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Journal of Retailing and Consumer Services 66 (2022) 102950

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Journal of Retailing and Consumer Services


journal homepage: www.elsevier.com/locate/jretconser

Customer engagement in the context of retail mobile apps: A contingency


model integrating spatial presence experience and its drivers
Xuan Huong Ho a, Dong Phong Nguyen a, Julian Ming Sung Cheng b, Angelina Nhat Hanh Le c, *
a
School of International Business and Marketing, University of Economics Ho Chi Minh City (UEH), 59C Nguyen Dinh Chieu, Ho Chi Minh City, Viet Nam
b
Business Administration Department, National Central University, No. 300, Chung-Ta Rd, Chung Li District, Taoyuan City, 32001, Taiwan, ROC
c
School of Management, University of Economics Ho Chi Minh City (UEH), 59C Nguyen Dinh Chieu, Ho Chi Minh City, Viet Nam

A R T I C L E I N F O A B S T R A C T

Keywords: This study develops and investigates the mechanisms through which retail mobile-app cognitions—i.e., inter­
Customer engagement activity and vividness—are translated into spatial presence experience and subsequently result in customer
Spatial presence experience engagement under the parasol of the hierarchy-of-effects model and the situated cognition theory. The contin­
Hierarchy-of-effects model
gency roles of need for cognition and domain-specific interest as individual intrinsic tendencies and issue-specific
Situated cognition theory
motivations, respectively, are also scrutinized. A dataset obtained from a survey of 558 customers is employed to
estimate the proposed research model. The results indicate that interactivity and vividness significantly stimulate
the spatial presence experience, i.e., feelings of “being there” in the mobile-app environment; in turn, this drives
customers to become more engaged and contribute to retailers that provide such experiences. The moderating
roles of the two motivations are also identified.

1. Introduction contributions to a particular firm/retailer (Kumar et al., 2019). In this


regard, direct contributions are manifested as customers making pur­
Shopping on mobile apps has grown exponentially because of the chases from the retailer, whereas non-purchase behaviors such as
proliferation of smart mobile devices that is symbiotic with the customer referrals, customer influences, and customer feedbacks/sug­
increasing tendency of on-the-go consumers requesting “anytime, any­ gestions reflect indirect contributions from customers to the retailer
where, and anything” services (Fang, 2017; McLean et al., 2018, 2020; (Harman and Porter, 2021; Harmeling et al., 2017; Kumar and Pansari,
Yang et al., 2021). In a retailing context, a large proportion of marketing 2016). As of late, the rapid advancement of mobile technologies such as
budgets has been allocated to mobile apps as a strategic way to enhance smartphones, tablets and other mobile devices has enabled retailers to
the customer experience and to enable retailers to remain competitive develop interactive and inclusive mobile apps that substantively enrich
(Dacko, 2017; Van Heerde et al., 2019); as such, retail mobile apps are the online experience of customers (Dacko, 2017; Heller et al., 2019;
becoming a powerful, ubiquitous, and timely service delivery channel Kim and Baek, 2018; Molinillo et al., 2020; Wang et al., 2015). For
(Iyer et al., 2018; McLean et al., 2020). However, given the easily instance, retail mobile apps allow customers to leave reviews, star rat­
installed/uninstalled nature of mobile apps, the extensive competitive­ ings, recommendations, or add photos/videos, and even interact and
ness within retailing markets, and the limited internal phone storage post follow-up questions directly to retailers and other customers
that consumers typically face (Grewal et al., 2017a), attaining customer throughout the pre-, during-, and post-purchase stages (Grewal et al.,
stickiness to those particular mobile apps that facilitate their engage­ 2017a; Inman and Nikolova, 2017). According to Hilken et al. (2018), in
ment is regarded as the biggest challenge for contemporary retailers order to engage customers successfully, the experience within a virtual
(Molinillo et al., 2020; Tarute et al., 2017). Thus, an understanding of service channel (i.e., retail mobile-app) should mimic “real” shopping.
how retail mobile apps could enhance the online shopping experience of The spatial presence experience (SPE hereafter), which is defined as the
customers and then facilitate customer engagement is of prime impor­ feeling of realism or “being there” (Hilken et al., 2017; Lee, 2004), is
tance for such retailers. therefore a crucial factor in explaining consumers’ active engagement to
Customer engagement refers to the level of customer value retailers through mobile apps. When customers sense a spatial presence,

* Corresponding author.
E-mail addresses: hoxuanhuong@qnu.edu.vn, huonghx@ueh.edu.vn (X.H. Ho), phongnd@ueh.edu.vn (D.P. Nguyen), mingsungcheng@yahoo.com
(J.M.S. Cheng), lenhathanh@yahoo.com, hanhln@ueh.edu.vn (A.N.H. Le).

https://doi.org/10.1016/j.jretconser.2022.102950
Received 6 April 2021; Received in revised form 31 December 2021; Accepted 28 January 2022
Available online 5 February 2022
0969-6989/© 2022 Elsevier Ltd. All rights reserved.
X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

the technology-mediated nature of the virtual environment is neglected understanding of the sequential effects of mobile app cognitions on SPE,
(Wirth et al., 2007) and their online shopping experience becomes as which in turn leads to customer engagement under the conditional im­
authentic and real as it is in physical stores (Hilken et al., 2017). pacts of need for cognition and domain-specific interest. The situated
Although the existing literature advocates that customer experience and cognition theory complements the HOE model by disentangling the two
customer engagement are strongly related in both physical and online categories of embodied and embedded cognitions (i.e., interactivity and
environments (Carlson et al., 2019; Grewal et al., 2017b; Zhang et al., vividness, respectively) to explain SPE. As such, we advance the
2017), the literature has not specifically identified the essence of SPE in knowledge pertaining to enablers that generate a specific experience,
retail mobile apps, nor has it empirically examined how this experience that feeling of “being there”, in virtual environments. In general terms,
enhances customer engagement. we add to the development of foundation theories in the realms of SPE
Recently, virtual shopping environments have become increasingly and engagement behaviours in virtual retailing environments. In addi­
augmented by a number of smart technologies with immersive capa­ tion, by empirically validating the proposed dynamic model, we not only
bilities (Arghashi and Yuksel, 2022; Hollebeek et al., 2020), and a new support the applicability of the two theories in the context of the specific
mode of experience has materialized where consumers believe that they study, but also offer practical knowledge for retailers to design mobile
are spatially present within virtual environments (Pleyers and Poncin, apps that foster consumers’ interactive and vividness cognitions, facili­
2020; Yim et al., 2017). However, the existing literature examining the tate the feeling of a “real” shopping experience and ultimately
mechanisms which formulate such experiences in virtual retailing con­ encourage customers to actively engage and effectively contribute to
texts remains sparse (Hilken et al., 2017, 2018). A review of the litera­ participating retailers.
ture on general online shopping environments suggests that two major
media attributes, namely interactivity and vividness, determine 2. Theoretical background
customer evaluation and experience with those environments (Coyle
and Thorson, 2001; Hilken et al., 2018; Jiang and Benbasat, 2007). 2.1. Customer engagement
Drawing upon the theory of situated cognition (Robbins and Aydede,
2009), interactivity and vividness can be argued as representatives for Customer engagement has been emerging as a significant concept in
the respective embodied and embedded cognition of consumers within marketing, with its potential to generate favourable value and financial
their online information processing (Carassa et al., 2005; Hilken et al., outcomes for businesses (Kumar et al., 2019). The literature indicates
2018). When consumers are embodied through the simulation of phys­ different perspectives of customer engagement such as psychological
ical interaction (e.g., touching screens, rotating 360-degree products) (Brodie et al., 2011), behavioral (Roy et al., 2018; Van Doorn et al.,
and embedded in a sensory-rich environment (e.g., graphic images, 2010), and S-D logic-informed perspectives (Behnam et al., 2021; Hol­
background music) (Kim et al., 2015; Yim et al., 2017), they become lebeek et al., 2019) through which customer engagement is articulated
immersed in virtual shopping environments, experiencing something as either a state of mind or an activity existing beyond transactions
akin to “real” physical stores. Despite the noted driving roles of inter­ (Kumar and Pansari, 2016; Kumar et al., 2019). A few measures have
activity and vividness, to the best of our knowledge, research on the been deployed to exemplify customer engagement, for instance
specific experience of the feeling of “being there” in the context of retail customer purchase (e.g., McLean et al., 2020; Van Heerde et al., 2019),
mobile-apps with varying levels of these two attributes is still word of mouth (e.g., Bitrián et al., 2021; Itani et al., 2020), customer
underexplored. recommendation (e.g., Fang et al., 2017; Newman et al., 2018),
In line with Zhu et al. (2019), it is arguable that the mechanism customer feedback (e.g., Bitrián et al., 2021; Wang, 2020), and customer
through which retail mobile-app cognitions—i.e., interactivity and cross-platform digital interaction (e.g., Itani et al., 2020; Wang, 2020).
vividness—are translated into a feeling of spatial presence leading to Such idiosyncratic conceptualizations and discrete operationalizations
customer engagement is equivalent to the hierarchy of three sequential reveal incomplete and ambiguous ways customers can add value to a
stages (i.e., cognition, affect, and conation); thus, the firm/retailer which might hinder both scholarly and practical ad­
hierarchy-of-effects (HOE) model (Lavidge and Steiner, 1961) can serve vancements in the studied matter. Against this backdrop, Pansari and
as the theoretical foundation for the phenomenon at the heart of the Kumar (2017) attempted to provide a holistic approach of customer
current study. The HOE model has been frequently applied to system­ engagement, defining it as “the mechanics of a customer’s value addi­
atically explain consumers’ sequentially hierarchical responses in tions to the firm, either through direct contributions (i.e., customer
several contexts such as e-commerce platforms (Zhu et al., 2019), purchases) and/or indirect contributions (i.e., customer referrals, online
website aesthetics (Wang et al., 2011), and social media advertising influences, and feedbacks)” (p. 295). They have also urged further
(Johnston et al., 2018). Moreover, several contingent factors such as empirical research to contribute to the emerging theory of customer
consumers’ individual tendencies (e.g., personalities/personal traits, engagement.
Laroche et al., 2003) and motivational orientations (e.g., platform Directly responding to such a call, in this studied context, we adapt
involvement, Zhu et al., 2019) have been heralded as impacting such Pansari and Kumar’s (2017) holistic perspective to conceptualize and
hierarchical response processes. According to Van Heerde et al. (2019), investigate customer engagement that encompasses all customer activ­
customer heterogeneity is an important boundary condition that can ities towards a retailer through their mobile apps. In particular,
explain why the same environment or domain (i.e., retail mobile apps) customer purchase behaviours refer to repeating or making additional
may generate different cognitions/perceptions, affective experiences, purchases via mobile-apps that can directly contribute to the retailer’s
and behavioral reactions. Individuals’ intrinsic tendencies (e.g., need for value (Iyer et al., 2018; Kim et al., 2017; Kumar et al., 2010; Pansari and
cognition) (Cacioppo et al., 1996; Priluck and Till, 2004) and Kumar, 2017). With respect to indirect contributions, customer referrals
issue-specific motivations (e.g., domain-specific interest) (Hofer et al., allude to the willingness and the extent to which current customers
2012; Liu and Shrum, 2009) modulate customers’ cognitions as well as advise potential customers to do transactions with the retailer through
affective evaluations that are then followed by their actions. Therefore, mobile apps. Customer online influence is described as spreading posi­
the contingency roles of these conditional variables on the linkages from tive word of mouth and sharing satisfactory experiences with particular
mobile-app cognitions to SPE and then to customer engagement should mobile apps in online/social media environments. Moreover, feedbacks
be scrutinized. denote consumers’ suggestions or sharing of knowledge to the retailer
Our study makes crucial contributions to the field of retail marketing through mobile apps (c.f., Kumar et al., 2010; 2019; Pansari and Kumar,
by developing and investigating a theory-driven dynamic and contin­ 2017).
gent model of customer engagement in the context of retail mobile apps. Our comprehensive literature review reveals that customer experi­
Specifically, drawing on the HOE model, we deepen the theoretical ence has been heralded as an important factor urging customers to make

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

proactive contributions to firms/retailers as a kind of reciprocity (Har­ 2017), thus reflecting the conative factors in the three-stage HOE model.
man and Porter, 2021; Kuppelwieser and Klaus, 2020a; Manthiou et al., The situated cognition theory highlights how an individual’s infor­
2020; Pansari and Kumar 2017). Several affective and cognitive aspects mation processing is based on their situated cognitive activities covering
of customer experience in service settings have been studied, such as the both embodied and embedded cognition processes (Hilken et al., 2017;
mixture of both negative and positive emotions which occur during a Krishna and Schwarz, 2014; Robbins and Aydede, 2009). Embodied
customer experience (e.g., Manthiou et al., 2020), affective and cogni­ cognition reflects how individuals process information about an object
tive experiences while using retailers’ mobile apps (e.g., Molinillo et al., (i.e., a product or service in mobile apps) using both the body and the
2020), positive emotions and level of satisfaction among consumers mind which are manifested through dynamic interactions (e.g., click,
within the retailers’ m-commerce apps experience (e.g., Iyer et al., 2018; zoom, rotate) with the object (Garbarini and Adenzato, 2004; Robbins
McLean et al., 2018), as well as entertaining and informative experi­ and Aydede, 2009). Meanwhile, embedded cognition psychology con­
ences with branded apps (e.g., Qing and Haiying, 2021; Van Noort and siders how individuals improve their cognitive abilities through the
Van Reijmersdal, 2019). However, the literature has not specifically deployment of sensory-enriched features (e.g., vivid graphics, back­
identified how a specific type of customer experience in virtual envi­ ground sounds) of the environment (e.g., mobile apps) (Semin and
ronments—spatial presence experience—can enhance customer Smith, 2013). These two situated cognitions present two angles of the
engagement in the context of retail mobile apps. App-design features conceptual landscape of mobile-app attributes, namely interactivity and
(Fang et al., 2017; Hsieh et al., 2021; Tarute et al., 2017), vividness, that can be used to explain the information processing of
app-performance attributes (Fang et al., 2017; McLean et al., 2018; consumers during their experience using mobile apps. In marketing, the
Shaikh et al., 2020), and perceived values (Iyer et al., 2018) are the situated cognition theory has been adopted to explain how simulated
frequently studied antecedents of customer experience. To date, limited physical control and environmental embedding of AR-based services can
efforts have been devoted to the effects of interactivity and vividness on explain consumers’ feelings of “authentic” or “real” online shopping as
the specific experience of spatial presence when shopping on retail captured within the concept of SPE (Carassa et al., 2005; Hilken et al.,
mobile apps. Indeed, there remains a severe lack of studies that cohe­ 2017; Krishna and Schwarz, 2014; Schubert, 2009). This theory, there­
sively incorporate and thoroughly investigate the mechanisms of inter­ fore, is relevant to explain the impacts of two predominant mobile-app
activity/vividness–SPE–customer engagement; therefore, this research cognitions (i.e., interactivity and vividness) in establishing the feeling of
will address such literature gaps. Furthermore, in order to provide spatial presence that supports an extension of the cognitive stage of the
greater insight into the process of keeping customers engaged with retail HOE model.
mobile apps in a beneficial manner so as to harvest their lifetime value, In addition to the flexibility of being extended, the HOE model has
key contingency factors of individuals’ intrinsic tendencies (e.g., need been advocated to be contingent, as consumer responses to an object are
for cognition) (Cacioppo et al., 1996; Priluck and Till, 2004) and largely on their individual tendencies (e.g., need for cognition) and
issue-specific motivations (e.g., domain-specific interest) (Hofer et al., motivational orientations (e.g., domain-specific interest) (also see,
2012; Liu and Shrum, 2009) are integrated in our proposed research Wang et al., 2011; Zhu et al., 2019). Thus, we can propose the
model. theory-driven dynamic and contingency model, presented in Fig. 1, as a
foundation for the development of direct, mediating, and moderating
2.2. The hierarchy of effects (HOE) model and situated cognition theory hypotheses.

The HOE model (Lavidge and Steiner, 1961) elucidates how cus­ 3. Hypothesis development
tomers’ cognition (thinking) contributes to the development of their
affect (feeling) and then leads to their conation (acting) (Zhu et al., 3.1. Effects of interactivity and vividness on spatial presence experience
2019). This model has demonstrated its robustness and flexibility in (SPE)
systematically understanding and linking consumers’ sequential stages
of cognitive-affective-conative responses towards an object (Johnston Grounded in the situated cognition theory, two functional attributes
et al., 2018); as such, the cognitive-affective-conative framework has (i.e., interactivity and vividness) of retail mobile apps are closely asso­
been frequently deployed in connecting consumer perceptions/cogni­ ciated with the embodied and embedded cognition processes (Hilken
tions, affective experiences, and subsequent behaviours in a variety of et al., 2018). Thus, interactivity and vividness are proposed as key
marketing contexts such as e-commerce platforms (Zhu et al., 2019), drivers of the specific experience of spatial presence that, in our study, is
mobile AR apps (Qin et al., 2021), website aesthetics (Wang et al., captured as the affective factor of the HOE model.
2011), and social media advertising (Johnston et al., 2018). The Interactivity is defined as the degree to which users can interact with
cognitive stage refers to the thinking and mental processes that make virtual contents or/and objects and can modify the format or content of
consumers aware and knowledgeable about a particular object (e.g., the mediated environment (Arghashi and Yuksel, 2022; Fang, 2017; Liu
mobile app) (Davis-Sramek et al., 2009; Kim et al., 2013a; Mishra et al., and Shrum, 2009). In this research context, high interactivity implies
2021; Qin et al., 2021). Interactivity and vividness present the pre­ that when consumers use retail mobile apps, although their body is in a
dominant angles of the cognitive landscape of mobile-app attributes physical environment, their mind is located in a ‘virtual space’ and the
(Kim et al., 2015; Van Noort and Van Reijmersdal, 2019), and thus can apps provide consumers with the ability to actively control (e.g., touch,
be considered as cognitive factors. The affective stage represents zoom, rotate) virtual products in a way similar to that of actual products
emotional feelings that are internally developed during consumers’ (Brasel and Gips, 2014; Hilken et al., 2018; Kim and Baek, 2018; Yim
encounters with an object (Davis-Sramek et al., 2009; Kim et al., 2013a; et al., 2017). In particular, the inclusion of interactive design features
Mishra et al., 2021; Qin et al., 2021); SPE is viewed as the affective such as layouts, styles, icons, and buttons (Kim and Baek, 2018; Kim
component, as it refers to the personal feelings of realism or “being et al., 2013b; Tarute et al., 2017) allows consumers to navigate within
there” that consumers experience while shopping on retail mobile apps such mobile apps through a smartphone touch screen, thus stimulating
(c.f., Hilken et al., 2017; Lee, 2004). Regarding the conative stage, the their senses, perceptions/cognitions, and imaginations during explora­
subsequential effect of affective factors in facilitating certain behaviours tions of the virtual retail world (Arghashi and Yuksel, 2022; Petit et al.,
such as decision-making or taking corresponding actions has come to 2019). By rotating, zooming, or pinching virtual products, the imagi­
light (Davis-Sramek et al., 2009; Kim et al., 2013a; Mishra et al., 2021; nations of consumers are facilitated or even intensified during careful
Qin et al., 2021). Customer engagement refers to purchase behaviours scrutiny of the product. In addition, consumers can communicate with
and other value-added activities toward retail mobile apps (Iyer et al., located-service providers and other consumers via “chat boxes” or on­
2018; Kim et al., 2017; Kumar et al., 2010, 2019; Pansari and Kumar, line reviews, receiving immediate responses (i.e., synchronicity) from

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

Fig. 1. Research model and proposed hypotheses.

the relevant retail mobile apps (Van Noort et al., 2012). In short, the 2017). The display of products with vivid portrayal reduces consumers’
interactive design functions enable consumers to undergo a situated mental burden and enhances their information cognitive elaboration
embodied cognition process in which they perceive themselves to be processes (Jiang and Benbasat, 2007; Klein, 2003; Sun et al., 2022; Yim
located within the virtual mobile apps and also take possible actions; et al., 2017). Retail mobile apps that provide detailed information and
they thereafter experience a sense of spatial presence—being there visually vivid product images are likely to evoke the sensory (actual) and
within the virtual retail mobile app—as a consequence (Lee, 2004; Yim non-sensory (imaginary) experience; thus, a clear image of virtual
et al., 2017). This assertion is consistent with Hilken et al.’s (2017) products is generated in the minds of consumers (Hsieh et al., 2021; Kim
argument regarding the embodied cognition process, where simulated et al., 2017; Lee, 2004). In addition, vividness facilitates and allows
physical control can lead to consumer feelings of spatial presence in an consumers to integrate virtual objects (i.e., products) into an in­
AR-based online service context. Existing empirical evidence has also dividual’s real-world environment (Hilken et al., 2017; 2018). For
demonstrated that consumers who ascertain more interactive functions example, visually vivid product presentations stimulate consumers’
seem to experience a greater feeling of “real” being in the context of imaginations as to how kitchen utensils/furniture fit with their kitch­
websites (Coyle and Thorson, 2001; Mollen and Wilson, 2010) as well as en/home or how clothing/cosmetics match them personally. Like
in virtual tours (Spielmann and Mantonakis, 2018). Thus, taken interactivity, retail mobile apps delivering stimuli with a higher level of
together, we postulate the following hypothesis: vividness will stimulate embedded cognitive processes, which in turn
would elicit stronger feelings of being located within a real environment
H1. Interactivity positively influences SPE during usage of retail mo­
and taking potential actions.
bile apps.
Regarding the empirical perspectives, Coyle and Thorson (2001)
With respect to vividness, it reflects the ability of technologies to
indicated that the greater the level of media vividness, the higher the
produce a sensory-rich mediated environment (Coyle and Thorson,
likelihood of neglecting the role of technology in the experience, and the
2001; Yim et al., 2017) and represents the richness/realness of the
more genuine the feeling of being present within that virtual environ­
manner in which information is presented and delivered to media users
ment. Similarly, in an online shopping context, Yim et al. (2017) found
(Hwang and Oh, 2020; Klein, 2003; Zhang et al., 2018). In the context of
that immersion technologies that offer more vivid product visualizations
retail mobile apps, vividness is conceptualized as the aesthetic appeal
are more likely to improve the real experiences of consumers. Based on
and representational quality of products and information that are pro­
the above contention, we hypothesize:
duced by technological capabilities (Yim et al., 2017). Drawing upon the
technological affordances perspective (Ng and Yee, 2020; Sun et al., H2. Vividness positively influences SPE during usage of retail mobile
2019), vividness is stimulus-driven by enriching its breadth, including a apps.
number of sensory dimensions (e.g., visual, tactile, and auditory sen­
sory) that retail mobile apps can provide to consumers. The vivid mobile
apps operate in concert with a sensory depth that reflects the quality of 3.2. Impact of SPE on customer engagement
the represented graphic images, visual content, and background sound
(Hsieh et al., 2021; Klein, 2003; Kim et al., 2017; McLean and Wilson, In line with the HOE model, we argue that the conative factor, in our
2019). research, is represented by customer engagement that can be stimulated
The breadth and depth of vividness facilitate embedded cognition by SPE (i.e., consumers’ affective feeling of authentic and real experi­
processes which help improve consumer’s cognitive abilities (Orús et al., ence in virtual environments; Hilken et al., 2017). Recently, the
customer engagement theory (Pansari and Kumar, 2017) has suggested

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

that customer experience influences the nature of their engagement with studied as a boundary condition that influences a number of consumer
the firm (Kumar et al., 2019; Meire et al., 2019). SPE is considered in the processes pertaining to psychological persuasion (Kulkarni et al., 2020),
digital business literature to be a specific and unique customer experi­ decision making (Haugtvedt et al., 1992; Priluck and Till, 2004; Putrevu,
ence (de Ruyter et al., 2020; Heller et al., 2020; Hilken et al., 2017); 2008), and consumption (Richard and Chebat, 2016; Sheng et al., 2020).
thus, customer engagement is expected to be stimulated by this specific Research has reported that the intrinsic motivations of consumers such
experience. as NFC moderates the effectiveness of interactivity on web-based in­
For retail mobile apps, SPE plays the crucial role in driving customer formation processing (Sicilia et al., 2005). Along this line, in the context
engagement because the experience of “real” virtual shopping can exert of apparel e-retailing, NFC has been found to strengthen the impact of
not only informative value and intrinsic enjoyment (Schubert, 2009; product presentation (i.e., verbal and visual stimuli) on information
Wirth et al., 2007) but also the authenticity of the situated information processing (Kim, 2019). In their study of the effects of visual saliency
in the minds of consumers (Hilken et al., 2017). According to Inman and and motivations on attention to privacy policy text and icons, Sheng
Nikolova (2017) and Petit et al. (2019), when customers derive more et al. (2020) found that these relationships differ between individuals
benefits from experiences in interactive digital technologies (e.g., mo­ with high vs low NFC. Compared to low-NFC individuals, those with
bile apps), they tend to reciprocate for the received benefits, which in high NFC are more attentive to product presentations and showing more
turn leads to their willingness to favorably contribute to the retailers elaborate efforts in both top-down and bottom-up processes. In the same
through several routes. These routes are manifested by repeating pur­ vein, we take it a step further to expect that the effects of interactivity
chases, contributing positive word of mouth on social network sites, and vividness on spatial presence are moderated by NFC.
recommending such services to other customers, and developing a According to Cacioppo et al. (1996), individuals with a high level of
relationship with the retailer by providing constructive feedback/sug­ NFC tend to derive intrinsic enjoyment from engaging in complicated
gestions (Kumar et al., 2019; Kumar and Reinartz, 2016). Thus, we posit thinking such as solving complex problems, extensive deliberation, and
that a higher sense of spatial presence will result in a higher level of thinking abstractly, whereas low-NFC individuals avoid effortful
customer engagement. Formally, we propose H3: cognitive works (Haugtvedt et al., 1992; Kulkarni et al., 2020; Putrevu,
2008; Sheng et al., 2020; Vanwesenbeeck et al., 2017). In the retail
H3. SPE positively influences customer engagement.
mobile-app context, NFC has been shown to influence the degree of
attention to interactivity features, virtual objects, and product contents
3.3. Mediating effect of SPE (Fortin and Dholakia, 2005; Kim, 2019). In particular, when compared
to low-NFC consumers, high-NFC ones are more likely to operate the
The HOE model shows that affect is the transitional stage between elaboration likelihood model’s central route of cognitive processing by
cognition and conation (Lavidge and Steiner, 1961). It therefore sup­ forming experiences, beliefs, and attitudes on the basis of the interactive
ports a ground to hypothesize that SPE, the affective factor, intervenes functions, in-depth processing information, and careful evaluation of
the nexus between the two cognitive factors (i.e., interactivity and product-relevant information (Haugtvedt et al., 1992; Vanwesenbeeck
vividness) and the behavioral factor (i.e., customer engagement) in our et al., 2017). Moreover, consumers high in NFC enjoy mentally stimu­
conceptual framework. Also, as explained earlier, technology-enabled lating imaginations and perceptions, thus being more receptive to the
experiences are formed by embodied and embedded cognitions of con­ complex virtual retailing world (Kim, 2019; Sheng et al., 2020; Xu and
sumers during their online information processing (Petit et al., 2019; Huang, 2019). Such consumers possess better-developed cognitive
Hilken et al., 2018; Yim et al., 2017). A focal insight of the situated structures to handle the embodied information processing in the medi­
cognition theory is the supposition that consumers discover the domi­ ated environment, conduct more abstract elaboration, and then expe­
nant affordances of interactive technologies to adapt to cognitive ex­ rience a higher sensing level of “real” being there as well as perceptions
pectations (de Ruyter et al., 2020; Hilken et al., 2017). Accordingly, of “para-authentic” virtual products in the retail world (c.f., Heckler and
research shows that the cognitions of interactivity and vividness of Childers, 1992). Therefore, in the context of retailing mobile apps,
interactive technologies facilitate consumers’ situated cognition pro­ consumers who are high in NFC focus on interactive features and derive
cesses in which they perceive themselves as located within and possibly stronger feelings that virtual products are situated in reality and avail­
taking actions within the virtual environment (Hilken et al., 2018). able for interaction, thus experiencing a clearer sense of spatial pres­
Further, several studies have indicated that the levels of interactivity ence, whereas that is not the case for low-NFC consumers. Consequently,
and sensory-enriched mediated environment can affect customer the following hypothesis is proposed:
engagement directly (e.g., Kim and Baek, 2018; Kim et al., 2013b;
Tarute et al., 2017). However, drawing on the HOE model (Lavidge and H5a. The positive relationship between interactivity and SPE in retail
Steiner, 1961) and also as suggested by Hilken et al. (2017, 2018), these mobile apps is stronger for consumers who are high in NFC than for
effects should go through the mediating mechanism of mobile those with low NFC.
app-enabled experiences. Stated differently, the specific experience of In contrast to consumers who have a high level of NFC, low-NFC ones
spatial presence can serve as an important underlying mechanism for the exert fewer cognitive endeavors and potentially suffer from information
influences of interactivity and vividness on customers’ proactive con­ overload (Putrevu, 2008). As a result, they seem to pay attention to
tributions (i.e., engagement) in the context of online retailing. Thus, the external cues such as the aesthetic appeal and the representational
mediating role of SPE on the linkages from two functional cognitions of quality of products and information (i.e., vividness) (Fortin and Dhola­
retail mobile-apps and customer engagement is proposed as follows: kia, 2005; Richard and Chebat, 2016) when using retail mobile apps.
H4a. The impact of interactivity on customer engagement is mediated This assertion is consistent with the elaboration likelihood model’s pe­
by SPE. ripheral route of information processing (Fortin and Dholakia, 2005) in
which low-NFC consumers are influenced by peripheral cues included in
H4b. The impact of vividness on customer engagement is mediated by the online service environment and are more susceptible to heuristic
SPE. information processing to form beliefs and attitudes (Richard and Che­
bat, 2016). Such consumers might use visual cues embedded in the
3.4. Need for cognition (NFC) as a moderator on the formation of SPE online service environment to engage their attention (Kim, 2019; Xu and
Huang, 2019), achieving a stronger level of spatial presence as a
NFC reflects the personal tendency in which an individual enjoys consequence (Sacau et al., 2008; Wirth et al., 2007). In other words,
thinking, and as such frequently engages in thought (Cacioppo and low-NFC consumers are expected to be more attentive and show more
Petty, 1982). The extensive literature has indicated that NFC is usually sensory stimulus in embedded cognition processes; thus, the effect of

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

vividness on stimulating SPE is stronger among these consumers. For the precursor variables, interactivity was operationalized as a
reflective-formative, second-order construct and measured by Liu’s
H5b. The positive relationship between vividness and SPE in retail
(2003) three-dimensional scale (i.e. active control, two-way communi­
mobile apps is stronger for consumers who are low in NFC than for those
cation, and synchronicity). Vividness was assessed by six items adapted
with high NFC.
from Yim et al. (2017). SPE was comprised of eight items drawn from
Hilken et al.’s (2017) scale. Regarding the moderators, NFC and DSI
3.5. The moderating role of domain-specific interest (DSI) on the
were measured by eleven and eight items borrowed from Vanwe­
relationship between SPE and customer engagement
senbeeck et al. (2017) and Hartmann et al. (2016), respectively. The
measurement for customer engagement was derived from Kumar and
DSI is a motivational orientation factor reflecting an individual’s
Pansari’s (2016) reflective-reflective, second-order construct with the
voluntary allocation of his/her attention towards a specific domain (i.e.,
four dimensions of customer purchases, referrals, influences, and feed­
retailing mobile apps) (Hartmann et al., 2016; Wirth et al., 2007). It is
back. In order to minimize any compounding effects, five control vari­
defined as the connection between an individual’s motivational dispo­
ables—i.e., frequency of use, gender, age, education, and income—were
sitions and the content or issue of a domain (Hofer et al., 2012). Ac­
also introduced due to their influence on mobile shopping decisions
cording to Sacau et al. (2008), DSI is strongly associated with an
(Wang et al., 2015). All of them were measured by one item each.
individual’s perceived relevance of a domain to their personal interests
As the field study was conducted in Vietnam, where the official
as derived from their needs, excitement, values, and appeals and being
language is Vietnamese, and the measurement scales originated from
captured within the concept of customer involvement (Zaichkowsky,
English-language literature, a back-translation technique was deployed
1985). Previous studies have demonstrated the moderating role of
to make sure that each of the scale items in the Vietnamese version
involvement in influencing customer perceptions and evaluations of
accurately conveyed their corresponding meanings in English. An in-
service/product experiences and behavioural formation processes in
depth discussion with three marketing professors having extensive
various contexts such as e-commerce (Priluck and Till, 2004), adver­
knowledge regarding mobile commerce and a pretest with nine con­
tising (Putrevu, 2008), and service consumption (Krishnamurthy and
sumers who had experience with retail mobile apps were conducted to
Kumar, 2018). In the current study context, when consumers find a retail
ensure there were no unambiguous phrases or illogical flows in the
mobile app interesting, they tend to become deeply involved in the
questionnaire draft. Based on their remarks and suggestions, the final
content and/or activities provided by the app (Kim et al., 2015); as such,
questionnaire was refined and used for data collection.
DSI is expected to moderate the linkage between SPE and customer
engagement.
4.2. Environmental setting and data collection process
Often consumers who are highly interested in general retailing mo­
bile apps spend time in seeking out and acquiring knowledge and in­
The field study was conducted in Vietnam from early May until mid-
formation on content or issues through multiple formats, and in
July 2020. According to Statista (2020), about 97% of the adult popu­
maintaining contact with other customers as well as app providers.
lation have a smartphone, with Vietnamese among the most avid mobile
Among those high in DSI, the matching of personal interests and a
shoppers globally. More than four-fifths (85%) of internet users aged
particular virtual retailing app might drive/direct their tendency toward
between 15 and 49 regularly browse the internet and/or conduct online
deeply exploring the full potential of on-screen features in the virtual
purchases through their smartphones (eMarketer, 2016). Additionally,
environment, leading to their focused attention allocation on the prod­
Vietnam enjoys a high e-commerce growth rate (30% in 2018) (VECOM,
ucts/services offered by the app (Hartmann et al., 2016; Wirth et al.,
2019) and the majority (e.g., 53% in 2018) of online transactions are
2007). According to Garbarini and Adenzato (2004), during such an
conducted through smartphones (Appota, 2018). Within Vietnam, three
intensively located attention, the neuromotor system activates an
major cities (i.e., Hanoi, Danang, and Ho-Chi-Minh) hold leading posi­
intensive feeling within consumers of “being there” or having a “real”
tions in the Vietnamese eBusiness index (VECOM, 2019); as such, they
presence inside the virtual shopping environment. In contrast, con­
were deemed suitable for an investigation of the phenomenon of
sumers with low DSI allocate limited mental capacity toward exploring
customer engagement with retail mobile apps.
retail mobile apps; therefore, their sense of spatial presence is inhib­
The targeted survey participants were comprised of mobile app
ited/constrained. Accordingly, compared to low-DSI consumers, those
shoppers who were residents of these three cities. Residential status and
with high DSI enjoy higher informative value from the mobile app,
age quota were used to assure an adequate representation of population
acquiring more intrinsic enjoyment, and experiencing more authentic
characteristics in accordance with Appota’s (2018) Vietnam Mobile App
virtual shopping, all of which in turn facilitates their propensity to
Market Report figure (see Table 1). In each city, two trained in­
actively reciprocate and contribute back to the retailer. In other words,
terviewers were recruited and assigned to various supermarkets that
high-DSI consumers find SPE as more valuable in motivating them to
have become popular shopping avenues for Vietnamese in order to
exhibit engagement behaviours such as making purchases, providing
collect data. Interviewers invited those who had free time in the su­
feedback, and influencing other customers. Thus, the following hy­
permarkets to take part in the research. Two filter questions were used to
pothesis is proposed:
verify if the participants had installed at least one retail mobile app for a
H6. The positive relationship between SPE and customer engagement minimum of six months and had made relatively frequent purchases
is stronger for consumers that are high in DSI. using the app, thus ensuring eligible responses. After completing the
questionnaire, a tiny gift (e.g., notepad or keychain) was offered in
4. Research method appreciation of their participation.
A total of 580 questionnaires were successfully collected. After the
4.1. Scale operationalization, questionnaire design, and pilot-testing data cleaning process and removing the incomplete or irrelevant ones, a
final sample of 558 questionnaires was identified as useable. The de­
The research framework includes four uni-dimensional and two mographic characteristics of the participants are shown in Table 1. The
multi-dimensional (second-order) constructs, plus five control variable resident status and age ranges were relatively equivalent to the planned
constructs (see Fig. 1). The construct measurements were derived from quota. The majority of respondents were located in Ho-Chi-Minh City
prior validated scales and then adapted to fit the studied retail mobile- (62.0%) and were aged from 18 to 25 (34.1%). In addition, most of them
app context. A seven-point Likert metric was employed, with 1 and 7 were female (68.1%) with a monthly disposable income of less than US
denoted for “strongly disagree” and “strongly agree”, respectively. The $387 (61.7%), held an undergraduate degree (77.6%), had more than
related scale items for all constructs are shown in the Appendix. two years of experience using retail mobile apps (52.9%), and had a

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

Table 1
Describing sample characteristics.
City Freq. Planned % Realized % Gender Freq. %

Male 178 31.9

Hanoi 160 29.0 29.0 Female 380 68.1


Danang 50 6.0 9.0 Total 558 100.0
Ho-Chi-Minh 348 65.0 62.0 Education Freq. %
Total 558 100.0 100.0 High school 34 6.1
Age Freq. Planned % Realized % Undergraduate 433 77.6
Post-graduate or higher 91 16.3
<18 17 3.0 3.0 Total 558 100.0
18–25 190 34.0 34.1 Retail mobile-app usage experience Freq. %
26–30 168 30.0 30.1 6–12 months 106 19.0
31–35 100 18.0 17.9 1–2 years 157 28.1
>35 83 15.0 14.9 >2 years 295 52.9
Total 558 100.0 100.0 Total 558 100.0
Income* Freq. Planned % Realized % Frequency of use Freq. %
<5 million 122 – 21.9 Daily 156 28.0
5-9 million 222 – 39.8 Weekly 186 33.3
9-15 million 135 – 24.2 Monthly 109 19.5
>15 million 79 – 14.2 A few times per year 79 14.2
Total 558 100.0 Less often 28 5.0
* Monthly disposable income, based on Vietnamese Dong (VND); exchange rate at 1 VND = 0.000043 USD Total 558 100.0

weekly mobile-app usage frequency (33.3%). this step. In Step II, while reflective items of unidimensional constructs
remained, the second-order constructs were formed by the estimated
5. Analysis results latent variable scores of their corresponding dimensions. The scale
reliability and validity of the second-order constructs were assessed in
Partial least squares (PLS) approach was used to test both the mea­ this step.
surement and structural models. The software package of SmartPLS Reflective scales/dimensions Item loading, Cronbach’s α, CR (com­
(Ringle et al., 2015) was used. PLS is suitable for the analysis given the posite reliability), and AVE (average variance extracted) were deployed
current research included both reflective-reflective and to evaluate the reliability and convergent validity of the reflective scales;
reflective-formative measurement modes and the studied moderators their respective benchmarks were 0.50, 0.70, 0.70, and 0.50. As
applied non-nominal scales (Henseler et al., 2009). observed in Table 2, several items were removed because they failed to
pass the item-loading assessments. Finally, the remaining index values
were greater than the thresholds. These provided the evidence for
5.1. Scale accuracy analysis
acceptable reliability and convergent validity of all reflective scales.
Moreover, discriminant validity was assessed by the three benchmarks
A disjointed two-stage approach was deployed so as to simulta­
of Fornell-Larker criterion, Heterotrait-Monotrait (HTMT) ratios, and
neously test the reflective-reflective and reflective-formative types of
factor structures. The squared root of AVE values for each construct/
second-order constructs in the measurement models (see Sarstedt et al.,
dimension were all larger than their largest correlations with other
2019). In Step I, the latent variable scores of the dimensions of the
constructs/dimensions (see Table 3). In addition, the HTMT ratios were
second-order constructs were estimated. The scale accuracy of the uni­
less than the critical value of 0.85, and the loading values on the
dimensional constructs and the included dimensions were assessed in

Table 2
Assessing reliability and convergent validity.
Unidimensional constructs Number of Step I (reflective scale) Step II (reflective scale)
(reflective) Items

Initial Final Alpha CRn AVEm Item Alpha CRn AVEm Item
Loading Loading

Vividness 6 6 .896 .920 .658 .775–.844 .896 .920 .658 .775–.844


Spatial Presence Experience 8 7 .848 .885 .524 .674–.759 .848 .885 .524 .674–.759
(SPE)
Need for Cognition 11 9 .897 .917 .553 .559–.823 .897 .917 .553 .559–.823
Domain-Specific Interest 8 6 .912 .931 .694 .804–.857 .912 .931 .694 .804–.857
Customer Engagement Number of Step I (reflective scale) Step II (reflective scale)
(reflective-reflective second- Items
order construct)
First- Customer Purchases 4 4 .864 .908 .712 .795–.869 .763 .851 .591 .835
order Customer Referrals 4 4 .842 .894 .678 .800–.856 .629
Customer Influences 4 4 .879 .917 .734 .826–.889 .831
Customer Feedbacks 4 4 .803 .872 .631 .714–.858 .762
Interactivity (reflective- Number of Step I (reflective scale) Step II (formative scale)
formative second-order Items Weight Dimension-to-construct Highest cross-dimension Highest
construct) correlation correlation VIF
First- Active Control 4 4 .775 .854 .594 .747–.811 .185** .627*** .415 1.324
order Two-way 4 4 .793 .866 .617 .766–.810 .452*** .846*** .457 1.545
Communication
Synchronicity 4 4 .816 .878 .644 .727–.878 .558*** .899*** .568 1.616
n m
Notes: Significant: ***p < .001, **p < .010, *p < .050; n.a. not applicable; Composite Reliability; Average Variance Extracted; VIF: Variance Inflation Factor.

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

Table 3
Discriminant validity assessment: Fornell-Larker Criterion.
Constructs/Dimensions Interactivity Vividness SPE Customer Engagement NFC DSI

Act Two Syn Pur Ref Inf Fed

Interactivity* n.a. .682 .611 .523 .635 .369


Active Control (Act) (.771)
Two-way Communication (Two) .415 (.786)
Synchronicity (Syn) .457 .568 (.803)
Vividness .454 .512 .657 (.811)
Spatial Presence Experience (SPE) .381 .515 .546 .616 (.724)
Customer Engagement* .523 .467 .592 (.768) .692 .595
Customer Purchases (Pur) .297 .413 .444 .410 .502 (.844)
Customer Referrals (Ref) .425 .339 .424 .427 .410 .415 (.824)
Customer Influences (Inf) .199 .322 .312 .290 .476 .640 .272 (.857)
Customer Feedbacks (Feb) .147 .273 .233 .304 .428 .457 .282 .604 (.794)
Need for Cognition (NFC) .462 .496 .583 .554 .679 .646 .515 .524 .422 (.744)
Domain-Specific Interest (DSI) .226 .331 .319 .378 .449 .479 .437 .453 .452 .425 (.833)

Notes: The square root of AVE values are in parentheses; the others are correlations values; *values for second-order constructs obtained from Step II; n.a.: not
applicable.

corresponding constructs/dimensions were greater than their respective respectively (Hair et al., 2020). As indicated in Table 4, the R2 values for
highest cross-loadings. The series of statistical tests, therefore, SPE and customer engagement were 0.453 and 0.367, respectively; all
confirmed discriminant validity for all reflective scales. were higher than 0.26, thus demonstrating a substantial level of
Formative scale In Step II, the three formative dimensions/indicators explanatory power (Cohen, 1988). The Q2 values of both endogenous
of interactivity were assessed using the procedure derived from prior constructs—SPE and customer engagement—were higher than the
studies (e.g., Luo et al., 2012; Sarstedt et al., 2019). First of all, a stipulated standards of zero (0.233 and 0.209, respectively) (Henseler
weighted score for each dimension/indicator was calculated by multi­ et al., 2009), thus suggesting a satisfactory relevance for the research
plying its latent score. The weighted scores were then summed to model. Further, the SRMR fit index for the estimated model was 0.066,
generate a composite score for the formative construct. Then, the three well below the suggested threshold of 0.08, indicating that the model fit
weighted scores were correlated against the composite score to produce was adequate (Henseler et al., 2016).
dimension-to-construct correlations. The results in the lower part of In order to further evaluate the out-of-sample predictive validity of
Table 2 indicate that all dimension-to-construct correlations were sig­ the model, following Shmueli et al.’s (2019) guidelines, the PLSpredict
nificant, thus providing evidence for convergent validity. Furthermore, procedure with 10 folds and 10 repetitions focusing on the model’s two
the VIF values of the three dimensions (i.e., active control, two-way key target constructs—SPE and customer engagement—was employed.
communication, synchronicity) were between 1.324 and 1.616, far It was found that Q2predict values for SPE (0.442) and customer
below the stringent threshold of 3.0, thus demonstrating that multi­ engagement (0.264) lent support to the model’s predictive capacity
collinearity was not a threat to the formative measurement of (Table 4). Moreover, all Q2predict values of the endogenous constructs’
interactivity. indicators were higher than zero, while the majority of indicators in the
PLS-SEM estimation produced lower RMSE and MAE values (PLS-SEM <
5.2. Common method bias (CMB) LM) compared to the naïve LM benchmark. Therefore, PLSpredict
revealed that the model had a medium level of out-of-sample predictive
CMB may exist with self-reported data and can lead to erroneous power (Shmueli et al., 2019).
findings (Podsakoff et al., 2003). However, the current study investi­ We conducted multicollinearity diagnostics through the inner VIF of
gated two moderators and so, according to Dayan and Di Benedetto each path. As shown in Table 4, all the VIF values were well below the
(2010), CMB was unlikely to be a major problem since survey re­ stringent threshold of 3.0 (Hair et al., 2020). Therefore, multi­
spondents probably would not be able to manage/manipulate consis­ collinearity was not a problem in this study. In addition, given that
tency in their responses related to interaction effects. Despite this, we unobserved heterogeneity in the structural model might exist,
still checked the severity/seriousness of CMB through two statistical FIMIX-PLS analysis was conducted (Hair et al., 2016). The analysis
techniques. Firstly, Harman’s single-factor test was deployed, the results result did not reveal any evidence for the heterogeneity, thus our esti­
showing that the largest factor explained 29.55 percent of the covari­ mated PLS-SEM results were consistent.
ance, which indicated that no single factor accounted for the majority of
the covariance. Secondly, the PLS model supplemented by a common 5.4. Hypothesis testing results
method factor was estimated (see Liang et al., 2007). The results
revealed that 69.64 percent of the method factor loadings were not 5.4.1. Direct effects
significant, while all items had significant substantive loadings on their A bootstrapping re-sampling procedure (5000 samples) was
corresponding theoretical constructs/dimensions. Moreover, the deployed to evaluate the significance of the hypotheses using t-tests,
average-method-factor variance was much lower than the while the effect sizes of the studied relationships were measured by
average-substantively-explained variance (0.015 vs. 0.563). It was thus Cohen’s (1988) indicator (f 2 ). As shown in Table 4, all three direct re­
concluded that the theoretical constructs, rather than the method factor, lationships exerted significant positive effects; thus, H1, H2, and H3
substantively explained the variance of the used items, and CMB was not were all supported. The f 2 values ranged from 0.123 to 0.514, denoting
a serious issue in this study. that the strengths of the direct effects were from medium-to-large effect
sizes (Henseler et al., 2009). As for the analysis results of the control
5.3. Assessing the structural model variables, frequency of use had a significant positive impact on the
outcome variable, revealing that the higher the frequency of mobile app
To assess the quality of the research model, we deployed coefficient usage, the higher the level of customer engagement with retailers
of determinant (R2) and predictive relevance (Q2) that demonstrated the through mobile apps. In addition, gender had a significant negative
explanatory and in-sample predictive powers of endogenous constructs, impact on the outcome variable, showing that when men experience a

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

Table 4
Assessment of direct, mediating and moderating effects.
Hypotheses Path Relationships Std. Std. t-value p- Bias Corrected Confidence VIF f2
Beta Error value Interval (CI)

Lower Upper
Bound Bound

Direct effects
H1: supported Interactivity → SPE .355a .044 8.046 .000 .268 .438 1.871 .123
H2: supported Vividness → SPE .379a .050 7.523 .000 .274 .471 1.871 .140
H3: supported SPE → Customer Engagement .581a .030 19.142 .000 .516 .635 1.036 .514
Mediating effects
H4a: Interactivity → SPE → Customer Engagement (VAF: 40.36%; Z .210a .030 6.890 .000 .151 .268
supported score: 13.65)
H4b: Vividness → SPE → Customer Engagement (VAF: 43.51%; Z .223a .031 7.109 .000 .161 .285
supported score: 13.31)
Moderating effects
H5a: Interactivity * NFC → SPE .075c .039 1.943 .050 .002 .154 .008
supported
b
H5b: Vividness * NFC → SPE -.138 .045 3.096 .002 -.227 -.051 .025
supported
H6: supported SPE * DSI → Customer Engagement .058c .027 2.106 .031 .001 .106 .011
Control variables
Frequency of Use .077c .034 2.226 .026 .010 .141
Gender -.091c .036 2.524 .012 -.162 -.021
ns
Age -.014 .043 0.335 .738 -.103 .065
ns
Education -.012 .042 0.289 .772 -.088 .072
ns
Income .047 .042 1.113 .266 -.037 .126
Endogenous constructs Coefficient of Determination, Predictive Relevance, Q2 Q2predict
R2
Spatial Presence Experience .453 .233 .442
Customer Engagement .367 .209 .264
Model fit
SRMR .066

Notes: SPE: Spatial Presence Experience; NFC: Need for Cognition; DIS: Domain-Specific Interest; Significant: a p < .001, b p < .010, c p < .050, ns non-significant; VAF:
Variance Accounted For; VIF: Variance Inflation Factor; ƒ2: Effect Size; SRMR: The Standardized Root Mean Square Residual.

sense of spatial presence, compared to women, they are more likely to 6. Discussions and conclusions
engage with retailers via mobile apps. In contrast, age, education, and
income had nonsignificant effects on the outcome variable. 6.1. Findings and discussions

5.4.2. Mediating effects Attaining value from customers via a variety of engagement behav­
The four-step procedure of Baron and Kenny (1986) was applied to iours (i.e., customer purchases, referrals, influences, and feedbacks/
assess the mediating hypotheses, with the analysis disclosing spatial suggestions) has widely been recognized as an imperative factor in
presence to be partial and full mediations in H4a and H4b, respectively. driving the success of firms/retailers (Kumar et al., 2019). Primarily
Moreover, several tests were supplemented to reinforce the significance based on the HOE model (Lavidge and Steiner, 1961; Zhu et al., 2019)
of, and to specify better insight into, the mediating effects (Table 4). and the situated cognition theory (Hilken et al., 2017, 2018; Robbins
Firstly, Preacher and Hayes’s (2004) approach was applied to attain the and Aydede, 2009), this study develops and empirically tests a contin­
bootstrap confidence intervals (CIs) for the two indirect effects, with the gency model of driving factors of customer engagement in the context of
results revealing that zero was not included in those CIs. Thus, we could retail mobile apps. Our findings enhance the extant literature of
conclude that spatial presence was a mediator in our model. Moreover, customer engagement management that has been gaining traction
the Variance-Accounted-For (VAF) and z-statistic scores values, ac­ recently within the domain of online service research (Carlson et al.,
cording to Vinzi et al. (2010), were computed to quantify the size and 2019; Heller et al., 2020; Kumar et al., 2019). We also demonstrate the
significance of the indirect effects, respectively. The calculation indi­ relevance of multidimensional nature of customer engagement that
cated that VAF numbers and z-statistic scores were all greater than the thoroughly captures both their direct and indirect contributions to a
recommended values of 20% and 1.96, respectively. In summary, all the particular firm/retailer through technology-enabled channels/services
mediating effect tests jointly demonstrated the mediating role of spatial (Harman and Porter, 2021; Kumar and Pansari, 2016; Roy et al., 2018),
presence, thus providing confirmative support for H4a and H4b. thus rightly responding to a recent call for further studies to profoundly
comprehend the emerging theory of customer engagement (Harmeling
5.4.3. Moderating effects testing et al., 2017; Meire et al., 2019; Pansari and Kumar, 2017).
The analysis results of the proposed moderating hypotheses (H5a, Dovetailing with previous studies such as Heller et al. (2020), Hilken
H5b, and H6) are presented in Table 4. As observed, support for H5a, et al. (2017, 2018), Pansari and Kumar (2017) and Zhu et al. (2019), our
H5b, and H6 was established. To evaluate the f2 effect size of the research anticipates the effects of mobile-app attributes/cognitions (i.e.,
interaction effects, we used Kenny’s standards of 0.005, 0.01, and 0.025 interactivity and vividness) on spatial presence experience and then
for small, medium, and large effect sizes, respectively (Hair et al., 2017). customer engagement. The finding that mobile apps with high inter­
In the current study, the f2 values of the moderating effects were from activity and distinct vividness significantly stimulate the experience of
0.008 to 0.025, thus indicating that the magnitude of the studied spatial presence resonates with the existing literature on situated
moderating effects had medium-to-large effect sizes. cognition theory (Hilken et al., 2017, 2018; Krishna and Schwarz, 2014;
Robbins and Aydede, 2009) in which the information processing of
consumers during their experience with mobile apps can be explained
from two situated cognitive processes: embodied and embedded

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X.H. Ho et al. Journal of Retailing and Consumer Services 66 (2022) 102950

cognitions. Our findings also reveal that, compared to interactivity, 6.2. Theoretical contributions
vividness cognition has a stronger positive impact on spatial presence
experience. This finding is compatible with previous research suggesting This research contributes to the growing literature regarding
that the embedded cognition process generates a stronger level of spatial customer engagement and retail mobile apps in several ways. First of all,
sense/feeling in virtual environments than the embodied cognition our research is among the pioneers in adopting Pansari and Kumar’s
process does (Hilken et al., 2017). By discovering such, our study (2017) holistic viewpoint pertaining to the conceptualization and
empirically verifies and offers novel insight into the application of operationalization of customer engagement. By empirically validating
contemporary theorising over situated cognitions in the context of retail such encompassing measurement of customer engagement and investi­
mobile apps. gating its driving as well as contingency forces in the context of retail
Our analysis findings particularly shine a light on the crucial role of mobile apps, we have genuinely and directly replied to the call for
the feeling of spatial presence—a specific experience of “being there” in further inquiries/research on such a comprehensively proposed
the online service environment—in promoting customer engagement. construct (Kumar and Pansari, 2016). Thus, we advance the theory on
The extant literature of online customer behaviour has advocated the customer engagement in the understanding of the nature and mechanics
determinant roles of several emerging consumer feelings/affective ex­ leading to a range of value-added activities through which customers
periences such as flow experience (Arghashi and Yuksel, 2022; Hyun contribute to retailers.
et al., 2021), immersive experience (Yim et al., 2017), and social pres­ The proposed dynamic research model in this study is derived from
ence (Jiang et al., 2019) in different contexts of advanced the HOE theory in conjunction with the situated cognition theory; as
technology-mediated mediums. Our findings document a specific such, we add to the theoretical development of the underlying sequen­
experience of spatial presence in retail mobile-apps and thus help tial processes that lead to customer engagement. The modeling of the
expand the theoretical domain of online customer experience. mediating role of a specific experience of spatial presence on the link­
The intervening mechanism from mobile-app cognitions/attributes ages from interactivity and vividness cognitions to customer engage­
to customer engagement via spatial presence experience is supported by ment sheds new insight into the centrality of the increasingly-
our empirical testing results. This finding is aligned with the HOE model emphasized mode of online experience—consumers feel themselves to
suggesting the influence of customers’ cognition (thinking) on their be authentically located and taking possible actions in retail mobile-
affect towards the platform (feeling), and then stimulates them to un­ apps—in the era of virtual environments augmented by immersively-
dertake conation (acting) (Lavidge and Steiner, 1961; Qin et al., 2021; enabled technologies. This is a significant contribution, as it has al­
Zhu et al., 2019). In addition, several previous studies (e.g., Arghashi ways been a dream for online businesses to provide customers with
and Yuksel, 2022; Heller et al., 2020; Hilken et al., 2017, 2018; Holle­ “authentic” and “real” experiences like those in physical stores (Heller
beek et al., 2020; Qing and Haiying, 2021) have also demonstrated an et al., 2019; Hilken et al., 2018). The empirical findings not only validate
equivalent mechanism responsible for translating customer perceptions the application of the HOE model and the situated cognition theory to an
of technology-enabled functionalities/qualities into actions/behaviours important fast-developing domain of retail customer management, but
through facilitating positive experiences. also contribute to a deeper understanding of the process of formulating
Regarding the moderating roles of NFC and DSI, the analysis results SPE. In the context of retail mobile apps, two major cognitions, i.e.,
provide support for our argument which posits that the process of embodied and embedded cognitions, that are manifested through
forming SPE is contingent upon individuals’ intrinsic tendencies (i.e., interactivity and vividness significantly influence the online experience
NFC). Specifically, high- and low-NFC individuals are more attentive to of customers, making them feel the authenticity of really being there,
the respective interactivity and vividness features of mobile retail apps; just like in physical stores. These in turn enable retailers to gain value
as a result, SPE is intensified and engagement behaviours are fostered. from customer engagement behaviours.
These results are in line with the empirical findings of prior studies Furthermore, by incorporating the contingency variables of need for
pertaining to the differences between high- and low-NFC individuals in cognition and domain-specific interest as a conditional mechanism of
their thinking processes during information cognitions and evaluations the formation of SPE and an explanation of customer engagement in
(Kim, 2019; Putrevu, 2008; Sheng et al., 2020; Xu and Huang, 2019). In retail mobile apps, this research demonstrates the ground for applying
particular, high-NFC individuals tend to enjoy the process of evaluating both HOE and situated cognition theories under the contingent roles of
larger amounts of information and stimulating their imaginations that consumers’ personal tendencies and issue-specific motivations. So far,
reflects the central routes of information processing. Conversely, the marketing literature in the online service context has demonstrated
low-NFC individuals tend to avoid effortful cognitive endeavors and rely several boundary conditions for the effectiveness of factors formulating
on peripheral cues in their information processing (Kim, 2019; Kulkarni customer experience and then fostering engagement such as customer
et al., 2020; Putrevu, 2008; Sheng et al., 2020; Vanwesenbeeck et al., involvement, product value (Pansari and Kumar, 2017), user-generated
2017; Xu and Huang, 2019). Therefore, mobile apps with interactive content/volume (Meire et al., 2019), and/or customer traits (e.g., age
design features that possess high levels of control, two-way communi­ construct; Kuppelwieser and Klaus, 2020b). Our focus findings of the
cation, and synchronicity enable high-NFC customers to develop a two moderators increase the explained variance of the studied matter
stronger feeling of being there in the virtual environment. In contrast, while providing a novel understanding of the contingency regarding the
sensory-rich mobile-apps that have aesthetic appeals and vivid display sequential processes of formulating SPE and then fostering customers’
resolutions allow low-NFC consumers to derive a clearer sense of spatial engaged activities.
presence.
We also find empirical support for our contention that the impact of 6.3. Practical implications
spatial presence experience on customer engagement is more pro­
nounced and attenuated for consumers who have a high and low DSI, The research findings provide important recommendations for retail
respectively. Little is known about this important boundary condition, managers. First of all, as customer engagement has become a profound
as limited attention has been devoted to it. However, since DSI expli­ metric in measuring marketing and business performance for many
cates a deep involvement and focused attention allocation on the con­ firms (Kumar and Reinartz, 2016), our adopted and validated mea­
tents and/or activities provided by retail mobile-apps, our moderating surement scale of customer engagement can provide insights into
finding can be considered as being in line with previous evidence sup­ actionable activities for retailers who would like to develop customer
porting that consumer involvement moderates the relationships be­ management strategies that aim at raising and harvesting customer
tween customer perceptions and behavioural responses (Krishnamurthy lifetime value. In addition, our research provides important recom­
and Kumar, 2018; Sun et al., 2022). mendations to stimulate such customer engagement activities through

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the provision of the experience of spatial presence during their shopping of mobile apps are able to shop in a productive, timely, and trouble-free
journey on retail mobile apps. While retailers have focused their efforts manner. In contrast, as low-NFC consumers often rely on peripheral cues
and marketing budget on enhancing customer experience and on in their information processing, mobile app designers might consider
reducing decision-making uncertainty (Kuppelwieser and Klaus, 2020a), enriching vivid features such as graphics, images, visual content, music
the benefits of retail mobile-apps in simulating “real” shopping experi­ background, and instructional videos that would enhance the online
ences should get more attention in contemporary marketing. Within this experience with mobile apps. Also, retailers need to apply
managerial frame, our findings also imply that interactivity and vivid­ sensory-enabling technologies to develop novel multisensory mediums
ness play an important role in shaping SPE. Therefore, to ultimately (including olfactory and even taste stimulation, Petit et al., 2019) that
boost customer engagement, we suggest retailers design mobile apps can deliver the types of sensations which have been absent in the online
with interactivity and vividness features that simulate customers’ feel­ environment (i.e., those that only function via mental imagery) to create
ings of “really being there”. effective online service experiences.
In order to incorporate app-design features that can increase con­ The finding that, compared to low-DSI consumers, those with a high
sumers’ interactivity perceptions, retailers should consider enhancing level of DSI find SPE to be more valuable, and subsequently engage more
the responsiveness of their mobile apps to provide quick navigation (i.e., strongly with retail mobile apps, demonstrates the significance of pro­
a small number of clicks) and fast responses and transmissions of related moting affective stimuli associated with retail mobile-apps in the minds
messages such as real-time hotlines or chat boxes. Also, active control of low-DSI consumers. This implies that marketers could encourage low-
features of mobile apps should be enhanced, as competency in cus­ DSI customers to engage in retail mobile-app usage through proposi­
tomers’ touching, zooming, and rotating stimulates their senses and tioning mobile apps as instruments to “make the right decision”,
perceptions of realism in the digital marketplace. In addition, retail providing promotions, and/or utilizing idols and testimonials to influ­
mobile apps should incorporate vividness features that are multisensory ence consumers’ affections toward retail mobile apps and ultimately
and congruent through the senses (e.g., visual, tactile, and auditory improve consumer engagement. Retailers should apply new
sensory) and are rich in up-to-date information/products to increase the immersively-enabled technologies such as those based on artificial in­
situated online experience of their customers. telligence (AI) and machine learning to advance their mobile apps so as
Our results for the mediating effects of SPE also provide relevant to predict customer behaviours accurately and identify patterns unique
managerial implications for retail mobile app development strategies. to each customer. With AI and machine learning, mobile apps can be
Retailers need to keep in mind that creating personalized, authentic and programmed to have human-like abilities (Huang and Rust, 2021) that
realistic experiences within retail mobile apps can bridge the gap be­ allow retailers to identify individual customers’ needs and wants based
tween physical and virtual stores. Depending on corporate capabilities on their preference patterns and successively provide them with mass
as well as the advancement of applied technologies, retailers might customized and personalized experiences.
consider how different design features in mobile apps can be reconfig­
ured and augmented to enhance customers’ participation intensity and 7. Limitations and future research directions
shopping experiences. According to Georgiou and Kyza (2017), to reach
the sense of “being there” in a virtual store, consumers often undergo a This research has a few limitations that serve as avenues for future
gradually immersive process, starting from usability perceptions, time studies. First of all, customer engagement is broadly defined and oper­
investment and interest, to developing emotional attachment and focus ationalized as a general construct that encompasses several dimensions
of attention, and finally to encompassing full absorption and feelings of of customer contributions to firms; however, future research can
spatial presence in the virtual store. Thus, retailers could consider investigate those dimensions as separate constructs to gain additional
including content-related features incorporated into mobile app design insights into the different types of customer contributions to firms/re­
that not only match consumers’ interests but also create emotional tailers. Another interesting question that is unresolved by our study is
attachment and feelings of excitement. Importantly, to stimulate feel­ whether (and how) users experience other forms of presence such as
ings of physically situated locations and possible actions in mobile apps, social presence or self-presence (Lee, 2004) in either sensory or
retailers should be directed towards continuous improvements in tech­ non-sensory manners within mobile apps; in this regard, further
nologically advanced features in mobile apps that enable both research is promising. Next, a fruitful avenue for future research is to
embedded and embodied online service experience for consumers. incorporate other antecedents of spatial presence such as interactive
Accordingly, consumers can experience authentic and realistic situated qualities (e.g., visual appeal, information fit-to-task; Heller et al., 2020)
online services that then translate into their engagement activities in the or other motivation moderators (e.g., need for touch, need for unique­
virtual retail world. ness, or style of processing) to the current model. Moreover, the research
Regarding the moderating results, high-NFC consumers are found to relies on data obtained from three selected cities dominating positions in
be more likely to focus on interactive features and information, whereas the Vietnamese eBusiness index, namely, Hanoi, Danang and
those with low NFC are more likely to count on vividness during the Ho-Chi-Minh; however, this may inhibit the generalizability of our
purchase process. Therefore, managers could consider developing findings. Thus, future attempts can extend the data collection to more
different sorts of apps that are tailored to customers’ diverse needs or cities/provinces to achieve a more general result. In addition, the cur­
segments so as to maximize the overall benefit from customer engage­ rent study takes into account only residential status and age quota to
ment. This insight is consistent with previous arguments that suggest assure an adequate representation of population characteristics, an
information/entertainment-driven apps stimulate consumers’ cognitive approach which might lead to sample bias; thus, this limitation should
and affective elaborations of information processing, respectively (e.g., be addressed in future research. Finally, we study only a single country
Van Noort and Van Reijmersdal, 2019). Our findings also imply that and use cross-sectional data; thus, richer data, including information
retailers should incorporate content and features in mobile apps that are from multiple countries and using longitudinal data, can be useful to
specific for each consumer group (i.e., high vs. low-NFC users). Specif­ ensure the generalizability of our findings.
ically, since high-NFC customers adopt central cues to process infor­
mation more thoroughly, every function of mobile apps should be made Acknowledgement
as clear, detailed, and easy as possible—from the seeking of pro­
ducts/services and promotional information to comparing pro­ This research is funded by Vietnam National Foundation for Science
ducts/services, and ultimately to purchasing. Retailers should and Technology Development (NAFOSTED) under grant number
continuously collect feedback/suggestions from customers’ experiences 502.02–2020.30.
via regular operative testing or functional reviewing to ensure that users

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Appendix. Measurement scales

Construct Dimensions Items (R Reverse-coded items; * Item removed during accuracy analysis)

Interactivity Active control I felt that I had a lot of control over my experience with the retail mobile app.
While I used the retail mobile app, I could freely choose what I wanted to see.
While I used the retail mobile app, I had absolutely no control over what I could do on the retail mobile appR.
While I used the retail mobile app, my actions decided which kind of experiences I had.
Two-way The retail mobile app facilitated two-way communication between the retailer and their consumers.
Communication The retail mobile app gave consumers the opportunity to talk to the retailer.
The retail mobile app did not at all encourage visitors to talk backR.
The retail mobile app made me feel the retailer wants to listen to their customers.
Synchronicity The retail mobile app processed my input very quickly.
I was able to get information from the retail mobile app very rapidly.
When I clicked on the retail mobile app, I felt I was getting the instantaneous information I expected.
The retail mobile app was very slow in responding to my requestsR.
Vividness The retail mobile app was very clear.
The retail mobile app was very detailed.
The retail mobile app was very vagueR.
The retail mobile app was very vivid.
The retail mobile app was very sharp.
The retail mobile app was very well-defined.
Spatial Presence I felt like the products were “actually there” in the retail mobile app.
It was as though the true location of the products had shifted into the retail mobile app.
I felt like the product meshed with the retail mobile app.
It seemed as if the products actually took part in the action in the retail mobile app*.
I had the impression that I could be active with the products in the retail mobile app.
I felt like I could move the products around in the retail mobile app.
The products in the retail mobile app gave me the feeling I could do things with them.
It seemed to me that I could do whatever I wanted with the products in the retail mobile app.
Customer Customer Purchases I would consider the retail mobile app as one of my first choices for buying products/services online.
Engagement I will continue to buy products/services with the retail mobile app in the next few years.
I would do more business with the retail mobile app in the next few years.
My purchases with the retail mobile app make me content.
Customer Referrals I promote the retail mobile app because of the monetary referral benefits provided by the retailer.
In addition to the value derived from the products/services, the monetary referral incentives also encourage me to refer the retail
mobile app to my friends and relatives.
I enjoy referring the retail mobile app to my friends and relatives because of the monetary referral incentives.
Given that I already use the retail mobile app, I refer my friends and relatives to the retail mobile app because of the monetary
referral incentives.
Customer Influences I intend to share my ideas about the retail mobile app with other community users.
I love talking about my retail mobile app experience.
I discuss the benefits that I get from the retail mobile app with others.
I often mention the retail mobile app in my conversations.
Customer Feedbacks When I experience a problem with the retail mobile app, I provide feedback about my experiences to the retailer.
I provide suggestions/complete surveys for improving the performance of the retail mobile app.
I provide feedback/suggestions about the new facets of the retail mobile app.
I provide feedback/suggestions for developing new facets for the retail mobile app.
Need for Cognition I enjoy thinking of solutions to problems.
I prefer solving a complex question that is difficult and requires thought, compared to a question that is important but does not
require thought.*
I like situations where I can achieve something by thoroughly thinking things through.
I love it when my life is full of difficult tasks that I have to solve.*
It is especially fun for me if I have completed an important task that requires a lot of thinking.
I prefer complex problems over simple problems.
I like to do tasks in which one has to think a great deal.
I often say to myself that people should think long and carefully to find the best solution to a problem.
I am someone who enjoys thinking.
I like to think about a problem, even when I know that my thinking will change nothing about the problem.
When I put my mind to solving a difficult problem, I usually succeed.
Domain-Specific I am generally interested in the topic of retail mobile apps.
Interest Retail mobile apps corresponded very well with what I normally prefer.
I have felt a strong affinity to the theme of retail mobile apps for a long time.
There was already a fondness in me for the topic of retail mobile apps before I was exposed to them.
Whenever I made a purchase, I would decide to deal with it via retail mobile apps.*
Things like those in retail mobile apps have often attracted my attention in the past.
I just love to think about the topic of retail mobile apps.
In the past, I have spent a lot of time dealing with the topic of retail mobile apps.*
Note: Values are based on a seven-point Likert scale ranging from “strongly disagree” (1) to “strongly agree” (7).

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