5.1. Discussion of Results
The research hypotheses were tested, and the outcomes are showed in
Table 7. The results show that the presence feeling while watching pet videos/livestreams has a positive impact on people’s subjective well-being, and the flow experience plays an important role as a transmitter and a mediator between them.
The hypothesis H1 was rejected, and it means telepresence which is generated during watching pet videos/livestreams has no direct effect on subjective well-being. In other words, just “being there” cannot make people satisfied. Telepresence is defined as the presence experience in the environment through the communication medium [
32], which is the degree to which people feel that they exist in the intermediary environment rather than in the direct physical environment. Loomis [
64] pointed out that presence is a basic state of consciousness, which is a part of sensation attributed to some remote stimuli, or to some environment. And this kind of “externalization” and “remote attributes” of consciousness still has some distance to affect subjective well-being.
The hypothesis H2 was supported, and the social presence has a positive effect on subjective well-being. Research on the “the media equation” has suggested that media users usually respond to media content as if it happened in real life [
65], so we believe that the media exposure to pets could possibly result in similar outcomes. The level of social presence depends on the interaction between the media and the task at hand and is based on the user’s subjective judgment, which generally involves immediate feedback capabilities, personalization, information richness, etc. [
66]. Research has found that visual media can bring more social presence to users [
67], and intimacy and immediacy are also two important concepts that affect social presence. The interaction in online pet watching is an online social activity, and this kind of social presence makes people feel accompanied. During watching online pet videos/livestreams, we will feel we are doing something together, and our online speech will get timely feedback from other netizens. All these characteristics of online social contact can help to improve the subjective well-being of online pet watchers. Additionally, interviewee No. 3 said that pet videos gives me a very diverse experience and affect her mood. And according to interviewee No. 5 narrative, he had completely immersed in online interaction during watching pet videos/livestreams, and shared happiness and sorrow with other users.
“I think watching these pet videos gives me a very diverse experience. Some videos make me feel warmth and healing. For example, a Shiba Inu named Xiaohu in TikTok, which grow up with the pet owner’s son, and their relationship was very intimate. Watching the child embrace the dog with a happy smile, and with the sweet sentimental music, you will feel very warm, or even a little moved to tears. Some videos are funny. For example, dogs run around wearing inappropriate clothes and make you laugh. Of course, all of these will affect my mood.”
Interviewee No. 3
“Of course, I’ll read these messages and bullet screens in watching pet videos/livestreams. My reactions to different contents are also different. If he comments on the content of the video in a very sympathetic way, for example, if the video content is funny and relaxed, then his comments are also very humorous and funny. If the content of the video is serious, such as calling on us to protect stray animals, his comments are also supportive responses. To this kind of comment, I will feel very good, and I will definitely give him some praise, and even then post my feelings to support him. But for another type of comment, I won’t feel happy. For the deliberate provocation, and even speak evil words to pets, I will be very angry, and scold back.”
Interviewee No. 5
The hypotheses H3 and H4 were supported, which indicated that both telepresence and social presence have positive effects on the flow experience. Together, it means that the information richness and sensory stimulation of social media will eliminate a sense of physical distance, giving people the illusion of being there and generating the flow experience. When audiences watch the pet video and livestream, they will have a close-up view of animals and revel in the pets’ cuteness, as if the pet animals are in front of them. In addition, posting comments while watching pet videos/livestreams is actually a kind of quasi-social interaction, which allows viewers to have the actual feeling of communicating with others, which may bring flow experience, thereby making the audience feel happy. Interviewee No. 10 expressed that online pet watching has a healing effect on himself, and when he was watching online pets, he felt relaxed and enjoyed the present moment.
“I like pets very very much. I enjoy watching videos in which they play with cats and dogs. Although I can’t keep them by myself because of too much work, I can feel very relaxed and decompressed by looking at other people’s lovely cats and dogs and their daily lovely interactions.”
Interviewee No. 10
The hypothesis H5 was accepted, which was associated with flow experience has a positive effect on subjective well-being, and this research also confirms this argument. We considered that watching pet videos/livestreams can evoke a flow experience and even further improve personal subjective well-being. Existing literature believes that experiencing flow frequently is associated with better well-being [
68]. Long term participation in flow-related activities is associated with increased functioning and well-being, such as life satisfaction [
69,
70]. This research is in line with previous research conclusions and provides a powerful empirical case for it.
The hypothesis H6 was supported, indicating that loneliness has a positive moderating effect on the relationship of social presence on flow experience. This means that with a strong sense of loneliness when people watch pet videos and livestreams, the quasi-social interaction has a stronger effect on the flow experience. In other words, people with high levels of loneliness are more likely to have flow experience through online interactions when watching pet videos. In contrast, people with low levels of loneliness, watching pet videos, making online comments, and interacting with other audiences have less impact on their flow experience. Like most young people working hard in the city, Interviewee No. 7 often feels lonely after getting off work at night. She believed online pet video and live streaming accompany her through the night-time.
“Especially in the evening, after work, all the tired and lonely upwell in my mind. No matter how late, I want to lie in bed and watch these cute animal videos for a while. After watching, I feel less lonely. The feeling of being with pets and netizens makes me relaxed and enjoyment.”
Interviewee No. 7
The hypothesis H7 was supported, which indicated that perceived pressure had a negative moderating effect on the relationship between telepresence and flow experience. This means that when people are under greater perceived pressure, the influence of telepresence on the flow experience will be weakened. This result is consistent with the consensus in cognitive psychology. Limited attention resources have always been the core concept of cognitive psychology and related applied disciplines [
71]. This means that psychological resources are limited, so when under greater pressure, people may find it more difficult to immerse themselves in digital leisure, and it is also difficult to obtain the flow experience in watching pet videos and livestreams. Like what Interviewee No.4 said, when the pressure of his life and work had come, the entertainment videos on the Internet also became boring. He just scanned roughly and couldn’t immerse in it, let alone make himself happy.
“When I’m under a lot of pressure, I feel that I don’t have the time and energy to concentrate. In particular, most of these cute pet videos are loose and slow-paced. When I’m busy with work, I don’t have the patience to watch them, just take a glance, and then slip away.”
Interviewee No. 4
5.2. Theoretical Contributions
This article has made two theoretical contributions. First, this research extends the scope of research regarding pets’ impact on human from physical space to cyberspace; that is, online pets (not limited to physical pets) also have a positive effect on people’s mental health. Traditional studies have suggested that interacting with pets will increase human happiness and provide comfort and support [
21]. However, existing research has been limited to the physical interactions of humans and pet animals, rarely involving virtual interactions on the Internet, so our study is a supplement to the research on virtual interactions between humans and pets. Second, this study applies the presence theory to explain the sensual experiences of online pet watchers. In this paper, presence is used as a key variable to construct a theoretical model that provides a new theoretical explanation for the phenomenon of online pet watching. We have revealed the psychological mechanism of online presence on people’s subjective well-being in digital leisure. Third, this research clarified the boundary conditions of how presence affects the flow experience. The existing literature on the impact of pets on humans generally takes stress and loneliness as outcome variables or dependent variables. These studies have assumed that the cognitive presence of pets can reduce the stress response [
21,
72,
73] and relieve loneliness in life [
74,
75,
76], and the effect of pet photos has also been documented [
77]. However, this study considered perceived stress and loneliness as moderating variables to investigate the relationship between presence and flow experience. We have explained people’s different responses to online pets under different perceived stress levels and varying degrees of loneliness, which is a valuable exploration.
Some researchers believe that pet owners show healthier and better conditions because keeping pets requires good physical condition and great economic conditions [
78]. In other words, they think the good physical condition may be a prerequisite for keeping pets, not the results from having pets. Although online pet watching is a highly accessible activity, the research results showed that this digital leisure activity can significantly help improve personal life satisfaction and subjective happiness. Therefore, this article provides further empirical support for the positive impact of pets on human mental health. In addition, studies have proven that hedonistic behaviors have a stronger positive correlation with positive emotions of happiness [
79], and this article found that watching short videos and livestreams, i.e., this new digital leisure, was one type of hedonistic behavior that can also result in greater subjective well-being. Mood management theory believes that personal consumption of media eliminates negative emotions or maintains positive emotions [
80,
81]. Media use can be seen as a form of emotion regulation [
82]. People often unconsciously choose different media content based on affinity, interest, excitement, hedonic value, etc. This is why so many netizens frequently browse videos and livestreams about pets and actively participate in digital leisure.
5.4. Limitations and Future Research
This study also has some limitations. Firstly, the samples in this article represent only a part of Internet users, and it is uncertain whether the results can be generalized to all Internet users or all fans of online pet-related media. Secondly, although we have tried to minimise the effects of endogeneity, this study does not explicitly distinguish respondents’ preference for online pets. The research specifically targets at people who have watched online pet videos/livestreams, and we are only able to demonstrate the effects working on those who have watched online pet videos/livestreams. Future research should focus on people’s online pets preference and how it influence their involvement in online pet videos/livestreams. In addition, we find that online pet has a positive effect on people’s subjective well-being, but we cannot completely infer that online pet has a positive effect on all internet users. Future research can provide a comparative research between those who have or have not watch online pet videos/livestreams and clarify their different effects. Thirdly, most of the samples in this study were women. Therefore, how gender influences the dynamics of online pet watching remains unclear. Moreover, this article uses a self-reported questionnaire method and only investigates and verifies the correlation. The next step is to use experiments and other methods for further exploration of key variables.
This article is only a preliminary description of the psychological process of users’ attraction to these experiences in the cloud. Future research can classify animals and examine the differences in the characteristics and experience of animal followers with different emotional attributes. For example, is the psychological appeal during the viewing process different for users who like warm dogs and cats with high levels of cold attributes? Psychological techniques can also be used to capture the viewer’s physiological indicators through instruments and to explore the causal relationship between specific variables of cloud pets. Besides, as the interviewee 1 said: “the advantage of the online pet is that what owners show you are always the most cuteness and interesting sides of pets, which makes you happy. But the actual pet-keeping is more complex. Keeping a pet is the same as keeping a child, there will be joy and moved, but also irritability and anger. So all the real interactions will deepen your feelings and strengthen your bond. And no matter how good the online pet is, it still belongs to others, and no matter how cute it is, it will be less tangible company and touch”. So future research could try to further compare the effects of physical pets and online pets on people’s subjective well-being and clarify the difference between them.