Abstract
Introduction
Theoretical Background
Live Streaming
Live Streaming Shopping
CIFE Model
Impulse Buying
Research Model and Hypotheses Development
Promotion Stimuli and Consumption Impulse
Lack of Self-Control and Consumption Impulse
Social Presence and Consumption Impulse
Platform Ease of Use and Consumption Impulse
Streamers’ Feature and Consumption Impulse
Consumption Impulse and Likeliness of Impulse Buying
The Moderating Role of Economic Unavailability and Time Unavailability
Research Method
Measurement Development and Data Collection
Results
Measurement Model
Structural Model
Moderating Effect Test
Discussion
Summary of Findings
Theoretical Implications
Practical Implications
Limitations and Future Research
References