3.1. The Effect of Gamification Affordances on Psychological Needs
Achievement visualization affordance refers to the affordance that enables users to display their accomplishments in gamified systems through ranks, badges, and virtual trophies. Prior research has shown its positive impact on organizational members [
56]. Similarly, in the livestreaming environment, visualizing users’ achievements encourages consumers to strive for higher scores and achievements. When consumers interact with gamification artifacts and mechanics in e-commerce livestreaming, they can see their accomplishments and contributions, fostering positive emotional experiences such as satisfaction and a sense of achievement [
57].
Achievement visualization affordance is not merely an indicator of individual success; it also drives social interaction [
47]. It motivates consumers to engage in citizenship behaviors and build relational capital, fulfilling their social needs [
47]. High-achieving consumers are driven by the need to demonstrate their status, while those with lower achievements are inspired by witnessing recognition of citizenship behaviors. Frequent citizenship behaviors enhance social interactions, satisfying consumers’ social needs. Believing their achievements are visible, consumers are motivated to interact more frequently, showcasing their status and receiving recognition.
Moreover, consumers’ achievements in gamified marketing activities reflect their ability or knowledge level improvements and meet their status enhancement needs through visualized leaderboards and levels [
10]. In livestreaming e-commerce, personal integrative needs involve consumers’ pursuit of self-shopping ability and identity recognition. Achievement visualization features reinforce their self-identity and self-worth by showcasing consumers’ shopping abilities and achievements (e.g., premium membership status and exclusive discounts). These achievements recognize past shopping behaviors and motivate future ones, helping consumers establish a positive self-image.
This achievement visualization fosters a strong sense of social identity [
58]. Achievements like badges and fan levels serve as recognition of past behaviors and motivators for future ones, enhancing consumers’ positive image. In this process, social recognition, crucial for individual respect and value realization in society, is fulfilled through achievement visualization [
59]. According to Social Identity Theory, individuals gain their own identity and self-esteem by categorizing themselves into specific social groups [
60]. When consumers receive praise and respect from their peers, they perceive this positive feedback as recognition and acceptance within the community. Consequently, their social identity is enhanced, fostering a strong sense of belonging to this particular social community. With this heightened social identity, consumers become more attentive to and compliant with the social norms and values of the community, thereby fulfilling their needs for social integration [
61]. It is thus postulated that achievement visualization affordance can effectively induce and satisfy consumers’ social integrative needs.
Nevertheless, achievement visualization affordance primarily focuses on individual achievements and does not aid in product information understanding, hence not affecting cognitive needs.
Based on the above discussion, we believe that achievement visualization affordance is positively related to consumers’ affective, social, personal integrative, and social integrative needs. Thus, we propose H1a–d.
H1a. Achievement visualization affordance is positively associated with affective needs.
H1b. Achievement visualization affordance is positively associated with social needs.
H1c. Achievement visualization affordance is positively associated with personal integrative needs.
H1d. Achievement visualization affordance is positively associated with social integrative needs.
Rewards affordance enables consumers to earn various non-monetary rewards (e.g., points, badges, and trophies) or monetary incentives (e.g., coupons and gifts) by completing gamified tasks. Rewards, be they tangible or intangible, can influence users’ affective states [
62]. As consumers acquire rewards while watching and purchasing, they experience pleasure and enjoyment, fulfilling their affective needs.
Motivated by the expectation of obtaining more rewards, consumers actively engage in live rooms, sharing their shopping experience, commenting on products, or assisting others with product selections. These positive actions and contributions are customer citizenship behaviors, which in turn reinforce consumers’ social needs by fostering social interactions and nurturing social capital within the community [
47].
Moreover, as consumers accumulate rewards through participation in livestreaming commerce, they gain assurance of continuous enhancement in their skills, knowledge, and status. Prior research has shown that the quantity of rewards received is positively correlated with users’ perceptions of self-efficacy and competence enhancement [
63,
64]. Consequently, the accumulation of rewards in livestreaming e-commerce leads consumers to believe that their shopping skills and knowledge levels are strengthened. This augmentation in capabilities elevates their status within the platform, reflecting their increased contributions and value. Hence, we posit that rewards affordance can strengthen and fulfill consumers’ personal integrative needs, such as personal growth, self-actualization, and self-worth.
Meanwhile, consumers’ eagerness to attain rewards prompts them to interact and contribute to brands and celebrities [
2]. Earning more rewards motivates consumers to engage in more live activities, share live rooms, and invite friends, thereby deepening their relationships with livestreaming brands and enhancing their sense of belonging [
65]. The rewards system also conveys to consumers that their suggestions and opinions are recognized and valued, which reinforces their sense of belonging [
64]. Moreover, livestreaming e-commerce platforms leverage rewards to create a shopping community of consumers with similar interests and goals [
2]. Within this community, consumers can learn from each other, share experiences, and fulfill their social integrative needs. The camaraderie and shared purpose fostered by the platform strengthen consumers’ emotional ties to the brand and the community.
However, the rewards only affirm the consumer’s behavior and do not drive the consumer to obtain additional information. Thus, reward affordance is not associated with cognitive needs fulfillment.
Taken together, we believe that the rewards affordance in livestreaming commerce platforms positively impact consumers’ affective, social, personal integrative, and social integrative needs. Thus, we propose H2a–d.
H2a. Rewards affordance is positively associated with affective needs.
H2b. Rewards affordance is positively associated with social needs.
H2c. Rewards affordance is positively associated with personal integrative needs.
H2d. Rewards affordance is positively associated with social integrative needs.
Interaction affordance in livestreaming e-commerce enables consumers to communicate synchronously with streamers and fellow shoppers, thereby enhancing their sense of presence and offering them an experience akin to offline shopping. This real-time communication facilitates efficient and effective information dissemination among individuals [
66]. Such interactions enable customers to virtually “experience” merchants’ products and services, diminishing the perception of distance and virtuality [
67]. Through interaction, merchants and streamers can also gain consumer recognition, cultivating trust and loyalty [
1]. This trust, in turn, spurs consumers to seek more information about marketed products, fulfilling their cognitive needs.
Several interaction mechanisms, such as bullet screens, microphone connections with anchors, and gifting, empower consumers to freely express and exchange subjective emotions and sentiments within livestreaming rooms [
1]. Synchronized interactions can lead consumers to perceive resemblance with streamers, enhancing their sense of identification [
68]. Related research has shown that people feel more joyful when communicating with others who share similar characteristics [
69]. Thus, synchronized interactions in livestreaming commerce satisfy consumers’ affective needs. Both synchronized and unsynchronized interactions among consumers in live rooms or fan clubs enable them to share shopping experiences and forge social bonds, addressing their social needs.
Furthermore, interaction affordance enables consumers to freely express their opinions, questions, and experiences, facilitating self-recognition and a clearer understanding of their identity and values. Positive feedback from streamers or peers, such as likes and comments, motivates consumers to learn and improve, adjusting their behaviors or opinions based on others’ viewpoints and suggestions. The interactive platform also provides opportunities to share and validate their values, deepening their commitment to their beliefs and fulfilling the aspect of value consistency. Thus, interaction affordance fulfills consumers’ personal integrative needs.
Through real-time interaction, consumers engage, share opinions, and receive support from the consumer community, reinforcing their sense of belonging. The interactive nature of livestreaming encourages transparency and trust, facilitating the sharing of valuable information and resources that contribute to a more cohesive and informed community. Hence, interaction affordances in livestreaming e-commerce significantly satisfy consumers’ social integrative needs by fostering strong social connections, enhancing information sharing, and promoting cooperation and support within the community. Thus, we propose H3a–e.
H3a. Interaction affordance is positively associated with cognitive needs.
H3b. Interaction affordance is positively associated with affective needs.
H3c. Interaction affordance is positively associated with social needs.
H3d. Interaction affordance is positively associated with personal integrative needs.
H3e. Interaction affordance is positively associated with social integrative needs.
Competition affordances, empowered by fan levels, leaderboards, and immediate challenges for winning coupons or flash sales, prompt consumers to think fast and react quickly during live shows to improve their scores or performance [
70]. These activities necessitate continuous information gathering about products and services, stimulating consumers’ intellectual potential and fulfilling their need for intellectual growth and self-actualization, thereby satisfying their cognitive needs [
48].
Leaderboards further motivate consumers’ innate desires, such as the pursuit of victory and achievement, the aspiration for social recognition, and the quest for status [
46]. As fan levels and leaderboard rankings increase, consumers feel their efforts are recognized and valued, leading to a sense of pleasure [
10]. Significant achievement or progress evokes a sense of achievement satisfaction, a common experience when overcoming challenges [
71]. Additionally, when consumers participate in immediate challenges and flash sales and win the games, they also obtain a feeling of joy. Therefore, we posit that the competition affordance in livestreaming commerce can fulfill consumers’ affective needs.
In addition, a consumer’s advancement on the leaderboard underscores their competence in shopping and social interaction, along with dedication and perseverance. This progress, combined with self-learning and self-improvement, enhances their capabilities and skills [
72,
73]. Moreover, higher rankings are often associated with increased social recognition and status [
74], generating social respect, confidence, and satisfaction, which are crucial components of personal integrative needs.
Group competition, another important mechanism in gamified livestreaming commerce, allows consumers to form groups like fan clubs to support their adored streamers. These groups often engage in competitive activities like team purchasing challenges or interactive contests, strengthening intergroup bonds. Such close-knit consumer communities not only reinforce consumers’ social identities but also bring in social and emotional support for them, thereby meeting their needs for social integration.
However, some negative effects may arise from over-competition. Excessive competition often puts different consumers in opposite relationships, which makes it difficult to form close social relationships. This opposing relationship may lead to consumers’ negative emotions, such as anxiety, frustration, and hostility, thereby hindering the satisfaction of their social needs. Thus, competition affordance is not associated with the satisfaction of social needs.
Taken together, we propose H4a–d.
H4a. Competition affordance is positively associated with cognitive needs.
H4b. Competition affordance is positively associated with affective needs.
H4c. Competition affordance is positively associated with personal integrative needs.
H4d. Competition affordance is positively associated with social integrative needs.
3.2. Influence of Psychological Needs on Participation Behaviors
In the scenario of livestreaming e-commerce, we consider customers’ purchases and continuous watching as two primary participation behaviors, reflecting the actual objectives of this commercial activity. Drawing upon the U&G theory, we argue that these two participation behaviors in livestreaming e-commerce are fundamentally influenced by consumers’ psychological needs.
In livestreaming e-commerce, synchronous interactions between buyers and sellers are significantly facilitated, making the transmission of product information extremely efficient. In contrast to traditional online shopping contexts, livestreaming shopping offers consumers the opportunity to acquire more authentic product information at a lower cost. This convenience in information acquisition facilitates the development of a more multifaceted and accurate grasp of the marketed objects, which in turn enhances their willingness to purchase [
75].
Similarly, when consumers’ trust in the product, brand, and streamers is heightened through real-time product presentations and feedback sharing, their inclination to remain engaged in the livestream and continue watching is also augmented. Thus, we propose H5a and H5b.
H5a. Cognitive needs are positively associated with purchase intentions.
H5b. Cognitive needs are positively associated with continuous watching intentions.
Affective need, as defined by Katz et al. [
50], represents an emotional satisfaction derived from pleasure and enjoyment. By engaging with livestreaming content, consumers can immerse themselves in the virtual world, obtain relaxation and emotional fulfillment, and alleviate negative emotions. According to O’Brien [
76], when individuals perceive an activity as enjoyable, their intrinsic motivation increases, ultimately influencing their external behavior. In livestreaming e-commerce, satisfaction of consumers’ affective needs can be considered an incentive state, impacting both their purchase and continuous watching intentions.
Purchase intentions are commonly recognized as consumers’ spontaneous and strong willingness to engage in shopping. When consumers’ affective needs are met, they are more susceptible to environmental stimuli and may be induced to make impulsive purchases [
77]. Furthermore, gamification design mechanisms, such as interactive lottery draws and flash sales, introduce a sense of fun and stimulate positive emotions among consumers. These positive emotions embody hedonic values for consumers and reinforce their trust in streamers, ultimately increasing their purchase intentions [
78]. Extensive research has demonstrated that hedonic motivations, such as enjoyment and pleasure, drive users to continuously utilize information system services [
79,
80]. Once the gamified elements cater to consumers’ affective needs, they develop an emotional attachment to the content and desire to derive additional fun from it, thereby continuing to watch.
Taken together, we posit that consumers’ affective needs are positively linked with their purchase intentions and willingness to keep watching. Thus, we propose H6a and H6b.
H6a. Affective needs are positively associated with purchase intentions.
H6b. Affective needs are positively associated with continuous watching intentions.
Social needs signify an inherent desire to engage in communication and information exchange with others [
81]. Within the domain of gamification, Suh et al. [
82] demonstrated that gamified information systems can live up to users’ psychological needs, namely, competency, autonomy, and social needs, and augment their pleasure, thereby effectively fostering user participation. Similarly, Feng et al. [
83] probed into the effectiveness of gamified elements in inducing users’ intrinsic motivation and affirmed that addressing social needs can inspire users to engage in sports and exhibit heightened loyalty toward fitness applications. Bitrián [
84] further confirmed that fulfilling users’ social needs in a gamified app environment enhance user engagement, resulting in three favorable behavioral outcomes: a propensity to continue using the app, intentions to engage in word-of-mouth promotion, and positive ratings. Based on the above empirical evidence, we postulate that fulfillment of consumers’ social needs in live shopping is able to stimulate their intention to continue watching. Additionally, several studies have revealed that social values can elicit satisfaction among consumers and nurture their purchase intentions in online shopping environments [
85,
86]. Taken together, we propose H7a and H7b.
H7a. Social needs are positively associated with purchase intentions.
H7b. Social needs are positively associated with continuous watching intentions.
The need for personal integration indicates consumers’ desire to pursue self-confidence and status [
50]. This need can be conceived as a motive for self-presentation, where online activities and behaviors serve as a medium for individuals to express their identities [
87]. On social media platforms, individuals tend to curate and present an image that aligns with their desired self-portrayal, and they are more inclined to discuss topics that reinforce this image [
88]. Similarly, in the context of livestreaming, viewers are more likely to show their images and discuss those created by others, thereby fulfilling their need for self-expression.
Consequently, consumers with a strong need for personal integration care more about livestreaming content and share their experiences with others frequently. This engagement fosters continuous watching behavior among these consumers. Furthermore, on e-commerce livestreaming platforms, consumers can earn a large number of points or experience rewards through their purchase activities. These rewards not only acknowledge their purchasing behavior but also cater to their desire for online ranking advancement. As consumers witness their rankings ascending, they may experience heightened confidence and satisfaction, which further augments their willingness to purchase products. The satisfaction derived from online ranking promotions reinforces this positive feedback loop, ultimately leading to an increase in consumers’ purchase intentions. Thus, we propose H8a and H8b.
H8a. Personal integrative needs are positively associated with purchase intentions.
H8b. Personal integrative needs are positively associated with continuous watching intentions.
The need for social integration captures the significance of others’ expectations and approvals in shaping our behaviors as social beings [
50]. Individuals conform to subjective norms, driven by the desire to gain societal approval [
89]. In the context of livestreaming e-commerce, these “others” encompass fellow consumers and streamers within the broadcast environment [
90]. Streamers, motivated by remuneration, often cultivate an informal norm of purchasing behavior within their broadcast rooms [
91]. The popularity of streamers, evidenced by a vast fan base and frequent interactions, can elicit consumers’ conformity tendencies [
92]. When consumers comply with their peers’ behaviors, they are prone to following their behaviors and purchases [
92].
Meanwhile, social interactions among consumers, such as commenting, liking, and sharing, reinforce their social attachment to the community [
93]. Such a sense of attachment, a critical component of social integrative needs, can in turn increase consumers’ engagement, e.g., continuous watching [
93,
94]. Collectively, we believe that when consumers’ social integrative expectations are fulfilled, that is, once a sense of conformity or attachment to the livestreaming brands emerges, they are inclined to continue watching and purchasing in the live rooms. Thus, we propose H9a and H9b.
H9a. Social integrative needs are positively associated with purchase intentions.
H9b. Social integrative needs are positively associated with continuous watching intentions.