-00154-8
  4. France, C., Merrilees, B., & Miller, D. (2016). An integrated model of brand-customer engagement: Drivers and consequences. In Journal of Brand Management (Vol. 23, Issue 2, pp. 119–136). Palgrave Macmillan Ltd.https://doi.org/10.1057/bm.2016.4
  5. Hamzah, ZL, Abdul Wahab, H., & Waqas, M. (2021). Uncover the brand relationship drivers and implications of consumer engagement with social media brand posts. Journal of Research in Interactive Marketing , 15 (2), 336–358. https://doi.org/10.1108/JRIM-05-2020-0113
  6. Hilvert-Bruce, Z., Neill, JT, Sjöblom, M., & Hamari, J. (2018). Social motivation of live stream viewer engagement on Twitch. Computers in Human Behavior , 84 , 58–67. https://doi.org/10.1016/j.chb.2018.02.013
  7. Hu, M., & Chaudhry, SS (2020). Increase consumer engagement in e-commerce live streaming through relational ties. Internet Research , 30 .
  8. Jabeen, F., Kaur, P., Talwar, S., Malodia, S., & Dhir, A. (2022). I love you, but you let me down! How hatred and retaliation damage customer-brand relationships. Forecasting Technology and Social Change , 174 . https://doi.org/10.1016/j.techfore.2021.121183
  9. John W. Berry, Ype H. Poortinga , Marshall H. Segall , & Pierre R. Dasen . (2002). Cross-Cultural Psychology: : Research and application . Cambridge University Press.
  10. Katta, RMR, & Patro. (2017). Effect of web attributes on consumer purchase intention. International Journal of Sociotechnology and Knowledge Development (IJSKD , 1–16.
  11. Li, L., Kang, K., Zhao, A., & Feng, Y. (2022). The impact of social presence and facilitation factors on online consumer impulse purchases in direct shopping – celebrity endorsement as a moderating factor. Information Technology and People . https://doi.org/10.1108/ITP-03-2021-0203
  12. Lin, SC, Tseng, HT, Shirazi, F., Hajli, N., & Tsai, PT (2022). Exploring the factors influencing impulse buying in live streaming shopping: a stimulus-organism-response (SOR) perspective. Asia Pacific Journal of Marketing and Logistics . https://doi.org/10.1108/APJML-12-2021-0903
  13. Mehrabian, Albert, Russell, & James A. (1974). Environmental Psychology Approach. Cambridge, MIT Press .
  14. Monica, F., & Japarianto, E. (nd). ANALYSIS OF THE INFLUENCE OF PERCEIVED EEASE OF USE AND THROUGH PERCEIVED ENJOYMENT ON BEHAVIOR INTENTION IN DIGITAL PAYMENTS . https://doi.org/10.9744/pemasaran.16.1.9─15
  15. Padmono . (2011). Learning Media . UNS Press.
  16. Perez-Vega, R., Kaartemo , V., Lages, CR, Borghei Razavi , N., & Männistö , J. (2021). Reshaping the behavioral context of online customer engagement through artificial intelligence: A conceptual framework. Journal of Business Research , 129 , 902–910. https://doi.org/10.1016/j.jbusres.2020.11.002
  17. Sultan, P., Wong, HY, & Azam, MS (2021). How perceived communication sources and food values stimulate organic food purchase intentions: An examination of the stimulus-organism-response (SOR) model. Journal of Net Production , 312 . https://doi.org/10.1016/j.jclepro.2021.127807
  18. Sun, J., Chen, PJ, Ren, L., Shih, EHW, Ma, C., Wang, H., & Ha, NH (2021). Place an attachment to quasi-foundations: Application of the stimulus-organism-response paradigm to a themed hotel. Journal of Business Research , 129 , 484–494. https://doi.org/10.1016/j.jbusres.2020.10.005
  19. Wu, Y., Cui, T., Liu, N., Deng, Y., & Guo, J. (2018). Uncovering sustained participation in game applications on social networking sites: A social fun design perspective. Internet Research , 28 (2), 374–392. https://doi.org/10.1108/IntR-11-2016-0347
  20. Xiang, L., Zheng, X., Lee, MKO, & Zhao, D. (2016). Exploring consumer impulse buying behavior on social trading platforms: The role of parasocial interaction. International Journal of Information Management , 36 (3), 333–347. https://doi.org/10.1016/j.ijinfomgt.2015.11.002