Acknowledgement
This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea(NRF-2019S1A5A8033514).
References
- Arnould, E. J., and Epp, A. (2006). Deep Engagement with Consumer Experience. Sage Publications.
- Baker, E. W., Hubona, G. S., and Srite, M. (2019). Does "Being there" matter? The impact of web-based and virtual world's shopping experiences on consumer purchase attitudes. Information & Management, 56(7), 103-153. https://doi.org/10.1016/j.im.2019.02.008
- Berlo, D. K., Lemert, J. B., and Mertz, R. J. (1969). Dimensions for Evaluating the Acceptability of Message Sources. Public Opinion Quarterly, 33(4), 563-576. https://doi.org/10.1086/267745
- Broach Jr, V. C., Page Jr, T. J., and Wilson, R. D. (1995). Television programming and its influence on viewers' perceptions of commercials: The role of program arousal and pleasantness. Journal of Advertising, 24(4), 45-54. https://doi.org/10.1080/00913367.1995.10673488
- Cha, J. Y., and Im, K. S. (2009). The effects of virtual reality advertisement on consumer's intention to purchase: Focused on rational and emotional responses. Asia Pacific Journal of Information Systems, 19(4), 101-124.
- Chang, H. T., Lee, H. G., and Lee, S. (2021). Intention to subscribe to YouTube channels: Trust in creator and trust in content. Asia Pacific Journal of Information Systems, 31(3), 277-295. http://doi.org/10.14329/apjis.2021.31.3.277
- Chen, C. C., and Lin, Y. C. (2018). What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement. Telematics and Informatics, 35(1), 293-303. https://doi.org/10.1016/j.tele.2017.12.003
- Chin, W. W. (1998). Commentary: Issues and opinion on structural equation modeling. MIS Quarterly, 22(1), vii-xvi.
- Choi, Y. (1999). Comparative analysis on TV News anchor's parasocial interaction and professionalism. The Journal of Korean Society for Journalism & Communication Studies, 44(1), 468-488.
- Cupchik, G. C. (2002). The evolution of psychical distance as an aesthetic concept. Culture & Psychology, 8(2), 155-187. https://doi.org/10.1177/1354067X02008002437
- Daugherty, T., Li, H., and Biocca, F. (2008). Consumer learning and the effects of virtual experience relative to indirect and direct product experience. Psychology & Marketing, 25(7), 568-586. https://doi.org/10.1002/mar.20225
- Doss, E. L. (1999) Elvis Culture: Fans, Faith, and Image. University Press of Kansas Lawrence, KS.
- Faiola, A., Newlon, C., Pfaff, M., and Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113-1121. https://doi.org/10.1016/j.chb.2012.10.003
- Fornell, C., and Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.2307/3151312
- Fraser, B. P., and Brown, W. J. (2002). Media, celebrities, and social influence: Identification with Elvis Presley. Mass Communication & Society, 5(2), 183-206. http://doi.org/10.1207/S15327825MCS0502_5
- Gefen, D., Straub, D., and Boudreau, M. C. (2000). Structural equation modeling and regression: Guidelines for research practice. Communications of the Association for Information Systems, 4(1) 2-76. https://doi.org/10.17705/1CAIS.00407
- Grewal, D., Krishnan, R., Baker, J., and Borin, N. (1998). The effect of store name, brand name and price discounts on consumers' evaluations and curchase intentions. Journal of Retailing, 74(3), 331-352. https://doi.org/10.1016/S0022-4359(99)80099-2
- Guo, Z., Xiao, L., Van Toorn, C., Lai, Y., and Seo, C. (2016). Promoting online learners' continuance intention: An integrated flow framework. Information & Management, 53(2), 279-295. https://doi.org/10.1016/j.im.2015.10.010
- Han, S. L., An, M., Han, J. J., and Lee, J. (2020). Telepresence, time distortion, and consumer traits of virtual reality shopping. Journal of Business Research, 118, 311-320. https://doi.org/10.1016/j.jbusres.2020.06.056
- Held, R. M., and Durlach, N. I. (1992). Telepresence. Presence: Teleoperators & Virtual Environments, 1(1), 109-112. https://doi.org/10.1162/pres.1992.1.1.109
- Hoch, S. J., and Deighton, J. (1989). Managing what consumers learn from experience. Journal of Marketing, 53(2), 1-20. https://doi.org/10.2307/1251410
- Huang, H. C., Huang, L. S., Chou, Y. J., and Teng, C. I. (2017). Influence of temperament and character on online gamer loyalty: Perspectives from personality and flow theories. Computers in Human Behavior, 70, 398-406. https://doi.org/10.1016/j.chb.2017.01.009
- Jeong, J., Sohn, K., and Kwon, O. (2019). The effects of content and distribution of recommended items on user satisfaction: Focus on YouTube. Asia Pacific Journal of Information Systems, 29(4), 856-874. http://doi.org/10.14329/apjis.2019.29.4.856
- Johnson, M. R., and Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670-688. https://doi.org/10.1177/01634437188183
- Joo, C. M., Yang, S. J., Chae, J. H., and Kim, G. H. (2019). The influence of the personal broadcasting producer's and user's characteristics on fun perception: Focusing on beauty contents. Communication Theories, 15(2), 51-91. https://doi.org/10.20879/kjjcs.2021.65.5.012
- Kahle, L. R., and Homer, P. M. (1985). Physical attractiveness of the celebrity endorser: A social adaptation perspective. Journal of Consumer Research, 11(4), 954-961. http://doi.org/:10.1086/209029
- Kim, D., and Ko, Y. J. (2019). The impact of Virtual Reality (VR) technology on sport spectators' flow experience and satisfaction. Computers in Human Behavior (93), 346-356. https://doi.org/10.1016/j.chb.2018.12.040
- Kim, J. (2019). Influence that the BJ attributes and flow factors of Africa TV Visible Radio have on the intention to provide Star Balloon. Journal of Communication Design, 68, 388-397. http://doi.org/10.25111/jcd.2019.68.30
- Kim, T., and Biocca, F. (1997). Telepresence Via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion. Journal of Computer-mediated Communication, 3(2), JCMC325. https://doi.org/10.1111/j.1083-6101.1997.tb00073.x
- Klein, L. R. (2003). Creating virtual product experiences: The role of telepresence. Journal of Interactive Marketing, 17(1), 41-55. https://doi.org/10.1002/dir.10046
- Lavidge, R. J., and Steiner, G. A. (1961). A model for predictive measurements of advertising effectiveness. Journal of Marketing, 25(6), 59-62. https://doi.org/10.2307/1248516
- Lee, C., and Griffith, D. A. (2004). The marketing strategy-performance relationship in an export-driven developing economy: A Korean illustration. International Marketing Review, 21(3), 321-334. https://doi.org/10.1108/02651330410539648
- Lee, E. J., Lee, H. Y., and Choi, S. (2020). Is the message the medium? How politicians' Twitter blunders affect perceived authenticity of Twitter communication. Computers in Human Behavior, 104, 106-188. https://doi.org/10.1016/j.chb.2019.106188
- Li, H., Daugherty, T., and Biocca, F. (2003). The role of virtual experience in consumer learning. Journal of Consumer Psychology, 13(4), 395-407. http://doi.org/10.1207/S15327663JCP1304_07
- Li, H., Sarathy, R., and Xu, H. (2011). The role of affect and cognition on online consumers' decision to disclose personal information to unfamiliar online vendors. Decision Support Systems, 51(3), 434-445. https://doi.org/10.1016/j.dss.2011.01.017
- Lim, J., and Ayyagari, R. (2018). Investigating the determinants of telepresence in the e-commerce setting. Computers in Human Behavior, 85, 360-371. https://doi.org/10.1016/j.chb.2018.04.024
- Lombard, M., and Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-mediated Communication, 3(2), JCMC321. https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
- Louden, A., and McCauliff, K. (2004). The "Authentic Candidate": Extending candidate image assessment. In K. Hacker (Ed.). Presidential Candidate Images (pp. 85-103), Rowman & Littlefield.
- Loureiro, S. M. C., Guerreiro, J., and Japutra, A. (2021). How escapism leads to behavioral intention in a virtual reality store with background music? Journal of Business Research, 134, 288-300. http://doi.org/10.1016/j.jbusres.2021.05.035
- Minsky, M. (1980). Telepresence. Omni Magazin, June 1980.
- Nah, F. F. H., Eschenbrenner, B., and DeWester, D. (2011). Enhancing brand equity through flow and telepresence: A comparison of 2d and 3d virtual worlds. MIS Quarterly, 35(3), 731-747. https://doi.org/10.2307/23042806
- Nelson, M. R., Yaros, R. A., and Keum, H. (2006). Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game. Journal of Advertising, 35(4), 87-99. http://doi.org/10.2753/JOA0091-3367350406
- Ohanian, R. (1990). Construction and validation of a scale to measure celebrity endorsers' perceived expertise, trustworthiness, and attractiveness. Journal of Advertising, 19(3), 39-52. https://doi.org/10.1080/00913367.1990.10673191
- Orus, C., Ibanez-Sanchez, S., and Flavian, C. (2021). Enhancing the customer experience with virtual and augmented reality: The impact of content and device type. International Journal of Hospitality Management, 98, 103019. https://doi.org/10.1016/j.ijhm.2021.103019
- Park, J., Choi, J., Kim, H., and Kwon, H. (2019). The influence of media type and length of time delay on user attitude: Effects of product-focused virtual reality. Computers in Human Behavior, 101, 466-473. https://doi.org/10.1016/j.chb.2018.08.054
- Pelet, J. E., Ettis, S., and Cowart, K. (2017). Optimal experience of flow enhanced by telepresence: Evidence from social media use. Information & Management, 54(1), 115-128. https://doi.org/10.1016/j.im.2016.05.001
- Peukert, C., Pfeiffer, J., Meissner, M., Pfeiffer, T., and Weinhardt, C. (2019). Shopping in virtual reality stores: The influence of immersion on system adoption. Journal of Management Information Systems, 36(3), 755-788. https://doi.org/10.1080/07421222.2019.1628889
- Reeves, B., and Nass, C. (1996). The Media Equation: How People Treat Computers, Television, and New Media Like Real People. Cambridge university press Cambridge, UK.
- Sjoblom, M., and Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985-996. https://doi.org/10.1016/j.chb.2016.10.019
- Sjoblom, M., Torhonen, M., Hamari, J., and Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28. https://doi.org/10.1016/j.chb.2018.10.012
- Smith, D. C., and Park, C. W. (1992). The effects of brand extensions on market share and advertising efficiency. Journal of Marketing Research, 29(3), 296-313. https://doi.org/10.1177/002224379202900302
- Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
- Suh, K. S., and Lee, Y. E. (2005). The effects of virtual reality on consumer learning: An empirical investigation. MIS Quarterly, 29(4), 673-697. https://doi.org/10.2307/25148705
- Twitch. (2020). Twitch advertising, Retrieved from http://twitchadvertising.tv/
- Yang, Q., and Gong, X. (2021). The engagement-addiction dilemma: An empirical evaluation of mobile user interface and mobile game affordance. Internet Research, 31(5), 1745-1768. https://doi.org/10.1108/INTR-11-2020-0622
- Yu, E., Jung, C., Kim, H., and Jung, J. (2018). Impact of viewer engagement on gift-giving in live video streaming. Telematics and Informatics, 35(5), 1450-1460. https://doi.org/10.1016/j.tele.2018.03.014
- Zillmann, D. (2006). Dramaturgy for Emotions from Fictional Narration. Lawrence Erlbaum Associates Publishers.