impulse giving, Donating spontaneously due to emotion or momentary pressure, parasocial relationship, When audiences feel personally connected to a streamer despite never meeting, donation threshold, A minimum amount required to unlock a reward, challenge, or milestone, gamification, Using game‑like elements (goals, timers, challenges) to motivate participation, social proof, The tendency to follow others’ behaviour when uncertain, real‑time engagement, Interaction that happens instantly between streamer and audience, fundraising fatigue, When people become tired of constant fundraising requests, transparency reporting, Publicly showing how donations are used to build trust, emotional trigger, A strong emotional cue designed to influence decisions, viewer retention, Keeping viewers watching for as long as possible during a stream.
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