Main Article Content
Abstract
This study aims to examine the influence of live streaming engagement, gamification, and interactive marketing on impulse buying behaviour of Kahf skincare products on TikTok, with Fear of Missing Out (FOMO) as a mediating variable. A quantitative approach was employed using purposive sampling, involving 220 Generation Z respondents in Indonesia who had previously made impulsive purchases of Kahf products via TikTok. Data were collected through a questionnaire consisting of 22 indicators and analysed using Structural Equation Modelling–Partial Least Square (SEM-PLS) with the SmartPLS version 4.1.1.2 application. The results indicate that live streaming engagement, gamification, and interactive marketing have a positive and significant effect on impulse buying. These three variables also significantly influence FOMO. Furthermore, FOMO has a positive and significant effect on impulse buying and significantly mediates the influence of gamification and interactive marketing on impulse buying. However, FOMO does not significantly mediate the relationship between live streaming engagement and impulse buying. These findings highlight the importance of participatory, competitive, and emotionally engaging digital strategies in stimulating impulse buying behaviour among Generation Z TikTok users.
Keywords
Article Details

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References
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Ali, H. (2022, June 27). Gen Z: Millennial 2.0? Perbedaan Karakter Dan Perilakunya - Alvara Strategic Gen Z: Millennial 2.0? Perbedaan Karakter Dan Perilakunya. Alvara-Strategic.Com. Https://Alvara-Strategic.Com/Gen-Z-Millennial-2-0-Perbedaan-Karakter-Dan-Perilakunya/
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Idn Research Institute. (2022). Indonesia Gen Z Report 2022. Idn Reaserch Institute. Https://Www.Imgs.Idntimes.Com/
Kaddouhah, M. (2024). An Economic Definition Of ‘Fear Of Missing Out’ (Fomo). Finance Research Letters, 63, 105344. Https://Doi.Org/10.1016/J.Frl.2024.105344
Kao, C.-Y., & Huang, C. (2024). Investigating The Impact Of Fear Of Missing Out On Inaction Inertia In Live Streaming Purchase Intention. Aslib Journal Of Information Management. Https://Doi.Org/10.1108/Ajim-01-2024-0030
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Khoi, N. H., Le, A. N.-H., & Nguyen Dong, P. (2023). A Moderating – Mediating Model Of The Urge To Buy Impulsively In Social Commerce Live-Streaming. Electronic Commerce Research And Applications, 60, 101286. Https://Doi.Org/10.1016/J.Elerap.2023.101286
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Lin, S.-C., & Lee, Y.-Y. (2024). Explaining The Gift-Giving Intentions Of Live-Streaming Audiences Through Social Presence: The Perspective Of Interactive Marketing. Journal Of Research In Interactive Marketing, 18(5), 945–969. Https://Doi.Org/10.1108/Jrim-01-2024-0030
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Maryam, S., & Wahyuningsih, S. (2018). Pengaruh Transaksi C2c Commerce Terhadap Perilaku Impulsive Buying (Servei Pada Konsumen Pt Shopee International Indonesia). Interkomunika, 3(1), 1. Https://Doi.Org/10.33376/Ik.V3i1.146
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Mason, O., Collman, S., Kazamia, S., & Boureanu, I. (2023). Preparing Uk Students For The Workplace: The Acceptability Of A Gamified Cybersecurity Training. Journal Of Cybersecurity Education Research And Practice, 2024(1). Https://Doi.Org/10.32727/8.2023.35
Michalski, E. (2017). Interactive Marketing Management. 63, 289–297. Https://Consensus.App/Papers/Interactive-Marketing-Management-Michalski/D982ca72d049535993ba93a6ee791e05/
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