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1, 2019 29
1 Introduction
Mobile devices are flooded with a plethora of apps ranging from general apps like
note-taking to specific ones that cater to such applications as banking, shopping, mobile
TV, music, games, learning, and many more, all of them offering unique user experiences
and functionalities (Mittal et al., 2017). The increasing penetration of internet and smart
phones, growing level of acceptance and trust in online payments, and favourable
demographics have resulted in the unprecedented rise of e-commerce in India. The
e-commerce revenue in India, already growing at 51% annually, is projected to reach a
whopping 120 billion USD in 2020 (Assocham India, 2016). Nearly two-third of
the total e-commerce sales is reportedly generated through mobile phones and
tablets. Another survey reports that 42% of consumers prefer shopping apps compared
to other means of online shopping in India (Dazeinfo, 2016). The above statistics
point to the fact that, mobile shopping is slated for exponential growth in India and
shopping apps are becoming the most preferred medium for shopping among mobile
shoppers.
Mobile shopping or m-shopping can be defined as “the online searching, browsing,
comparing and purchasing of goods and services by consumers through wireless
handheld, or mobile devices; in particular, smartphones and tablets” (Marriott et al.,
2017). Despite the tremendous growth and popularity of m-shopping, academic research
in the field of m-shopping is still in its infancy (Groß, 2015a). Based on an extensive
literature search, we have identified a few notable works on mobile shopping. Wang et al.
(2015) observed that adoption of m-shopping by customers increases the order rate and
spending amount. Consumers perceive mobile phone to be an effective channel for
shopping because of ease of search, evaluation, purchase, and post-purchase convenience,
as noted by Mahapatra (2017). While the proliferation of smart phones has led to the
growth in m-shopping, academic research on m-shopping acceptance has focussed
largely on studies based on traditional phones or feature phones, and there have been far
fewer studies on the use of smartphones for shopping (Holmes et al., 2013).
Groß (2015a), further points out that most of the studies on m-shopping have focussed
on a few countries like Spain, Taiwan and the USA while neglecting other parts of the
globe.
In order to fill the above research gaps, the current study examines the various factors
that influence the behavioural intention (BI) and use behaviour (UB) of mobile shopping
apps in India. We seek to understand the various determinants of the adoption of mobile
shopping apps and their impact on users’ intention and actual usage in the context of one
of the fastest growing economies in the world – India.
A thorough understanding of the drivers affecting the adoption and use of mobile
shopping apps is highly desirable from the perspectives of both academia and industry, as
it is a fairly new phenomenon. This study is also very important as there is a
paucity of such understanding in the Indian context. This study will help mobile
vendors in developing effective strategies to boost acceptance and use of mobile
shopping apps.
This study conceptually develops and empirically validates a research framework
based on the unified theory of acceptance and use of technology (UTAUT2) model, to
shed light on the adoption and use of mobile shopping apps in India. Many recent studies
have successfully used and validated this model in the m-commerce context (Hew et al.,
Impulsiveness and its impact on behavioural intention 31
2015; Wong et al., 2014; Tang et al., 2014). To the best of our knowledge, the UTAUT2
model has not been adopted in studies related to the adoption and use of mobile shopping
apps. Hence, our study is a pioneer in this regard. The UTAUT2 is suitable for the
examination of technology acceptance and use, as it was developed in the consumer’s
context (Venkatesh et al., 2012). It has proven to be superior due to its higher predictive
power (Venkatesh et al., 2003, 2012).
The role of impulsiveness in influencing online behaviour of consumers has been
studied extensively in the past (Liu et al., 2013; Sun and Wu, 2011; Chih et al., 2012).
However, the effect of various personality traits on UB in the context of mobile
commerce has been seldom studied as observed by Zhou and Lu (2011). The ubiquitous
nature of mobile shopping, combined with the convenience and speed of transactions,
leads us to assume that impulsiveness may play a major role in mobile shopping. Drossos
et al. (2014) substantiated that the mobile channel can act as a cue for consumers and
enhance their impulse buying tendency. It has also been evidenced that, the quick
response quality and convenience in m-shopping drives consumers to become more
impulsive (Lee et al., 2014). Based on the above premise, we attempt to examine the
effect of impulsiveness as an antecedent of consumer’s BI and use of mobile shopping
apps in our study.
Despite appreciable research in mobile shopping, there is a lack of empirical evidence
on the use of mediating variables in current literature because most studies focus on
direct causal relationships in their research framework. Prior studies have validated the
mediating effect of variables associated with TAM (Heinrichs et al., 2007; Chu and Chu,
2011). But, there have been no studies yet that have examined the mediating influences of
variables with UTAUT2 model in the context of mobile shopping applications. Aiming to
fill the above void, we explain the relationships between various predictors and BI to use
mobile shopping apps through the proposed intervening variables in the model. By this,
we provide alternative explanations of relationships and refine the model employed for
this study.
The current work also makes use of a larger sample that is representative of mobile
shopper’s population of all age groups and not just restricted to students, thereby
contributing immensely towards improving the validity of the findings.
This study is organised as follows: the theoretical foundations of the research are
presented first, followed by the objectives of the study. Concomitantly, we develop the
research hypotheses and conceptual framework. The next section describes the
methodology and results of the data analysis. Finally, the research findings, implications,
limitations, and future research directions are outlined.
2 Theoretical background
Venkatesh et al. (2003) combined eight different models of IT acceptance and use to
develop the unified theory of acceptance and use of technology (UTAUT). It included
performance expectancy (PE), effort expectancy (EE), SI and facilitating conditions (FC)
as the prime determinants of BI and UB. Later, Venkatesh et al. (2012) added hedonic
motivation (HM), price value (PV) and habit (HA) constructs to propose UTAUT2.
Compared to UTAUT which was more relevant in organisational context,
UTAUT2 is consumer-oriented and more suitable to predict IT acceptance and use
in the consumer context. Moreover, the amount of variance explained in both BI and use
is significantly higher, compared to any other model (Venkatesh et al., 2003, 2012).
Since its inception, the UTAUT model has been gradually attracting the attention of
researchers and many recent studies have extended the generalisability of UTAUT model
by applying it in m-commerce context. In an empirical study using UTAUT2, PE, EE,
FC, HM and habit were found to significantly influence BI towards using mobile wallet
in Malaysia (Tang et al., 2014). In another study in Macau, Lai and Lai (2014) applied
and empirically validated the robustness of UTAUT model to predict user’s mobile
commerce acceptance. A study by Hew et al. (2015) proved the efficacy of
UTAUT2 model in predicting acceptance of mobile apps among Malaysian consumers.
Presently, the applicability of UTAUT 2 model in the context of mobile shopping
Impulsiveness and its impact on behavioural intention 33
apps is an unexplored topic for researchers and practitioners and thereby warrants
further research. Thus, the current study enhances the applicability and
predictive power of the model by incorporating the impulsiveness construct to the
original model, and examines its efficacy in the context of mobile shopping apps
adoption and use.
This research seeks to investigate some crucial aspects of consumer shopping behaviour
pertaining to the adoption and use of mobile shopping applications. Based on an
extensive review of literature on online and mobile shopping, we have identified various
research questions that need to be answered. They are:
RQ1 What are the key drivers that influence the BI and use of mobile shopping
applications in India?
RQ2 Is the UTAUT2 model applicable and valid in predicting consumers’ BI and use
of mobile shopping applications?
RQ3 Does impulsiveness influence consumers’ adoption intention and use of mobile
shopping applications?
RQ4 How do the various predictors in UTAUT2 model influence consumers’ BI to use
mobile shopping application?
The key objectives of this research work are as follows:
1 Application of the unified theory of acceptance and use of technology (UTAUT2)
model to identify variables that predict consumers’ BI and use of mobile shopping
applications.
2 Extension of the UTAUT2 model by integrating the impulsiveness construct and test
of its effect on consumers BI and use of mobile shopping applications.
3 Understanding of key mediating mechanisms through which various drivers
influence consumers’ BI to use mobile shopping applications.
In pursuit of achieving the above objectives, we adopt the UTAUT2 framework as the
base model for our study and present our arguments for developing the hypotheses. All
the hypothesised relationships are presented in our proposed research framework in
Figure 1. PE, EE, SI, FC, HM, PV, habit and impulsiveness act as predictors in the
model. Whereas, consumers BI and use of shopping apps are the key outcome variable
studied. We proceed to provide theoretical support and justifications for the proposed
hypotheses in our model.
34 P.K. Chopdar and V.J. Sivakumar
Performance
expectancy (PE)
H2
Effort H3
expectancy (EE)
Behavioural H9
Use behaviour
intention (BI) (UB)
H4a
Facilitating H4b
conditions (FC)
Social influence H5
(SI)
H6
Hedonic
motivation (HM)
H7a
H8b
Impulsiveness
(IMP)
“SI is the degree to which consumers believe that important others (e.g., family and
friends) believe they should use a particular technology” (Venkatesh et al., 2003). In a
study on mobile shopping adoption, Yang and Forney (2013) found that the impact of SI
is higher for people with a high level of technology anxiety. Another study by Chong
(2013) also validated SI as a significant determinant of BI in the study of m-commerce.
Subjective norm was found to significantly influence the intention to adopt mobile
coupons (Ha and Im, 2014). Similarly Hung et al. (2015) illustrated the significant
positive effect of subjective norm on customer adoption of social commerce.
Accordingly, the intention to use mobile shopping apps by consumers is likely to be
influenced by their family, friends, colleagues and other users. Hence, the following
hypothesis is formulated:
H5 SI will positively influence BI to use mobile shopping apps.
“HM is associated with the fun or pleasure obtained from the use of a technology”
(Venkatesh et al., 2012). Hedonic factors were found to have a positive effect on the
consumption experience in mobile commerce (Li et al., 2012). Perceived hedonic benefits
like enjoyment were seen to be crucial determinants in the adoption of mobile payment
technology (De Kerviler et al., 2016). Higher HM resulted in increased intention to shop
over m-devices, as illustrated by Madan and Yadav (2018). In an empirical study in
Malaysia, HM was reported to be the second most significant predictor of BI to use
mobile apps (Hew et al., 2015). The perception of fun and enjoyment in using shopping
apps would lead to a higher intention to use the apps for shopping. Considering the
above, the next hypothesis can be proposed:
H6 HM will positively influence BI to use mobile shopping apps.
4.7 Habit
Habit (HA) refers to the probability that an individual will engage in behaviour
automatically because of learning (Venkatesh et al., 2012). Empirical findings from past
literature have validated the significant impact of habit on BI. Habit was observed to be
the most significant driver of m-TV adoption (Wong et al., 2014). In another study in the
m-banking context in Mozambique, habit was found to be the foremost predictor of UB
(Baptista and Oliveira, 2015). When consumers use mobile shopping apps repeatedly,
their habit may influence both BI and subsequent use of shopping apps. Therefore we
posit the next hypotheses:
H7a Habit will positively influence BI to use mobile shopping apps.
H7b Habit will positively influence UB of mobile shopping apps.
Impulsiveness and its impact on behavioural intention 37
4.8 Impulsiveness
Impulsiveness (IMP) is “a consumer tendency to buy spontaneously, non-reflectively,
immediately, and kinetically” (Rook and Fisher, 1995). As observed by Beatty and
Ferrell (1998), individuals scoring higher on impulsiveness are more prone to experience
the urge to buy on impulse. Past research has empirically shown the positive influence of
impulsiveness on the intention to shop in online context. A study by Wells et al. (2011)
confirmed the positive influence of impulsiveness on the urge to buy on impulse on a
website. Impulse purchase orientation has been found to be positively related to online
purchase intention, which confirms the assumption that individuals high on
impulsiveness are more prone to online shopping (Kwek et al., 2015). In a study in Spain,
San-Martin and Lopez-Catalan (2013) observed negative impact of impulsiveness on
m-shopper satisfaction. Consumers’ impulsivity has been found to have a significant
positive influence on impulse buying intention in m-commerce (Wu and Ye, 2013).
Moreover, consumer impulsiveness has been reported to be positively associated with
m-commerce adoption (Ng, 2016). Mobile shopping apps would be the ideal platform for
impulse buyers as it provides faster shopping experience and immediate gratification.
Park et al. (2015) found that m-shoppers using shopping apps perceive savings on cost,
time, and effort, which consequently leads to impulse buying. A recent study by
Rodríguez-Torrico et al. (2017) reported that consumers high on impulsiveness make
greater use of mobile devices. Hence, we believe that impulsiveness will play a greater
role with respect to shopping apps than in online shopping. Moreover, the role of
impulsiveness in shaping consumers’ BI and use of shopping apps is yet to be explored in
academic research. This leads us to propose our next hypotheses:
H8a Impulsiveness will positively influence BI to use mobile shopping apps.
H8b Impulsiveness will positively influence UB of mobile shopping apps.
5 Research methodology
6 Results
BI EE FC HA HM IMP PE PV SI UB
BI 0.890
EE 0.601 0.859
FC 0.540 0.631 0.848
HA 0.563 0.339 0.275 0.896
HM 0.602 0.436 0.331 0.533 0.919
IMP 0.519 0.266 0.212 0.400 0.336 0.829
PE 0.750 0.557 0.406 0.570 0.633 0.463 0.885
PV 0.387 0.401 0.297 0.496 0.333 0.226 0.404 0.909
SI 0.429 0.306 0.181 0.582 0.466 0.314 0.542 0.429 0.916
UB 0.673 0.355 0.309 0.561 0.438 0.520 0.631 0.328 0.403 0.835
Notes: UB = use behaviour; BI = behavioural intention; PE = performance expectancy;
EE = effort expectancy; SI = social influence; FC = facilitating conditions;
HM = hedonic motivation; PV = price value; HA = habit; IMP = impulsiveness.
Elements (italic) presented diagonally are the square root of the AVE for each
construct; rest shows the intercorrelations.
BI EE FC HA HM IMP PE PV SI UB
BI1 0.864 0.557 0.492 0.433 0.481 0.458 0.646 0.290 0.330 0.617
BI2 0.883 0.473 0.457 0.538 0.524 0.433 0.610 0.365 0.396 0.577
BI3 0.923 0.572 0.493 0.533 0.600 0.492 0.741 0.379 0.419 0.604
EE1 0.502 0.813 0.542 0.327 0.404 0.186 0.475 0.280 0.268 0.238
EE2 0.579 0.883 0.543 0.283 0.390 0.254 0.492 0.324 0.248 0.335
EE3 0.469 0.867 0.500 0.248 0.304 0.202 0.436 0.371 0.231 0.261
EE4 0.531 0.837 0.521 0.370 0.441 0.268 0.532 0.433 0.352 0.388
EE5 0.483 0.890 0.599 0.217 0.316 0.225 0.443 0.311 0.206 0.290
FC1 0.449 0.555 0.832 0.183 0.161 0.127 0.276 0.262 0.094 0.205
FC2 0.436 0.575 0.882 0.189 0.257 0.197 0.326 0.258 0.118 0.244
FC3 0.483 0.481 0.829 0.313 0.400 0.211 0.417 0.238 0.233 0.325
HA1 0.579 0.356 0.318 0.896 0.556 0.371 0.600 0.451 0.524 0.540
HA2 0.445 0.249 0.193 0.911 0.475 0.307 0.460 0.439 0.535 0.497
HA3 0.470 0.277 0.185 0.897 0.450 0.370 0.428 0.462 0.549 0.440
HA4 0.505 0.320 0.271 0.879 0.417 0.380 0.533 0.427 0.481 0.521
HM1 0.594 0.444 0.323 0.436 0.905 0.335 0.562 0.269 0.378 0.435
HM2 0.560 0.408 0.304 0.532 0.944 0.281 0.613 0.345 0.476 0.396
HM3 0.499 0.339 0.281 0.507 0.909 0.310 0.571 0.307 0.434 0.373
IMP1 0.447 0.249 0.217 0.367 0.233 0.824 0.367 0.187 0.251 0.456
IMP2 0.442 0.252 0.177 0.356 0.312 0.824 0.443 0.212 0.300 0.422
IMP3 0.413 0.198 0.175 0.330 0.300 0.853 0.345 0.184 0.246 0.401
IMP4 0.415 0.180 0.133 0.268 0.271 0.814 0.377 0.166 0.243 0.441
PE1 0.728 0.484 0.416 0.536 0.584 0.460 0.878 0.332 0.470 0.626
PE2 0.616 0.521 0.362 0.436 0.546 0.376 0.872 0.343 0.404 0.521
PE3 0.641 0.466 0.303 0.537 0.539 0.381 0.895 0.411 0.546 0.537
PE4 0.659 0.500 0.348 0.503 0.567 0.412 0.894 0.349 0.498 0.539
PV1 0.289 0.326 0.262 0.366 0.282 0.154 0.308 0.876 0.350 0.277
PV2 0.373 0.355 0.259 0.446 0.283 0.209 0.366 0.922 0.394 0.312
PV3 0.378 0.380 0.277 0.486 0.319 0.231 0.399 0.930 0.397 0.320
PV4 0.356 0.392 0.283 0.492 0.325 0.217 0.386 0.906 0.412 0.281
SI1 0.401 0.270 0.160 0.533 0.446 0.305 0.524 0.414 0.926 0.386
SI2 0.374 0.270 0.124 0.532 0.436 0.295 0.496 0.406 0.931 0.378
SI3 0.427 0.281 0.201 0.553 0.427 0.308 0.540 0.402 0.938 0.391
SI4 0.367 0.302 0.174 0.516 0.398 0.238 0.421 0.347 0.870 0.318
UB1 0.657 0.304 0.279 0.561 0.418 0.512 0.600 0.328 0.413 0.893
UB2 0.452 0.247 0.209 0.373 0.285 0.364 0.443 0.234 0.302 0.762
UB3 0.551 0.336 0.281 0.446 0.379 0.408 0.519 0.249 0.279 0.844
Notes: PE = performance expectancy; EE = effort expectancy; HM = hedonic motivation;
PV = price value; FC = facilitating conditions; SI = social influence; HA = habit;
IMP = impulsiveness; BI = behavioural intention; UB = use behaviour.
44 P.K. Chopdar and V.J. Sivakumar
Performance
expectancy (PE) β = 0.381***
β = 0.467***
Effort β = 0.134**
expectancy (EE) Use behaviour
Behavioural
β = 0.192*** intention (BI) (UB)
Facilitating β = –0.048
conditions (FC) R2 = 0.697 R2 = 0.531
β = –0.046
Social influence
(SI) β = 0.129**
β = 0.136**
Hedonic
β = 0.233***
motivation (HM)
β = 0.184***
Habit (HA)
β = 0.195***
Impulsiveness
(IMP)
Endogenous variable Q2
Behavioural intention (BI) 0.517
Use behaviour (UB) 0.346
46 P.K. Chopdar and V.J. Sivakumar
recommend managers to focus on the ease of use as well as delivery of better value to
customers through the use of shopping apps. App developers should focus on developing
better user interface with easy-to-use features and functionalities to deliver personalised
offers. At the macro level, improved infrastructure with faster networks and secured
payment mechanisms will further accelerate the use of mobile shopping apps.
Acknowledgements
The authors are extremely grateful to the editor and anonymous reviewers for their
valuable comments and feedback.
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Appendix A
Appendix B
β = 0.216***
R2 = 0.348 Performance
expectancy (PE) β = 0.380***
β = 0.469***
β = 0.469***
Effort
R2 = 0.401 β = 0.128**
expectancy(EE)
Behavioural Use behaviour
β = 0.633*** β = 0.196*** intention (BI) (UB)
Facilitating β = –0.051
conditions (FC) R2 = 0.697 R2 = 0.531
β = –0.045
Social influence
(SI) β = 0.132**
β = 0.137**
Hedonic
β = 0.232***
motivation (HM)
β = 0.185***
β = 0.400***
Impulsiveness
(IMP)