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3. Research model and methodology
                        3.1. Research model
                        To overcome the limitations of loosely assembling isolated variables, this paper
                  employs the Stimulus-Organism-Response (S-O-R) model by Mehrabian & Russell (1974)
                  as the foundational theory, integrated with the Shoppertainment conceptual framework
                  by TikTok & BCG (2022).
                        In the Shoppertainment environment, the stimuli (S) are not traditional
                  transactional factors (e.g., price, shipping), but are constructed from two core experiential
                  axes. Based on this, the authors delineate four most comprehensive representative
                  factors: Content axis: Comprises (1) Entertainment value and (2) Content quality - playing
                  the role of capturing attention and building a trust barrier; Interaction axis: Comprises (3)
                  Social interaction and (4) The appeal of Gamification - creating bandwagon effects and
                  triggering the motivation to finalize orders (FOMO).
                        The intentional exclusion of traditional transactional variables (such as price and
                  shipping) helps the model avoid multicollinearity while focusing on measuring the purity
                  of the "Entertainment" factor in generating the "Flow state" (O) in consumers. The
                  outcome of this psychological state is the Response (R): The impulsive and robust online
                  shopping behavior of the younger generation.
                        The proposed hypotheses are as follows:
                        Hypothesis 1: Entertainment value of content
                        Entertainment value helps transform shopping into a hedonic experience, creating a
                  state of immersion and reducing psychological defense barriers (Wongkitrungrueng &
                  Assarut, 2020). For the youth, the humor and novelty in Shoppertainment not only retain
                  them longer on the platform but also act as a direct catalyst stimulating impulsive buying
                  behavior (Xiang et al., 2016).
                        H1: The entertainment value of content has a positive impact on the online shopping
                  behavior of young consumers in Hanoi on the Shopee platform.
                        Hypothesis 2: Content quality
                        In the online environment, information quality (completeness, accuracy, timeliness)
                  is the key metric for building trust (DeLone & McLean, 2003). For the highly selective
                  young consumer generation, the authentic imagery and expertise of the presenter
                  (Host/KOL) play a core role in radically mitigating perceived risks, thereby driving
                  purchasing decisions (Park et al., 2007).
                        H2: Content quality has a positive impact on the online shopping behavior of young
                  consumers in Hanoi on the Shopee platform.
                        Hypothesis 3: Social interaction
                        Real-time interaction on digital platforms helps satisfy the intrinsic human need for
                  connection, building trust and intimacy among users (Yin et al., 2019). Through rating
                  systems, rankings, and the bandwagon effect, social interaction deeply intervenes in
                  cognition, strongly governing consumers' purchase intentions and decisions (Lerzan et al.,
                  2015; Raman, 2020).
                        H3: Social interaction has a positive impact on the online shopping behavior of
                  young consumers in Hanoi on the Shopee platform.
                        Hypothesis 4: The appeal of gamification
                        Gamification creates a "flow" experience through clear challenges, goals, and timely
                  feedback (Csikszentmihalyi, 1990; Agarwal & Karahanna, 2000). Elements such as
                  leaderboards, badges, and tangible rewards not only satisfy the need to affirm


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