Submitted:
08 November 2024
Posted:
11 November 2024
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Abstract
This study employs use and gratification and social presence as antecedent variables to investigate their impacts on the purchase intention of the products presented in the short video. The research model was tested using structural equation modeling (SEM). Some significant findings of our empirical study include: (1) Use & Gratification and social presence significantly enhance consumers' perceived value, which subsequently positively influences their attitude towards short video content; (2) perceived value and attitude towards short videos have positive effects on digital dependency, which in turn positively impacts purchase intention. (3) Digital dependency mediates the relationship between perceived value and purchase intention, as well as between attitude and purchase intention. We concluded that the AI system algorithm increases the likelihood of users encountering videos aligned with their preferences, thereby fostering a greater digital dependency. Businesses utilizing short video marketing must enhance content quality, focusing on user engagement and social presence, to effectively attract both new and returning viewers. When users possess a strong understanding of value and attitude, algorithms can cultivate a digital dependence on video content, subsequently influencing their purchase behavior.
Keywords:
1. Introduction
2. Literature Review and Hypothesis Development
2.1. Us e& Gratification Theory and Short Videos
2.2. Social Presence and Short Videos
2.3. Customer Perceived Value (CPV)
2.3.1. Customer Perceived Value and Use&Gratification
2.3.2. Customer Perceived Value and Social Presence
2.4. Short videos and Digital Dependency
2.5. Attitude, Digital Dependence, and Purchase Intention
3. Methodology
3.1. Research Subjects and Research Design
3.2. Questionnaire Design
3.3. Data Collection
4. Data Analysis and Results
4.1. Reliability and Validity Analysis
4.2. Hypothesis Testing
5. Research Conclusions and Management Implications
…
Appendix A




Appendix B. Completely Standardized Solution
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| Constructs | Measurement items | References | |
| Use & satisfaction | Social Interaction | 1. The video is a good platform for me to interact and socialize with others. | Whiting and Williams (2013) |
| 2. This video helps me communicate with others more smoothly than face-to-face communication. | |||
| 3. This short video provides me with a more diverse social life. | |||
| Seeking Information | 1. This short video provides me with information and offers discounts on the product. | ||
| 2. Through this short video, I better understand the recent development of food products. | |||
| 3. This short video helps me understand current events. | |||
| Passing Time | 1. Watching this short video is a good way to kill time. | ||
| 2. I will watch this short video when I feel bored. | |||
| 3. I like to watch this short video in my spare time. | |||
| Social Presence | 1. Browsing user-generated content gives you a sense of interacting with people. | Gefen et al. (2004) Hassamein et al. (2007) | |
| 2. When I browse content users post, I feel a sense of closeness between me, the publisher, and other users. | |||
| 3. When browsing content posted by users, I feel the opinions or suggestions of the publisher and other users. | |||
| 4. My emotions and those of other users are influenced by each other when browsing user-posted content. | |||
| 5. When I browse user-posted content, I feel like the publisher is watching me closely. | |||
| 6. I feel a sense of warmth when browsing user-posted content. | |||
| Perceived Value | 1. Watching restaurant videos can save me time. | Liu and Wang (2023) | |
| 2. Store exploration videos make my shopping process more efficient. | |||
| 3. Short videos of food exploration can simplify my shopping process. | |||
| 4. Short video ads make me happier than other ads | |||
| 5. I am more satisfied with the products/stores recommended by short videos. | |||
| 6. Short video ads can be viewed as entertainment videos. | |||
| Short video dependence | 1. I am much more focused when watching short videos. | Chen, Chen and Ross, 2010 | |
| 2. It is difficult for me to stop watching short videos online. | |||
| 3. I feel anxious when I want to stop watching short videos. | |||
| 4. I tend to watch short videos longer than I originally planned. | |||
| 5. I will not tell others that I have been following short videos online. | |||
| 6. Maybe watching short videos online is a good way to escape daily stress. | |||
| Attitude | 1. Watching the video makes people feel good/bad | Spears & Singh (2004) | |
| 2. The video made people feel very happy/very unhappy after watching it. | |||
| 3. After watching the video, people feel that they like it very much/dislike it very much. | |||
| Purchase intention | 1. This short video assists me in making better decisions before purchasing a product. | Chen & Zhu (2022) | |
| 2. Watching this short video will increase my interest in purchasing this product. | |||
| 3. Compared with other videos, I will buy the products this short video recommends. | |||
| 4. I am willing to recommend the products in this short video to others. | |||
| Number of people | percentage | ||
|---|---|---|---|
| gender | male | 210 | 50.97% |
| female | 202 | 49.03% | |
| total | 412 | 100% | |
| age | Under 20 years old | 32 | 7.77% |
| 21-30 years old | 153 | 37.14% | |
| 31-40 years old | 123 | 29.85% | |
| Over 41 years old | 104 | 25.24% | |
| total | 412 | 100% | |
| Education | Below college level | 198 | 48.06% |
| College | 109 | 26.46% | |
| Undergraduate | 62 | 15.05% | |
| master | 26 | 6.31% | |
| PhD | 17 | 4.13% | |
| total | 412 | 100% | |
| Profession | Public Officers | 132 | 32.04% |
| Company Employee | 190 | 46.12% | |
| Freelancer | 58 | 14.08% | |
| student | 32 | 7.77% | |
| total | 412 | 100% | |
| Revenue (RMB) | Below 4000 yuan | 32 | 7.77% |
| 4001-6000 Yuan | 43 | 10.44% | |
| 6001-8000 Yuan | 123 | 29.85% | |
| 8001-10000 Yuan | 99 | 24.03% | |
| 10001-20000 Yuan | 74 | 17.96% | |
| 20001 yuan or more | 41 | 9.95% | |
| total | 412 | 100% | |
| area | Northeast China | 79 | 19.17% |
| Southeast China | 92 | 22.33% | |
| Central China | 95 | 23.06% | |
| Northwest China | 65 | 15.78% | |
| Southwest China | 81 | 19.66% | |
| total | 412 | 100% | |
| variable | Cronbach's α | KMO | Bartlett's test of sphericity p | Mean value | Standard Deviation |
|---|---|---|---|---|---|
| Social Interaction | 0.903 | 0.755 | 0.000 | 5.20 | 1.694 |
| Seeking Information | 0.906 | 0.756 | 0.000 | 5.18 | 1.670 |
| Passing Time | 0.917 | 0.758 | 0.000 | 5.16 | 1.727 |
| Social Presence | 0.956 | 0.943 | 0.000 | 5.05 | 1.805 |
| Perceptual Value | 0.958 | 0.943 | 0.000 | 4.88 | 1.865 |
| Dependency | 0.954 | 0.940 | 0.000 | 5.02 | 1.823 |
| Attitude | 0.907 | 0.757 | 0.000 | 5.05 | 1.750 |
| Purchase Intention | 0.940 | 0.870 | 0.000 | 4.87 | 1.886 |
| Hypothesis | Path | Coefficient | t-value | Hypothesis |
|---|---|---|---|---|
| H1 | Use & Gratification→Perceived Value | 0.125*** | 2.427 | accept |
| H2 | Social Presence→Perceived Value | 0.172*** | 3.293 | accept |
| H3 | Perceived Value→Digital Dependency | 0.133*** | 2.481 | accept |
| H4 | Perceived Value→Attitude | 0.301*** | 5.803 | accept |
| H5 | Attitude→Digital Dependency | 0.144*** | 2.623 | accept |
| H6 | Digital Dependency→Purchase Intention | 0.160*** | 3.097 | accept |
| Fit indices | GFI=0.925 AGFI=0.911 NNFI=0.992 NFI=0.975 χ 2 (343) / df = 466.9/343 RMSEA = 0.0 296 |
|||
| Path | Loadings | t -value | Chi-square test | |
|---|---|---|---|---|
| H7 Perceived Value → Dependency →Purchase Intention |
Perceived Value →Purchase Intention | 0.304*** | 5.944 | χ 2 (342) =437.21 =29.69 ( p >0.00) |
| Digital Dependency →Purchase Intention | 0.105*** | 2.085 | ||
| H8 Attitude →Dependency→ Purchase Intention) |
Attitude →Purchase Intention | 0.305*** | 5.781 | χ 2 (342) =422.56 =44.34 ( p >0.00191) |
| Digital Dependency →Purchase Intention | 0.103*** | 2.029 |
| Value | Attitude | Digital Dependency | Purchase Intention | |||||||||
| DE | IE | TE | DE | IE | TE | DE | IE | TE | DE | IE | TE | |
| Use & Gratification | 0.125*** (2.427) |
0.125 ** (2.427) |
0.038*** (2.248) |
0.038*** (2.248) |
0.022*** (1.988) |
0.022 *** (1.988) |
0.004 (1.676) |
0.004 (1.676) |
||||
| Social Presence | 0.172 *** (3.293) |
0.172*** (3.293) |
0.052*** (2.881) | 0.052 *** (2.881) | 0.030*** (2.387) | 0.030 *** (2.387) |
0.005 (1.895) |
0.005 (1.895) |
||||
| Value | 0.301*** (5.803) | 0.301*** (5.803) |
0.133 *** (2.481) |
0.044*** (2.404) |
0.177 *** (3.436) |
0.028 *** (4.677) |
0.028 *** (4.677) |
|||||
| Attitude | 0.144 *** (2.623) |
0.144 *** (2.623) |
0.023 *** (2.007) |
0.023 *** (2.007) |
||||||||
| Digital Dependency | 0.160 *** (3.097) |
0.160 *** (3.097) |
||||||||||
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