直播电商中的恶意销售策略——以阿里巴巴旗下淘宝和字节跳动旗下抖音为例

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS ACM Transactions on Computer-Human Interaction Pub Date : 2022-12-22 DOI:10.1145/3577199
Qunfang Wu, Yisi Sang, Dakuo Wang, Zhicong Lu
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引用次数: 2

摘要

由于新冠肺炎疫情的限制,消费者的购物模式已经从线下转向线上。作为一种网络购物媒体,直播购物已经变得很受欢迎。然而,各种主播的恶意销售行为已经被报道。在这项研究中,我们试图探索流媒体的恶意销售策略,并了解观众如何看待这些策略。首先,我们从中国两个流行的直播平台淘宝和抖音上录制了40个直播购物过程。我们确定了16种用于欺骗、胁迫或操纵观众的恶意销售策略,并发现平台设计增强了其中9种恶意销售策略。其次,通过对13名观众的访谈研究,我们报告了克服恶意销售的三个挑战,即观众、主播和平台之间的权力不平衡。最后,我们将讨论反恶意销售的策略和设计含义。
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Malicious Selling Strategies in Livestream E-commerce: A Case Study of Alibaba’s Taobao and ByteDance’s TikTok
Due to the limitations imposed by the COVID-19 pandemic, customers have shifted their shopping patterns from offline to online. Livestream shopping has become popular as one of the online shopping media. However, various streamers’ malicious selling behaviors have been reported. In this research, we sought to explore streamers’ malicious selling strategies and understand how viewers perceive these strategies. First, we recorded 40 livestream shopping sessions from two popular livestream platforms in China—Taobao, and TikTok. We identified 16 malicious selling strategies that were used to deceive, coerce, or manipulate viewers and found that platform designs enhanced nine of the malicious selling strategies. Second, through an interview study with 13 viewers, we report three challenges of overcoming malicious selling in relation to imbalanced power between viewers, streamers, and the platforms. We conclude by discussing the policy and design implications of countering malicious selling.
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来源期刊
ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction 工程技术-计算机:控制论
CiteScore
8.50
自引率
5.40%
发文量
94
审稿时长
>12 weeks
期刊介绍: This ACM Transaction seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction. Since its first issue in March 1994, it has presented work of the highest scientific quality that contributes to the practice in the present and future. The primary emphasis is on results of broad application, but the journal considers original work focused on specific domains, on special requirements, on ethical issues -- the full range of design, development, and use of interactive systems.
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