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International Journal of Information Management 53 (2020) 102106

Contents lists available at ScienceDirect

International Journal of Information Management


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

Consumers response towards mobile commerce applications: S-O-R T


approach
Prasanta Kr Chopdara,1, Janarthanan Balakrishnanb,1,*
a
Thiagarajar School of Management, Madurai, India
b
Department of Management, School of Commerce and Business, Central University of Tamil Nadu, Thiruvarur, 610005, India

ARTICLE INFO ABSTRACT

Keywords: The paramount importance for mobile retailers, expecting higher sales and cost savings is customer retention.
Mobile shopping application Though previous studies have explored various nuances of customer behaviour towards mobile commerce ap-
Impulsiveness plications, this study majorly aims to understand the drivers of repurchase intention and satisfying experience in
Perceived value an m-commerce shopping environment. The study follows the stimulus-organism-response (S-O-R) theoretical
Stimulus-organism-response (S-O-R)
approach. A cross-sectional design was adopted for this study involving data from 420 regular mobile shoppers
Repurchase intention
Satisfying experience
in India through a non-probabilistic sampling procedure. The collected data were later analysed using structural
equation modeling. The results indicate perceived ubiquity and m-commerce app incentives as two strongest
predictors of impulsiveness and perceived value respectively. It was further observed that impulsiveness nega-
tively affects consumers repurchase intention but positively enhances the satisfying experience, whereas per-
ceived value favourably affects both the variable. The study contributes in various ways; first, a holistic model
using the S-O-R framework is a new addition in literature ground; second, the extra focus on the construct
satisfying experience will give a larger understanding to optimise the m-commerce applications efficiently.
Moreover, the study also presents managerial implications for practitioners working in areas related to m-
commerce.

1. Introduction (IS) success, repeated use is crucial for attaining long term viability and
profit (Bhattacherjee, 2001). Repurchase intention through mobile
The global retail mobile commerce (M-commerce) revenue is pre- shopping apps, explains the probability of shoppers considering the
dicted to increase to reach 693 billion US dollars in 2019, from a same mobile application in the future (Lin & Wang, 2006). Most of the
modest 96.34 billion US dollars in the year 2015 (Statista, 2019). Allied literature has addressed repurchase intention from a brand perspective,
advancement in digital payment infrastructure and logistics in recent but limited studies have explored the construct in channel-specific
times, along with growing smartphone and internet penetration are terms (Ebrahim, Ghoneim, Irani, & Fan, 2016). As omni-channel func-
stimulating the m-commerce revolution around the world. Mobile tions have become an essential element for any business growth, the
shopping applications (apps) have allowed online retailers to provide channels in which the organisation expands have become very crucial
customised shopping experiences through user-friendly features and (Hübner, Holzapfel, & Kuhn, 2016; Yumurtacı Hüseyinoğlu, Galipoğlu,
omni-channel integration. The benefits of convenience, personalised & Kotzab, 2017). Similarly, there are robust literature available to un-
offers, and faster shopping experiences have prompted online shoppers derstand the importance of satisfying experience related to online
to prefer mobile shopping apps over other modes of online shopping buying behaviour (Bilgihan, Kandampully, & Zhang, 2016; Lemon &
(Forbes, 2017). Despite its enormous popularity, empirical studies Verhoef, 2016). While experience is considered to be an effective pre-
about mobile shopping applications are sparse and have mainly fo- cursor for sustainable action, the same is not investigated in the mobile
cussed on the adoption, and initial use of shopping apps among con- commerce domain (McLean, Al-Nabhani, & Wilson, 2018).
sumers (Kim, Kim, Choi, & Trivedi, 2017; Yadav, Sharma, & Tarhini, Repurchase intention and satisfying experience are crucial outcomes
2016). that marketers generally aim for. But there are various precursors that
Even though initial adoption is a must for any information system build synthesis to achieve such goals. Impulsiveness and customer


Corresponding author.
E-mail addresses: prashant.chopdar@gmail.com, prasanta@tsm.ac.in (P.K. Chopdar), reachjanarthanan@gmail.com, janarthanan@cutn.ac.in (J. Balakrishnan).
1
Both authors contributed to the preparation of this manuscript.

https://doi.org/10.1016/j.ijinfomgt.2020.102106
Received 19 June 2019; Received in revised form 5 March 2020; Accepted 5 March 2020
0268-4012/ © 2020 Elsevier Ltd. All rights reserved.
P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

perceived value are two important factors that can lead marketers to commerce literature and towards a finer cognizance of post-adoption
the desired response. Several past studies have investigated the role of usage of mobile shopping applications in particular. Firstly, this study
impulsiveness in the context of online consumer behaviour (Farah & identifies several antecedents of consumer impulsiveness and perceived
Ramadan, 2017; Hubert, Hubert, Linzmajer, Riedl, & Kenning, 2018; value and examine their impacts on it. Secondly, the effect of impul-
Liu, Li, & Hu, 2013). From an extensive literature review, it was found siveness and perceived value on satisfying experience and repurchase
that a limited number of studies have explored various drivers of im- intention is probed. Thirdly, it investigates the moderating role of age
pulsiveness in the online context (Chih, Wu, & Li, 2012; Clements & over the impact of impulsiveness and perceived value on satisfying
Boyle, 2018; Floh & Madlberger, 2013; Ozen & Engizek, 2014). Leong, experience and repurchase intention. The above contributions of this
Jaafar, and Sulaiman (2017) have investigated the role of big five study are remarkable, as it disseminates knowledge on key drivers of
personality traits on impulse purchase in Facebook commerce. Com- consumer impulsiveness and perceived value of shopping apps and
pared to the online channels, a mobile application is a more dynamic helps m-retailers in designing strategies for app retention.
medium to shop, that enables retailers to send geo-targeted notifica- The rest of the paper is organised in the following manner: first, a
tions and personalised offers to entice consumers to buy. However, review of relevant bodies of literature and theoretical background of
various app-specific characteristics present both opportunities and the study is discussed, followed by the research model, and statement of
challenges for online retailers and mobile marketers. But research in- hypotheses. Then, research methodology is outlined that describes the
vestigating various antecedents of consumers’ impulsiveness in the sample, measures, and data collection. Subsequently, the results of the
context of mobile shopping applications is scant. Thus, both academi- data analysis are presented. The results are discussed in the next sec-
cians and practitioners would do well to uncover and validate factors tion, followed by theoretical and managerial implications, limitations
that may induce impulsiveness among app users to fully tap its en- and suggestions for future research. The conclusion is presented in the
ormous potential. last section.
We encounter numerous studies in the literature that confirms the
importance of perceived value as a significant determinant of customer 2. Literature review and theoretical background
satisfaction and loyalty. Value perception had a significant positive
effect on both satisfaction and loyalty of consumers with mobile com- 2.1. The S-O-R model
munications (Lai, Griffin, & Babin, 2009). In another study, perceived
value was found to be a crucial driver of users’ continued engagement The stimulus-organism-response (S-O-R) framework proposed by
towards mobile activities (Kim, Kim, & Wachter, 2013). Voropanova Mehrabian and Russell (1974) is one of the most prominent models in
(2015) posited that the use of mobile phones for shopping enhances environmental psychology. It describes a process where an external
consumers’ productivity leading to higher perceived value. Few recent environmental factor (stimulus) influences consumers' internal state
works have examined multiple components of perceived value con- (organism), which consequently results in their approach or avoidance
cerning mobile coupon (M-coupon) applications (Liu, Zhao, Chau, & behaviour (response). As mentioned earlier, prior literature is replete
Tang, 2015), mobile government (M-government) technology (Wang, with studies employing the S-O-R model to explore consumers’ online
2014), and mobile payment (M-payment) (Yang, Liu, Li, & Yu, 2015). impulse buying behaviour. Huang (2016) explained online impulse
But, to the best of our knowledge, hardly any studies have profiled buying behaviour in social commerce by following the S-O-R paradigm.
various precursors of perceived value of mobile shopping applications. Impulsiveness construct has been tested and observed to be a crucial
Moreover, Köster, Matt, and Hess (2016) in their paper have suggested driver of impulsive purchase in both offline and online context (Wells,
the importance of exploring perceived value with regard to m-com- Parboteeah, & Valacich, 2011). Consumers with higher impulsiveness
merce. An effort to discover variables that may augment customer are more likely to demonstrate a greater urge to buy impulsively online
perceived value of shopping apps will pay rich dividends for mobile (Liu et al., 2013). While exploring online impulse buying using the S-O-
retailers (M-retailers) and app developers and assist them in fostering R framework, Chan, Cheung, and Lee (2017) have proposed that two
satisfaction and continual app usage. Thus, based on the above dis- types of stimuli arouse consumers’ cognition and affection, namely
cussions and identified gaps in the literature, this study aims to find external and internal stimuli, as well as two types of organisms, namely
various antecedents of impulsiveness and perceived value and examine cognitive and affective reactions. Thus, to stimulate a holistic under-
their impact on consumers ensuing use of mobile shopping applications. standing of consumer impulsiveness, it is highly imperative to explore
This study uses the stimulus-organism-response (S-O-R) framework and identify various technology related, external, and situation-specific
that embodies a holistic approach, by unifying concepts from consumer determinants of this construct, rather than viewing it purely as an in-
behaviour, information system, and psychology domains. It has been ternal consumer characteristic.
the most popular theoretic lens for studying online impulse buying Researchers of late have started to employ the S-O-R framework in
behaviour (Floh & Madlberger, 2013; Liu et al., 2013; Parboteeah, explaining mobile consumer behaviour. Li, Dong, and Chen (2012)
Valacich, & Wells, 2009). It has also been adopted to study perceived elucidated the role of emotions in the consumption experience of m-
value and its impact on behavioural intention and use of online shop- commerce. In a recent experimental study on mobile applications,
ping and location-based services over smartphones (Park & Lennon, Bhandari, Neben, Chang, and Chua (2017) noted the significant influ-
2009; Peng & Kim, 2014; Zhang & Mao, 2012). But, to our knowledge, ence of design factors (stimuli), on emotions, i.e. arousal and valance
the usage of the S-O-R paradigm to explain consumer behaviour asso- (organism), and subsequently on quality perception (response).
ciated with mobile shopping applications is scarce. Chakraborty and Vazquez, Dennis, and Zhang (2017) applied the S-O-R paradigm to
Balakrishnan (2017) have noted that online behaviour of people of analyse the effect of mobile instant messaging on consumers' electronic
different age groups are dissimilar. But there is little knowledge on how word of mouth (e-WOM) towards an online retailer in China. Chen and
this can be generalised to m-commerce domain. Motivated by the key Yao (2018) have examined various drivers of impulse buying beha-
issues identified, we seek to find answers to the following research viours in a mobile auction from the perspective of the S-O-R model. In
questions (RQ’s) in our study. They are RQ1. What are the marketing another study, Rodríguez-Torrico, San-Martín, and San José-Cabezudo
level stimuli that build impulsiveness and perceived value in mobile (2019) have empirically tested and validated an integrative model to
shopping applications? RQ2. What is the role of impulsiveness and enlist various drivers of mobile shoppers repurchase intention. Drawing
perceived value in creating satisfying experience and repurchase in- on the S-O-R paradigm, Zheng, Men, Yang, and Gong (2019) have ex-
tention? RQ3. Does age influence the shopping experience and re- amined the effect of some situational stimuli (visual appeal, portability,
purchase intention of app users? and interpersonal influence) on the hedonic and utilitarian browsing
This study makes multifarious contributions to the mobile behaviour of Chinese Mobile shoppers.

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

A comprehensive review of the literature indicates that despite empirical research on it is in the exploratory stage. In consolidation to
several studies on the S-O-R model in the online and mobile domain, its the above discussion in both theoretical and managerial perspectives,
application in the context of mobile shopping applications, in parti- we propose the following constructs namely; perceived ubiquity, con-
cular, is limited. Lately, Chopdar and Sivakumar (2018) have applied textual offering, visual offering, and app incentives as stimuli (S) in the
and validated the S-O-R framework in the context of mobile shopping S-O-R approach.
application by outlining the deleterious effect of psychological contract
violation on service quality and perceived value. It is important to
realise that; mobile app interfaces function differently in many ways 2.3. Perceived value and impulsiveness as organism (O)
compared to an online or mobile website and thus comprise a separate
area of research. Based on the review of prior literature and the context Perceived value represents customers’ assessments of the quality of
of our research, we believe that the S-O-R model is the appropriate the product (and service) being sought relative to its price and is found
theoretic foundation, as it allows us to bring in various app-specific to positively influence their satisfaction levels (Hult, Sharma, Morgeson
factors and capture their holistic impact on users’ organismic states and III, & Zhang, 2019). In other words, perceived value is the consumer's
ensuing response. perception of what they get vis-à-vis what they have to give to acquire
products and services. Perceived benefits/value was found to be a
2.2. Marketing related stimuli (S) crucial antecedent of customer experience with online retail (Rose,
Clark, Samouel, & Hair, 2012). As demonstrated in the behavioural
Given the fast-growing smartphone audience, marketers employ model (Fishbein & Ajzen, 1975), affect is significantly influenced by
numerous strategies to garner their attention. Unlike other stationary cognition. Customers’ perceptions of value and customers’ service ex-
digital gadgets, smartphone transactions invite and facilitate multi-di- periences are inextricably intertwined, as noted by Helkkula and
mensional function to its users, irrespective of place or time constraint. Kelleher (2010). Researches in marketing have implied that value is a
This kind of time and location-sensitive properties are referred to as crucial measure that builds prospective response among consumers,
ubiquity by previous literature (Kleijnen, De Ruyter, & Wetzels, 2007). which in parallel justifies the fact that value construct can be an or-
Researches have reflected that ubiquity may play an important role in ganism.
the online retail industry (Okazaki & Mendez, 2013). Also, ubiquity is Impulsiveness is another important construct that our study focusses
well-known as one of the four “U” of ubiquitous commerce (U-com- on. Liu et al. (2013) refers impulsiveness as a psychological organism
merce) construct, where the other three are uniqueness, universality, that directly seeks a response. Impulsiveness or impulse buying ten-
and unison (Okazaki & Mendez, 2013). Even though the concept of dency is defined as "both the tendencies (1) to experience spontaneous
ubiquity is prominently discussed across most of the touchpoints, but it and sudden urges to make on-the-spot purchases and (2) to act on these
has garnered more attention in terms of mobile services in recent times felt urges with little (conscious) deliberation or evaluation of con-
(Arpaci, 2016). Due to universal connectivity, mobile phones were sequence" (Beatty & Ferrell, 1998, 174). Impulsiveness denotes "a
known for ubiquitous targeting to its customers. Despite the extensive consumer tendency to buy spontaneously, non-reflectively, im-
usage of ubiquity in mobile services, limited researches have tried to mediately, and kinetically" (Rook & Fisher, 1995, 306). Impulsiveness
understand its role in broader commerce platforms, especially in m- construct has been studied extensively in prior literature in both offline
commerce. and online contexts (Floh & Madlberger, 2013; Liu et al., 2013; Prashar,
As ubiquity delivers customers ease of use with m-commerce, Parsad, & Vijay, 2017). But empirical investigations about the impact of
marketers employ personalised mechanisms to deliver contextual of- impulsiveness on mobile shopping (m-shopping) have just begun and
ferings to them. Contextual offering in marketing refers to providing are limited. This study uses perceived value and impulsiveness as or-
optimal information to customers about the product and services based ganism variables.
on their targeted behavioural mechanism (Zhou, 2013). M-commerce
applications offer a focussed recommendation mechanism to satisfy
customer demand. Providing context-based information highly relies on 2.4. Satisfying experience and repurchase intention as Response (R)
the personal and environmental context of the customers, in which
personal context refers to the customers’ demographic information and Homburg, Jozić, and Kuehnl (2017) have noted that creating cus-
the latter refers to the time and place of the customers’ presence (Zhou, tomer experience is important for retailers to achieve a prospective
2013). Despite its predominant use in m-commerce, limited attention response. Experiences are built on the preface of both cognitive and
has been given to contextual offering construct in prior literature. affective components. Previous studies have supported that providing
Besides contextual offerings, marketers attempt to impart various fruitful customer experience can build satisfaction, trust, re-purchase
visual aesthetic features to attract customers. In recent times, retailers intention, and loyalty (Deng, Turner, Gehling, & Prince, 2010;
have started employing various technologies to increase the visual Srivastava & Kaul, 2016). Klaus (2013) confirms that the dynamic
perception of the mobile stores in par with the offline retail stores. features provided in an online environment have given an upper hand
Customers clearly express more sensational attraction towards visual for marketers to build experience. Similarly, m-commerce has more
stimuli (Clement, 2007). Besides attracting the customers through vi- potential to build a dynamic app that can provide a satisfying experi-
sual sensory, m-commerce apps tend to provide more product-related ence. Despite multi-dimensional efforts of marketers to enhance the
visuals to garner customer attention. Again, given the growth of visual satisfying experience, very limited attention has been given to under-
offering and the investments marketers make, limited attention has stand how perceived value and impulsiveness augment such an out-
been given to this construct in the context of retailing. come. Moreover, keeping in line with the objectives of our study, we try
The other most important stimulus that marketers create to attract to build a holistic model on how the stimuli and organisms shape re-
the customers is app incentives, which are provided exclusively with m- purchase intention in m-commerce. Perceived ubiquity, contextual of-
commerce apps. This also becomes a notable point of difference be- fering, visual attractiveness, and app incentives are treated as stimuli in
tween mobile commerce (M-commerce) and electronic commerce (E- the model, and their influence on impulsiveness and perceived value of
commerce) platform. M-commerce apps tend to offer various incentives mobile shopping application (organism) are examined. Consequently, it
like cashback offers, discounts, shipping incentives, etc. Xu and Yuan models their impact on the satisfying experience and repurchase in-
(2009) explain two types of incentives prevalent in m-commerce tention through mobile shopping app (response). The conceptual model
namely, financial incentives and mandatory policy to attract customers. proposed is presented in Fig. 1.
Despite the importance of app-based incentives in m-commerce,

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

Fig. 1. Model 1 – The proposed hypothetical model.

3. Research model and hypotheses development Lu, & Wang, 2010). To the best of our knowledge, no empirical work
has been carried out on the influence of perceived ubiquity on per-
Based on the S-O-R paradigm, this empirical work seeks to identify ceived value of mobile shopping applications. Based on the findings of
marketing related attributes that act as stimuli and portrays their im- prior studies, it is assumed that perceived ubiquity of shopping apps
pact on consumer impulsiveness and perceived value with a mobile would positively influence the value perception of consumers. Hence,
shopping application. Consumers’ satisfying experience and repurchase the following hypothesis is proposed:
intention is the resulting response variable in the model.
Hypothesis 2. Perceived ubiquity positively affects perceived value of
mobile shopping applications.
3.1. Stimuli and organism

Stimuli are the initiating phase of consumers’ state of organism and 3.1.2. Contextual offering
eventual response behaviour in a consumption context. The ensuing Contextual offering refers to the presentation of location-specific
sections outline the various cues and furnish theoretical support for personalised information and services (Zhou, 2013). Contextual in-
their proposed effect on consumers’ internal state of impulsiveness and formation may lessen the effort required on the part of consumers to
perceived value associated with mobile shopping applications. find relevant products and services, thereby augmenting their perceived
congruence. Lee (2005) observed that contextual information acts as a
3.1.1. Perceived ubiquity point of purchase promotion tool and leads to a greater intention to use
Johnson, Kiser, Washington, and Torres (2018) have defined per- m-commerce. Delivering context-specific messages can encourage un-
ceived ubiquity as the user having anytime and anyplace access to planned purchases on the mobile platform (Andrews, Goehring, Hui,
various mobile services (M-services). The ubiquity of mobile apps is Pancras, & Thornswood, 2016). Moreover, contextual information
conceptualised as a multifaceted construct including continuity, im- creates a positive effect due to its serendipity and unexpectedness
mediacy, and searchability by Okazaki and Mendez (2013). Kim, Lin, (Naylor, Raghunathan, & Ramanathan, 2006), and have been confirmed
and Sung (2013) noted that the ubiquitous nature of mobile devices (m- to encourage compulsive buyers to purchase from social shopping
devices) helps consumers to download apps to access real-time in- websites (Kukar-Kinney, Scheinbaum, & Schaefers, 2016). It is argued
formation and transact from anywhere. Mobile entertainment apps like that contextual information provided by m-retailers on shopping ap-
gaming, shopping, and instant messaging can prevent consumers’ plications would generate impulsiveness among app users. Based on the
boredom and promote playful engagement (Tojib & Tsarenko, 2012). In previous findings, the following hypothesis is developed:
an empirical study in Thailand, ubiquitous m-commerce services like
Hypothesis 3. Contextual offering positively affects impulsiveness with
short message service (SMS) were found to influence consumers’ im-
mobile shopping applications.
pulse buying tendency (Davis & Sajtos, 2009). Hence, it is hypothesised
that: Similarly, shopping application users who receive contextually re-
levant and personalised messages and offerings from m-retailers will
Hypothesis 1. Perceived ubiquity positively affects impulsiveness with
perceive it as more valuable. Previous studies have posited that giving
mobile shopping applications.
valuable content and communication is one of the essential sources to
In another study, Choi, Cheong, Somera, and Hao (2014) observed build value among consumers. Contextual offering was shown to posi-
that service ubiquity leads to an increase in the usefulness of mobile tively influence the perceived usefulness of mobile purchase (m-pur-
commerce. Zarmpou, Saprikis, Markos, and Vlachopoulou (2012) con- chase) (Zhou, 2013). The use of contextual information was found to be
ceptualised the functionality construct that entails ubiquity of m-ser- a significant driver of consumers’ willingness to accept mobile adver-
vices and showed its significant positive impact on the perceived use- tising (Merisavo et al., 2007). In a recent study, contextualised location-
fulness in m-commerce. Further, ubiquitous connection in m-commerce based advertising was noted to positively affect consumers’ perceived
was noted to be positively related to consumer perceived value (Zhou, value (Lin & Bautista, 2018). Hence, understanding consumers and

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

providing contextual offerings on mobile shopping apps are likely to significant component of utilitarian values derived by consumers on
increase their value perception. Thus, we hypothesise that: electronic commerce platforms (Chiu, Wang, Fang, & Huang, 2014).
Similarly, perceived monetary savings from m-coupons were reported
Hypothesis 4. Contextual offering positively affects perceived value of
to be strongly associated with consumers’ value perception of m-coupon
mobile shopping applications.
applications (Liu et al., 2015). To further extend prior research findings,
Fang, Zhao, Wen, and Wang (2017) have called for research on the
3.1.3. Visual attractiveness impact of the app reward system on behavioural engagement of con-
Visual merchandising is an effective sales promotion technique that sumers. As such, the next hypothesis is proposed:
marketers follow to increase transaction output (Law, Wong, & Yip,
Hypothesis 8. App incentives positively affects perceived value of
2012). Previous studies have identified that visual merchandising will
mobile shopping applications.
lead to more unplanned purchase actions among consumers (Law et al.,
2012). The same was investigated in the context of third-party mar-
ketplace websites (Khakimdjanova & Park, 2005). The visual appeal of 3.2. Organism and response
a website significantly triggered impulsiveness among online shoppers
(Liu et al., 2013). Similarly, Zheng et al. (2019) have substantiated that, Organism entails internal cognitive and affective processes that are
visual appeal induces consumers to purchase impulsively on m-com- regarded as an intermediate state between stimuli and responses in the
merce platforms. There is a considerable difference between a website S-O-R framework (Fang et al., 2017). In this research, we have con-
and mobile application visuals, in terms of layout, colours used, us- sidered impulsiveness and perceived value as organism, while satisfying
ability flow, designs, etc. The consistent growth and differing nuances experience and repurchase intention are the response variables.
motivate us to examine the role of visual attractiveness in mobile
commerce applications. A visually appealing app interface will foster 3.2.1. Impulsiveness and satisfying experience
impulsiveness among mobile shoppers. Hence, the next hypothesis is In an empirical study among hypermarket shoppers in India, im-
proposed: pulsiveness was found to be a significant predictor of positive customer
experience (Atulkar & Kesari, 2016). Another study by Li (2015)
Hypothesis 5. Visual attractiveness positively affects impulsiveness
showed that impulsive buying results in a higher level of happiness
with mobile shopping applications.
consequently leading to greater post-impulsive buying satisfaction.
In mobile commerce, apps follow dynamic design and templates to Creating customer experience has become an important task for mar-
be congruent with the customer expectations (Magrath & McCormick, keters in recent times. Given the dynamic interface of mobile applica-
2013). One of the most important goals for digital marketers is to in- tions, m-retailers have found huge scopes of creating Omni experience
crease traffic and reduce the bounce rate through functional and at- for customers through their purchase journey (Lemon & Verhoef, 2016).
tractive designs. While attractive designs can yield more impulsiveness, Flipkart, an Indian online marketplace business has integrated
on the other side functional designs can increase the perceived value of games in their mobile shopping application to instil greater experience
the customers. Visual aesthetics related to a website can increase con- to the buyers also through which they can earn rewards. In other words,
sumers’ online shopping value (Cai & Xu, 2011). The same may apply to there is more probability that the sources for experiences can also be
mobile commerce applications, where the marketers attempt various precursors for impulsiveness. The convenience and ease of access to
optimised designs to increase customer value. Based on their empirical purchase provided by online retailers like Amazon stimulate impul-
findings, Xu, Peak, and Prybutok (2015) have advised app developers to siveness among shoppers leading to instant satisfaction and gratifica-
focus on interface design and make apps visually more attractive to tion (Farah & Ramadan, 2017). Building on the previous findings, we
strengthen perceived value among users. Thus, based on the above posit that impulsiveness may lead to a positive satisfying experience for
discussion, we propose the following hypothesis. shopping app users. Thus, the next hypothesis is proposed:
Hypothesis 6. Visual attractiveness positively affects perceived value Hypothesis 9. Impulsiveness positively affects satisfying experience
of mobile shopping applications. with mobile shopping applications.

3.1.4. App incentives 3.2.2. Impulsiveness and repurchase intention


App incentives refer to the exclusive offers and discounts given by Researchers of late have revealed that consumers’ predilection to-
m-retailers to reward its users to download their app and make in-app wards shopping on mobile platforms are due to its nature, size, and
purchases (Dale, White, Mitchell, & Faulkner, 2019). Leading online anytime, anywhere convenience (Gao, Waechter, & Bai, 2015; Wang,
retailers provide deals and discounts exclusively on their mobile ap- Malthouse, & Krishnamurthi, 2015). Impulsiveness was noted to be an
plications, known as app-only deals, that can be accessed by smart- important determinant of m-commerce adoption for consumers in
phone users and acts as an impetus for consumers to install and buy China (Ng, 2016). One crucial research question raised by Boeck,
through apps. Lee, Park, and Jun (2014) posited that daily deals and Lamarre, and Galarneau (2011) that provides future research direction
offers presented through shopping apps are likely to result in higher on mobile consumer behaviour is: what are the effects of impulsiveness
impulsive actions compared to off-line channels. In a study on mobile on app usage behaviour? Rodríguez-Torrico, Cabezudo, and San-Martín
shopping applications, deal proneness was found to increase the usage (2017) noted that impulsiveness is linked with more frequent use of
of apps among consumers (Tak, Tak, Panwar, & Panwar, 2017). The mobile platforms compared to the online channel. The recent work by
above finding supports the assumption that deal prone consumers are Chopdar and Sivakumar (2019) has evinced the significant positive
willing to switch to app-based shopping to derive benefits of various impact of impulsiveness on both behavioural intention and use beha-
promotional deals offered exclusively on them. Hence, to shed more viour of mobile shopping applications.
light on the issue mentioned above the ensuing hypothesis is posited: Information System (IS) continuance refers to ‘the post-adoption
behavioural patterns that reflect the continued use of a particular IS’
Hypothesis 7. App incentives positively affects impulsiveness with
(Limayem, Hirt, & Cheung, 2007). Prior researches have noted, con-
mobile shopping applications.
tinued use to be a crucial outcome of the success of mobile technology
There is a general tendency of consumers to opt for promotions and (M-technology), as it is less expensive to retain current consumers and
deals to save money and derive value from online transactions. loyal customers produce higher revenues (Chen, 2012; Dai, Hu, &
Monetary savings resulting from sales promotions and discounts are a Zhang, 2014). Based on the past findings, we may deduce that

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

impulsiveness is a significant predictor of consumers’ initial use of Hypothesis 12. Perceived value positively affects the repurchase
mobile shopping apps. But a research question that arises is: Does im- intention through mobile shopping applications.
pulsiveness act as a significant driver of repeated use/repurchase in-
tention with shopping apps? Vinayak and Malhotra (2017) have noted
3.2.5. Satisfying experience and repurchase intention
that impulsiveness positively correlates with excessive use of mobile
Customer experience is the sum of all cues and touchpoints a cus-
phones. But, notwithstanding a few notable works, little empirical
tomer engages with an organisation to produce an overall experience
evidence exists about the role of impulsiveness in post-adoption use of
(McLean & Wilson, 2016). In recent times, creating experiences has
mobile shopping applications. Due to its convenient nature and ease of
become inevitable for any business setup, especially new experiences
use, the authors expect that impulsiveness may increase consumers’
(Seo, 2013). New stimuli can lead to both cognitive and peripheral
repeat purchase intention with mobile shopping applications. Ad-
arousals, which can uplift the state of experience (Bilro, Loureiro, & Ali,
ditionally, it makes for an interesting comparison of our findings with
2018). Satisfaction, trust, repurchase intention, and loyalty have all
prior studies on impulsiveness with mobile shopping adoption. Thus,
been summarised as consequences of positive customer experience
the next hypothesis is proposed:
(Shobeiri, Mazaheri, & Laroche, 2018; Verhoef et al., 2009). Based on
Hypothesis 10. Impulsiveness positively affects the repurchase the past pieces of evidence, we can firmly state that more the congruent
intention through mobile shopping applications. and satisfying experience that the business can provide for its custo-
mers, there is more probability of them to have a strong and sustained
relationships with them.
3.2.3. Perceived value and satisfying experience
Mobile applications provide a dynamic medium for consumers to
Marketers tend to increase the value perception by either increasing
search and purchase products and services from many online retailers
the benefits or decreasing the cost. In this line, experience is one of the
across the globe. A satisfying experience in purchasing food products
major psychological benefits that consumer seeks. Especially con-
via mobile terminals was noted to be a significant determinant of m-
cerning the service industry, experience has become an important value
shoppers continuance intention (Shang & Wu, 2017). On similar lines,
determiner for sustainable growth (Ritch & Schröder, 2012). Perceived
the recent empirical work of McLean et al. (2018) showed that positive
value contributes positively towards developing a satisfying overall
and satisfying customer experience can bolster consumers’ frequency of
experience for customers in various offline and online contexts (Jain,
app usage for online purchases. Therefore, we suggest that satisfying
Aagja, & Bagdare, 2017). In a recent study, various dimensions of
experience with shopping on apps may positively influence the re-
customers’ perceived value were found to be significant predictors of
purchase intention of mobile shoppers (M-shoppers). Thus, we hy-
satisfaction with their hospitality experience (El-Adly, 2019). Hult et al.
pothesise that:
(2019) validated that perceived value is a stronger driver of customer
satisfaction for online retailers compared to offline retailers. Hypothesis 13. Satisfying experience positively affects the repurchase
Although the relationship between perceived value and experience intention through mobile shopping applications.
has been explored in prior literature, the same is not tested with specific
to m-commerce applications and also very specific to the construct,
3.3. Moderating variable: age
satisfying experience. This indicates that there is limited knowledge
with regard to the impact of perceived value on customer experience
Another interesting aspect of new technology adoption and use is
with mobile shopping applications in particular. As perceived value can
the role of consumers' age. Age has been noted as a strong motivational
be a crucial driver for customer retention, we focus our attention on
factor towards mobile phone use (Ansari, Channar, & Syed, 2012).
exploring its role in this relatively new channel of shopping on the
However, the role of age in influencing consumers repurchase intention
mobile platform. With clues from the above discussion, we propose the
and satisfaction with shopping applications is yet to be addressed in
following hypothesis:
academic literature. We opine that exploring the moderating influence
Hypothesis 11. Perceived value positively affects the satisfying of age can help academicians and practitioners to better understand
experience in mobile shopping applications. user’s acceptance and repurchase behaviour with mobile shopping ap-
plications. Age is a crucial variable that causes impulse buying beha-
viour among buyers (Lee & Rao, 2010; Ghani & Kamal, 2010). In the
3.2.4. Perceived value and repurchase intention
context of m-commerce, it has been validated that younger people are
Many scholars have revealed that perceived value positively influ-
more inclined towards the use of technology vis-à-vis older users
ences the repurchase intention and loyalty of customers (Kuo, Wu, &
(Koenigstorfer & Groeppel-Klein, 2012). Soares, Zhang, Proença, and
Deng, 2009; Lin & Wang, 2006). A study of online group buying in
Kandampully (2017) have shown that generation Y (younger) con-
Taiwan revealed perceived value as a crucial antecedent of customers’
sumers are more likely to prolong their relationship with a service
repeat purchase intention (Hsu, Chang, & Chuang, 2015). Kim, Lin,
provider and repurchase, compared to generation X and baby boomers
Sung et al. (2013), further illustrated the importance of perceived value
(older) segment. Further, in an empirical study in Spain, young shop-
as a crucial driver of a user’s continuous engagement with m-tech-
pers were found to be more satisfied with the entertainment and en-
nology. The convenience associated with mobile platforms positively
joyment aspect of m-shopping compared to older groups (San-Martín,
influenced mobile value (Lin & Lu, 2015) and was shown to be an
Prodanova, & Jiménez, 2015). In another study on consumers shopping
important factor in shaping consumers’ loyalty intentions towards
habits, Liao, Shen, and Chu (2009) revealed that, young people are
mobile hotel booking (Ozturk, Bilgihan, Nusair, & Okumus, 2016).
more likely to buy on impulse as they derive satisfaction through im-
In their recent empirical work, Wang and Teo (2020) observed
mediate gratification. Based on the above findings, the authors surmise
significant positive associations between perceived value and con-
that impulsiveness will exert a stronger effect on both satisfaction and
tinuance intention with mobile government service among Chinese
repurchase intention among younger shopping app users.
users. Hence, marketers must focus on value drivers to facilitate re-
peated usage of technology-enabled products and services. Thus, it is Hypothesis 14a. The impact of impulsiveness on satisfying experience
argued that when the customers perceive the mobile shopping appli- is negatively moderated by age.
cation as more valuable compared to its cost, the same will enhance the
Hypothesis 14b. The impact of impulsiveness on repurchase intention
probability of repurchasing in the mobile commerce application. To
is negatively moderated by age.
empirically validate the above assumption the next hypothesis is pos-
ited: As for m-services, baby boomers (older segment) were noted to be

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

more value-oriented vis-à-vis the younger generation Y users (Kumar & 4.2. Developing measures
Lim, 2008). In a recent study by Liebana-Cabanillas and Alonso-Dos-
Santos (2017), it was observed that younger users (Age < 35 years) The survey questionnaire employed in this study included eight
would not use social commerce due to perceived value and have a constructs measured with 29 items. All the measures were carefully
hedonistic mindset. Whereas, older users (Age > 35 years) exhibited a chosen and validated from prior studies to fulfil the objectives of our
robust impact of perceived value on their usage intention. On a similar research. All the items were measured on a seven-point Likert scale
note, Phang et al. (2006) observed that older users are driven more by ranging from 1 ("strongly disagree") to 7 ("strongly agree"). Some of the
the utilitarian value of innovation, whereas younger users are moti- items were reworded a bit to achieve better fit with the context of our
vated by the hedonic value dimension. Thus, it is assumed that when study. The questionnaire also included questions to collect various de-
the perceived value of a shopping app is high, older consumers are more mographic and app usage information from the respondents. The de-
likely to repurchase with the same app. In another study among young tailed scale items along with their respective sources are available in
users in Taiwan, perceived usefulness had a weaker effect on user sa- Appendix A.
tisfaction compared to perceived enjoyment with mobile social apps
(Hsiao, Chang, & Tang, 2016). Similarly, Natarajan, Balasubramanian,
and Kasilingam (2018) have highlighted that the elder age group (>35 4.3. Data analysis
years) feel mobile shopping apps are more useful and have a higher
level of satisfaction and intention to use compared to the younger users To investigate the proposed hypothesis in model 1, we used the two-
(< 35 years). Drawing on the findings of the past literature, we propose step structural equation modelling approach proposed by Anderson and
the following hypotheses on moderating effects of age in our study: Gerbing (1988). First, the confirmatory factor analysis (CFA) was used
to check the validity and reliability requirements, followed by the
Hypothesis 14c. The impact of perceived value on satisfying
structural model assessment. Previous studies have recommended using
experience is positively moderated by age.
structural equation modelling for testing hypothetical models (Fornell
Hypothesis 14d. The impact of perceived value on repurchase & Larcker, 1981; MacCallum & Austin, 2000). As our study is based on a
intention is positively moderated by age. strong theoretical foundation of the S-O-R framework and involves a
fairly high sample size (n = 420), the covariance-based SEM approach
is suitable (Leong, Hew, Ooi, & Lin, 2019). Given the number of para-
meters and high loadings in the CFA, it can be observed that our sample
4. Research methodology
is well adequate for conducting SEM. This approach is based on the
recommendations given in the literature (Hair, Hult, Ringle, Sarstedt, &
4.1. Design and sample
Thiele, 2017; Wolf, Harrington, Clark, & Miller, 2013). The structural
model estimates and CFA were tested using the maximum likelihood
To investigate the hypothetical model, we employed a cross-sec-
estimation method. To understand the model fit, the fit indices and r2
tional design. We used a non-probabilistic sampling technique (quota
value were used in the study. The study used Microsoft Excel, SPSS 21.0
sampling) to identify the respondents for our sample. The data were
and AMOS for analysis purposes. Besides model 1, the study has also
collected during a five-day promotional event of a mobile shopping
proposed model 2 with age as moderating variable concerned with
application in India. 430 samples comprising of m-shoppers were
hypothesis 14a to 14d. Model 3 investigates the indirect effect of sa-
identified during the event and they were instructed about the instru-
tisfying experience on the paths between impulsiveness and repurchase
ment and subsequently asked to fill a closed-ended questionnaire. We
intention, and perceived value and repurchase intention. The figures for
received 420 usable data from the total data collection, which took
model 2 and model 3 are given in Appendix C. The study also adds
place during January 2019. The socio-demographic characteristics of
Analysis of Variance (ANOVA) to check the difference in the scores of
the sample were given in Table 1. It was identified that in average
the investigated variables across the socio-demographic characteristics
participants had at least 1 mobile shopping application installed in their
of the sample. The ANOVA results give a microscopic view of how the
smartphone (minimum = 1; maximum = 4). Following a briefing about
results might differ based on different categories of the socio-demo-
the study, the participants were requested to fill a questionnaire that
graphic variables. As given in Table 1, there is enough dispersion in the
contained the measures of investigated variables.
sample among the categories to justify the use of quota sampling in this
research. This further substantiates the applicability of ANOVA in the
Table 1
context of our study. Moreover, the G*Power statistic tool ratified the
Socio-demographic characteristics of the sample.
sample requirements to conduct ANOVA with 420 respondents. The
Characteristics Value Frequency Percentage tool showed 305, as the minimum required sample size at 95 % con-
(N = 420) (%) fidence interval with 0.25 effect size.
Gender Female 208 49.5
Male 212 50.5
Age <20 yrs 56 13.3 5. Results
20–24yrs 93 22.1
25–29yrs 45 10.7
5.1. Responder demographics and usage profile
30–34yrs 59 14.1
35 yrs and above 167 39.8
Educational qualification Diploma 164 39.1 Table 1. demonstrates the socio-demographic details and usage in-
Graduate 135 32.1 formation of the sample studied. It includes 49.5 % female and 50.5 %
Postgraduate 104 24.8
male. Regarding the age distribution, nearly 36 % of respondents are
Others 17 04.0
Experience of using shopping <1 yr 127 30.2 below 25 years, which matches with the mobile shoppers’ population in
application 1–2 yrs 180 42.9 India. As reported, the majority of users have more than one year of
>2 yrs 113 26.9 experience with the use of mobile shopping applications, which makes
Hours of using smartphone/day <2h 125 29.8 this sample apt for the current study. Moreover, a majority of re-
2–4 h 154 36.7
spondents use their smartphones 2−4 h/day, whereas 10.2 % of re-
4–6 h 98 23.3
>6h 43 10.2 spondents are found to be heavy users (more than 6 h/day) of their
smartphones.

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

Table 2
Measurement model results.
Construct Items Mean (SD) Loadings Average Variance Extracted Composite reliability
(MSV, ASV)

Perceived Ubiquity (PUB) PUB1 5.49 (.93) 0.665*** 0.523 0.844


PUB2 5.39 (.99) 0.727*** (0.193, 0.093)
PUB3 5.31 (.97) 0.815***
PUB4 5.65 (.95) 0.601***
PUB5 5.26 (.92) 0.787***
Contextual Offering (COF) COF1 5.26 (.88) 0.706*** 0.504 0.753
COF2 5.17 (.99) 0.686*** (0.168, 0.104)
COF3 5.03 (.90) 0.736***
Visual Attractiveness VOF1 5.34 (.83) 0.755*** 0.645 0.878
(VA) VOF2 5.35 (.87) 0.756*** (0.163, 0.099)
VOF3 5.24 (.87) 0.770***
VOF4 5.32 (.85) 0.919***
App AI1 5.06 (1.05) 0.783*** 0.639 0.841
incentives (AI) AI2 5.02 (1.07) 0.839*** (0.239, 130)
AI3 5.05 (1.10) 0.774***
Impulsiveness (IMP) IMP1 4.61 (1.12) 0.816*** 0.668 0.889
IMP2 4.45 (1.17) 0.799*** (0.193, 0.109)
IMP3 4.71 (1.25) 0.830***
IMP4 4.54 (1.23) 0.823***
Perceived Value (PV) PV1 5.25 (1.22) 0.682*** 0.565 0.837
PV2 5.16 (1.22) 0.800*** (0.306, 0.131)
PV3 5.26 (1.23) 0.826***
PV4 5.51 (1.29) 0.687***
Repurchase Intentions (RPI) RPI1 4.83 (1.27) 0.861*** 0.691 0.870
RPI2 4.95 (1.28) 0.789*** (0.306, 0.131)
RPI3 4.93 (1.27) 0.843***
Satisfying Experience (SE) SE1 4.59 (1.21) 0.864*** 0.748 0.899
SE2 4.63 (1.27) 0.853*** (0.138, 0.066)
SE3 4.66 (1.24) 0.877***

Confirmatory factor analysis fit indices: X2/df = 1.564 (Ideal <3.0); GFI = 0.920 (Ideal >0.900); CFI = 0.969 (Ideal>0.900); RMSEA = 0.037 (Ideal<0.08).
*** Denotes values significant at 99 % confidence level.
MSV denotes “Maximum Shared Variance; ASV denotes “Average Shared Variance”.
Notes: PUB = perceived ubiquity; COF = contextual offering; VOF = visual offering; AI = app incentives; IMP = impulsiveness; PV = perceived value;
RPI = repurchase intention; SE = satisfying experience.

5.2. Measurement model assessment Table 3


Discriminant validity and descriptive statistics of measures.
The measurement properties of all the constructs are analysed first SE PUB COF VA AI IMP PV RPI
by examining the internal consistency (reliability), convergent, and
discriminant validity. Table 2 depicts the psychometric properties of all SE 0.865
the measures employed in the study. As can be seen, all the item PUB 0.152 0.723
COF 0.153 0.410 0.710
loadings are above 0.60, and the average variance extracted (AVE)
VA 0.202 0.329 0.337 0.803
values are above 0.50, thus indicating excellent content and convergent AI 0.302 0.320 0.327 0.404 0.799
validity respectively of all the measures. Further, the AVE values were IMP 0.346 0.439 0.396 0.332 0.398 0.817
found to be higher than MSV (Maximum Shared Variance) and ASV PV 0.149 0.217 0.392 0.365 0.489 −0.131 0.752
RPI 0.372 0.083 0.058 0.147 0.214 −0.105 0.553 0.832
(Average Shared Variance), which shows the strength of AVE and
confirms the threshold for discriminant validity (Hew & Kadir, 2016). The diagonals value represents √AVE; and the off-diagonal values represent
The composite reliability of all latent variables is above 0.75 and ade- inter-construct correlations for respective variables.
quate. The Cronbach's alpha values are in the range of 0.75 to 0.89, thus Notes: PUB = perceived ubiquity; COF = contextual offering; VA = visual at-
exceeds the critical level of 0.70 as recommended by Nunnally and tractiveness; AI = app incentives; IMP = impulsiveness; PV = perceived value;
Bernstein (1994). Next, discriminant validity was checked with Table 3. RPI = repurchase intention; SE = satisfying experience.
revealing the correlation matrix for all the constructs. The diagonals
represent the square root of AVE's. Discriminant validity is established 5.3. Common method bias analysis
as the square roots of all AVE scores are more than their corresponding
inter-correlations. Based on the above findings, it can be inferred that On account of a common instrument used for measuring all the
the measurement model exhibited an adequate level of reliability and variables with different kind of scales, we have decided to check the
validity. To assess unidimensionality and minimise measuring bias, we issue of common method bias (CMB). Thus, we have employed
used goodness of fit indices like; X2/df, goodness-of-fit index (GFI), Harman’s single factor (Wong, Tan, Tan, & Ooi, 2015) and common
comparative fit index (CFI), and root mean square error of approx- latent factor analysis (Leong, Hew, Ooi, Lin et al., 2019). Initially,
imation (RMSEA) (Leong, Hew, Ooi, and Lin, 2012). As given in Harman’s single factor is tested to confirm that the data and constructs
Table 2, the values related to the indices more than satisfy the pre- are free from CMB issues. We performed this test as factor analysis
scribed ideal values (Hair, William, Barry, & Rolph, 2010; Hew, Leong, using SPSS, in which all the items were loaded with a threshold to at-
Ooi, & Chong, 2016; Leong, Hew, Ooi, Lee, & Hew, 2019). tain one factor. The results showed that a single factor contributes to
24.348 % of total variance extracted, which is well below 50 %. This
confirms that CMB is not a major concern for this study (Lin, Fan, &

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

Chau, 2014; Hew & Kadir, 2016). The common latent factor (CLF) RMSEA = 0.037 (Ideal<0.08). Also, the coefficient of determination
approach was used to measure the common variance of all the models’ (r2) values for the following constructs; impulsiveness, perceived value,
observed variables (Podsakoff, MacKenzie, Lee, & Podsakoff, 2003). We satisfying experience, and repurchase intention exhibited the following
compared the standardised regression weights of the non-CLF vs CLF values, 0.193, 0.222, 0.157, and 0.385 respectively.
model. The results suggested that the difference is well below 0.05 for
all the items. Based on the results of the two tests, we can confirm that 5.5. Analysing the moderating influence of age (model 2)
common method bias is not a major concern in this study.
Hypotheses H14 to H17 tested the moderating effect of age in
5.4. Structural model evaluation proposed relationships of H8 to H12 respectively. The significance of
the product term (Independent Variable X Moderator) is examined in
The results of the hypothesis testing of model 1, model 2, and model the model. Age was found to significantly moderate the relationship
3 are presented in Table 4. The relationship between perceived ubiquity between impulsiveness and satisfying experience (β= −0.275;
and impulsiveness was found to be statistically significant (β = 0.308; p < 0.001), and impulsiveness and repurchase intention (β= −0.505;
p < 0.001), thereby supporting H1. But, in contrast, the relationship p < 0.001) of app users. This implies that age weakens the positive
between perceived ubiquity and perceived value of mobile shopping impact of impulsiveness on satisfying experience and repurchase in-
applications was reported to be insignificant (β = −0.021; p > 0.05, tention, thereby supporting H14a and H14b. Further, age had sig-
thus rejecting H2. The results further revealed the substantial impact of nificant moderating impact on the path between perceived value and
contextual offering on both impulsiveness (β = 0.178; p < 0.001) and satisfying experience (β = 0.433; p < 0.001), and between perceived
perceived value (β = 0.214; p < 0.001) of m-shopping apps. Thus, both value and repurchase intention (β = 0.513; p < 0.001). It can be in-
H3 and H4 are supported. The effect of visual attractiveness on both ferred that an increase in age augments the effect of perceived value on
consumer impulsiveness and perceived value were both statistically satisfying experience and repurchase intention of m-shoppers, thus
significant (β = 0.139; p < 0.001) and (β = 0.195; p < 0.001) respec- supporting H14c and H14d. The results of the moderation are well
tively, thus supporting both H5 and H6. Next, app incentive with mo- depicted through interaction graphs in Appendix B.
bile shopping application was observed to be a significant determinant
of their impulsiveness (β = 0.218; p < 0.001). The effect of mobile app 5.6. Analysing the direct and indirect effect (model 3)
incentives on consumers’ perceived value was noted to be even stronger
and statistically significant (β = 0.371; p < 0.001). Hence, the results To analyse the effect of total, direct and indirect effect in model 3,
supported both H7 and H8. Next, the impact of impulsiveness and we used structural equation modelling in AMOS with sample boot-
perceived value on m-shoppers satisfaction with experience and re- strapped for 5000 iterations (Henseler, Ringle, & Sarstedt, 2016).
purchase intention is tested. The results demonstrated significant po- Table 5 shows the effect model at 95 % significance level. First, the
sitive effect of impulsiveness on user’s satisfaction with app experience indirect effect of satisfying experience in the path between impulsive-
(β = 0.335; p < 0.001). But, contradictory to our proposed hypothesis, ness and repurchase intention is checked. The results indicated that
impulsiveness was noted to exert a significant negative impact on user’s satisfying experience created a positive impact between impulsiveness
re-purchase intention with apps (β= −0.197; p < 0.001). Further, and repurchase intention. Whereas the direct effect of impulsiveness on
consumers perceived value acted as a significant driver for both sa- repurchase intention was found to be negative. Thus, the direct and
tisfaction with experience (β = 0.170; p < 0.001) and re-purchase in- indirect effects were observed to be in the opposite direction. Hence,
tention (β = 0.462; p < 0.001). The results supported H9, H11, and the findings reveal partial competitive mediation for the path impul-
H12, except H10. Finally, satisfaction with the app experience had siveness-satisfying experience-repurchase intention (Zhao, Lynch, &
robust positive effect on shoppers’ re-purchase intention (β = 0.369; Chen, 2010). Secondly, we attempted to understand the role of sa-
p < 0.001). Hence, it upholds H13. Model 1, the proposed hypothetical tisfying experience in mediating the relationship between perceived
model indicated an excellent fit. X2/df = 1.564 (Ideal <3.0); value and repurchase intention. It was found that satisfying experience
GFI = 0.920 (Ideal >0.900); CFI = 0.969 (Ideal>0.900); positively mediates the relationship between perceived value and

Table 4
Hypotheses testing results.
Hypotheses Endogenous Exogenous Model 1 Model 2 Model 3
constructs constructs Coefficients Coefficients Coefficients

Hypothesis 1 IMP PUB 0.308***


Hypothesis 2 PV −0.021ns
Hypothesis 3 IMP COF 0.178***
Hypothesis 4 PV 0.214***
Hypothesis 5 IMP VA 0.139***
Hypothesis 6 PV 0.195***
Hypothesis 7 IMP AI 0.218***
Hypothesis 8 PV 0.371***
Hypothesis 9 SE IMP 0.335*** 0.455*** 0.365***
Hypothesis 10 RPI −0.197*** 0.148*** −0.176***
Hypothesis 11 SE PV 0.170*** −0.018ns 0.188***
Hypothesis 12 RPI 0.462*** 0.087*** 0.477***
Hypothesis 13 RPI SE 0.369*** 0.235*** 0.363***
Hypothesis 14 SE IMP X AGE −0.275***
Hypothesis 15 RPI −0.505***
Hypothesis 16 SE PV X AGE 0.433***
Hypothesis 17 RPI 0.513***

Notes: PUB = perceived ubiquity; COF = contextual offering; VA = visual attractiveness; AI = app incentives; IMP = impulsiveness; PV = perceived value;
RPI = repurchase intention; SE = satisfying experience.
Notes: ***p < .001; All estimates are standardised.

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

Table 5 6. Discussions
Mediation effect of Model 3.
Effects Effect of IMP on RPI Effect of PV on RPI Building on the S-O-R foundation, this study empirically validated a
mediated through SE mediated through SE conceptual framework by identifying various drivers of consumer im-
pulsiveness and perceived value associated with mobile shopping ap-
Total effect −0.043ns 0.546***
plications. It consequently predicts users satisfying experience and re-
(std. error, lower (0.048, −0.137, 0.055) (0.062, 0.416, 0.660)
bound, upper bound)
purchase intention through mobile shopping applications. This research
Direct effect −0.176*** 0.477*** identified four marketing stimuli namely; perceived ubiquity, con-
(std. error, lower (0.049, −0.273, (0.058, 0.358, 0.589) textual offering, visual attractiveness, and app incentives. The findings
bound, upper bound) −0.080) reveal that perceived ubiquity has the most potent effect on impul-
Indirect effect 0.132*** 0.068**
siveness, but it is identified to be a non-significant predictor of per-
(std. error, lower (0.032, 0.076, 0.201) (0.029, 0.015, 0.127)
bound, upper bound) ceived value. Thus, it supports the finding of Davis and Sajtos (2009)
but does not validate the result of Zhou et al. (2010). This indicates that
All the estimates are standardised and *** denotes values significant at 99 % the ubiquitous nature of mobile connectivity makes it convenient to
level and ** denotes values significant at 95 % level; n = 420, bootstrap shop on mobile apps, thereby engendering impulsiveness among m-
iterations = 5000. shoppers. Whereas, app users do not associate ubiquity with their value
Note: IMP = impulsiveness; RPI = repurchase Intention; SE = satisfying ex- perception of a shopping app in particular, as they may relate it with m-
perience; PV = perceived value.
technology in general. Contextual offering was found to be the most
influential driver of perceived value. It signifies the importance of
contextual offers in value creation, especially with mobile shopping
repurchase intention. As, both the direct and the indirect effects are applications. This further substantiates that consumers perceive greater
significant and in the same direction, partial complementary mediation value from shopping apps with interactive features that deliver perso-
is established. nalised offers to their users. Additionally, findings reveal the significant
positive influence of contextual offering on the impulsiveness of shop-
ping app users. This is consistent with the findings of Andrews et al.
5.7. Results of analysis of variance (2016) and validates the assumption that contextual offers can induce
impulsiveness among app users.
In ANOVA, we attempted to understand the mean difference of the Next, visual attractiveness is shown to be a significant predictor of
investigated eight factors across age, gender, qualification, shopping impulsiveness. Thus, it confirms the findings of past studies of
app usage, and smartphone usage. Table 6 shows the f value with the Parboteeah et al. (2009) and Floh and Madlberger (2013). Higher the
significance of the investigated factors. It was found that the scores of visual attractiveness of the mobile shopping app, the greater will be the
repurchase intention and visual attractiveness do not significantly differ impulsiveness of consumers. Similarly, visual attractiveness was found
across the age groups, whereas the remaining six factors tend to differ to have a significant impact on the perceived value of shopping app
significantly across the groups. In the case of gender, except for con- users. These findings add value to the extant literature, especially in the
textual offering, the remaining factors were found to have no significant context of mobile shopping applications. The effect of app incentives on
difference in scores. The scores of satisfying experience, impulsiveness, both impulsiveness and perceived value dimension was found to be
app incentives, and contextual offering were found to significantly positively significant. But the impact was visibly stronger on perceived
differ across qualification and the remaining four factors were not. The value compared to impulsiveness. The results are consistent with pre-
scores of perceived value, impulsiveness, and app incentives were found vious findings of Xu and Huang (2014), who noted that price discounts
to significantly differ across the categories of experience in shopping and other marketing incentives resulted in greater impulse buying in-
application usage. Finally, it was observed that the scores of impul- tention among online shoppers. Similarly, Kim and Labroo (2011)
siveness and perceived value significantly differs across the categories found that incentive patterns can yield considerable value recognition
of smartphone usage. The theoretical and practical implications of the and influence consumer decisions. Moreover, getting exclusive deals on
results are discussed in the subsequent section. the mobile commerce app platform allows m-shoppers to save time and
money, resulting in smart shopper feelings. The perceived savings from

Table 6
Results of Analysis of Variance test.
Variables Age Gender Qualification Shopping App Usage Smartphone
Usage

Repurchase Intention 0.694ns 0.320ns 0.642ns 2.013ns 1.871ns


Satisfying Experience 2.867*** 2.522ns 2.742*** 0.642ns 0.575ns
Perceived Value 7.004*** 0.190ns 1.184 ns 6.416*** 3.712***
Impulsiveness 3.794*** 2.113ns 6.481*** 4.602*** 2.940***
App Incentives 4.391*** 1.507ns 3.763*** 3.458*** 1.764ns
Visual Attractiveness 2.164 ns 0.461ns 1.521ns 2.629ns 1.671ns
Contextual Offering 6.935*** 5.516*** 3.662*** 2.025ns 0.780ns
Perceived Ubiquity 4.969*** 0.200 ns 2.033ns 1.303ns 0.551ns

All values represent F values in ANOVA table.


***Represent values significant at 99 % level.
ns
Represent values not significant at 99 % level.

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

these deals increase their perception of value of mobile shopping apps. 6.2. Implications for practice
Consequently, consumers’ impulsiveness was found to be a strong
determinant for both satisfying experience and repurchase intention. Several managerial implications are further obtained from this re-
There are no previous empirical clues on the response to impulsiveness. search. Based on the findings, m-retailers need to focus on all the four
Though, Zhang, Prybutok, and Strutton (2007) predicted that impul- variables namely: perceived ubiquity, contextual offering, visual at-
siveness may result in positive purchase intention. But prior studies tractiveness, and incentives to trigger consumer impulsiveness with
have supported that perceived value can respond well with creating mobile shopping applications. The omnipresent nature of m-services
experience (Chen & Chen, 2010) and other sustainable actions such as offers anytime, anyplace information to its users. Hence, augmenting
loyalty and continuous engagement (Floh, Zauner, Koller, & Rusch, shopping apps with features that utilise real-time information to help
2014; Kim, Lin, Sung et al., 2013), but not directly with repurchase m-shoppers make transactions from anywhere will engender higher
intention. This research empirically supports and extends the previous impulsiveness. Next, retailers should develop real-time contextual of-
literature by finding that perceived value can build positive satisfying fers based on locations and customer preferences to deliver a more
experience and repurchase intention among app shoppers. Further, the personalised shopping experience to app users, which will heighten
positive impact between satisfying experience and repurchase intention their urge to buy on impulse. As mobile incentives are a significant
has given a new perspective to academicians and practitioners. driver of impulsiveness, managers should design incentives that will
Regarding the moderating effects of age, impulsiveness was found to encourage m-shoppers for immediate gratification through purchase on
exert a stronger positive impact on satisfying experience and re- apps. Hence, app-specific promotions should be one of the essential
purchase intention for relatively younger consumers, as presented in tools for mobile vendors (m-vendors) to motivate shoppers for im-
Figs. B1 and B2 in Appendix B. This implies that younger m-shoppers pulsive buying. Further, app developers should design specific features
are comparatively more variety seeker, hedonistic, and more likely to in a shopping app that enhance the congruity of contextual and visual
engage in a sustainable action vis-à-vis their older counterparts. This is quotient to increase consumer impulsiveness.
a significant finding, which may prompt m-retailers to develop strate- Regarding perceived value, contextual offering and mobile in-
gies to arouse impulsiveness among the younger generation of mobile centives were found to be two of its strongest drivers. Shopping app
shoppers in particular. However, we can see the diverging effect of age users deduce that the perceived benefits of contextual offers and app-
on the relationship between perceived value and satisfying experience, only deals outweigh their perceived cost, thereby adds more value to
and perceived value and repurchase intention in Figs. B3 and B4. When shopping on mobile apps. M-retailers should develop in-app features to
value perception is high, older m-shoppers come across a more sa- manage users’ profile information and purchase history in designing
tisfying shopping experience and gravitate towards repeated use of and delivering personalised offers in a seamless manner. App devel-
their mobile shopping application. Finally, Model 3 results on media- opers should embed built-in functions that support contextual mobile
tion show competitive partial mediation for the path, impulsiveness, shopping to aid app users in finding and purchasing products quickly.
satisfying experience and repurchase intention. Although impulsiveness Thus, retailers will benefit immensely from well-timed and tailored
mitigates the repurchase intention of shopping app users directly, it content and offer which are viewed by app users as crucial value dri-
results in strengthening their future shopping intention when accom- vers. As suggested earlier, designing and delivering various exclusive
panied by a satisfying experience. Further, satisfying experience acts as app-only deals will swell up consumers’ value perception of shopping
a partial mediator between perceived value and repurchase intention of apps. Therefore, managers are advised to focus on dimensions of con-
m-shoppers. The above findings related to the mediating impact of sa- textual offering and mobile incentives that will increase consumers’
tisfying experience usher new insights to the literature on m-commerce. value perception of the app they are using. As a result, this will
Especially, the result will yield good discussion for practitioners to re- strengthen their repurchase intention and foster continuous engage-
shape the impact of impulsiveness for promoting customer retention ment and retention with the specific shopping application.
with mobile applications. The significant moderating effects of age in the model further sub-
stantiate the above suggestions. Younger m-shoppers are observed as
more impulsive than older ones. Consumers’ impulsiveness with a
6.1. Theoretical contributions specific shopping app may generate short-term benefits for the retailer
but will supress their repurchase intention. App retention is a sig-
The current empirical work makes notable contributions towards a nificant challenge for m-retailers and a crucial driver of their success.
finer academic understanding of post-adoption use of mobile shopping Hence, it is highly imperative for marketers to augment their value
apps. The results add new knowledge to the mobile shopping literature drivers rather than focussing on variables that drive consumer impul-
by finding significant drivers of impulsiveness and perceived value of siveness among mobile shoppers.
shopping apps, and further reveals their impact on consumers satisfying
experience and repurchase intention. Perceived value is noted to be a 6.3. Limitations and future research directions
key organismic variable and a strong predictor of users’ satisfying ex-
perience and repurchase intention with shopping apps. Contradictory to Despite its significant contributions to mobile shopping literature,
our proposed hypothesis, impulsiveness suppressed users’ intention to few limitations of this work give opportunities for future improvements.
repurchase with shopping apps. This is an interesting and novel finding, First, the study design being cross-sectional may not describe causal
which adds to the extant literature on m-commerce and m-shopping. relationships. Hence, longitudinal studies in the future with consumer
Another important contribution of our work is the findings on the panels would minimise self-report bias and furnish more actionable
moderating impact of age in the model. We have identified age as a key findings. Next, as the proposed conceptual model explains a moderate
variable that can reshape the interplay between impulsiveness, per- level of variance in endogenous constructs, researchers are encouraged
ceived value (Organism) and satisfying experience and repurchase in- to identify and integrate other relevant variables to boost the model's
tention (Response) of app users. Further, the mediating influence of predictive power. Further, as this study is not limited to a specific
satisfying experience is examined in the model. It results in an alter- product category, future works may replicate it on different product
native explanation of the causal relationship between impulsiveness categories to gain better insights on product-specific m-shoppers be-
and repurchase intention, thereby demonstrating a finer understanding haviour. Moreover, the current study employed only age as a moder-
of the phenomenon under study. ating variable. Thus, investigating the differential effects of product
involvement, product types, personality traits, and cultural variables
may yield intriguing results. Finally, this research predicts consumers

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

behavioural intention to purchase repeatedly through shopping appli- older mobile shoppers, while fostering impulsiveness among the
cations and not their actual behaviour. Hence, a clearer picture will younger ones. In light of the rich findings and ensuing discussions of
emerge if future studies can capture and make use of actual data on this research, both academicians and practitioners would be interested
users’ repeat purchase behaviour. While this research has identified to explore innovative ways to enhance satisfying experience of m-
four precursors for organism, more stimuli respective to mobile shop- shoppers in the future.
ping applications can be tested in ensuing works.
Funding
7. Conclusions
This research did not receive any specific grant from funding
Triggered by the exponential rise in the use of mobile commerce agencies in the public, commercial, or not-for-profit sectors.
applications, this study attempts to gain a better understanding of the
satisfying experience and repurchase intention of users with shopping
apps. The S-O-R model was employed as the theoretical foundation to CRediT authorship contribution statement
identify the various drivers of impulsiveness and perceived value as-
sociated with in-app purchases by customers. Perceived ubiquity of Prasanta Kr Chopdar: Conceptualization, Methodology,
apps was found to be the strongest predictor of impulsiveness, whereas Validation, Resources, Data curation, Writing - original draft,
app incentives had the maximum effect on the perceived value of m- Visualization, Supervision, Project administration, Funding acquisition.
shoppers. Based on a sample of 420 mobile shopping app users in India, Janarthanan Balakrishnan: Conceptualization, Software, Formal
the study confirmed that perceived value favourably affects the sa- analysis, Investigation, Writing - review & editing, Funding acquisition.
tisfying experience and repurchase intention of m-shoppers, whereas
impulsiveness acts as an inhibitor of regular purchase over apps. Declaration of Competing Interest
Moreover, the empirical findings on the moderating role of age in the
model may prompt m-retailers to augment their value perception with The authors declare no conflict of interest.

Appendix A. Constructs, indicators, and sources

Construct Items Sources

Perceived Ubiquity Using mobile shopping application is an efficient way to manage my time. Kim et al. (2016)
Using mobile shopping application makes my shopping easier.
Using mobile shopping application fits with my schedule.
Using mobile shopping application enables me to order products/services at any place.
Using mobile shopping application fits any location, wherever I go.
Contextual Offering Mobile shopping applications provides real-time product information to me. Zhou (2013)
Mobile shopping applications provide specific product information to me based on my location.
Mobile shopping application can provide optimal product information or services to me based on my interests and location.
Visual Attractiveness The design of the mobile shopping applications are attractive Park, Jeon, and Sullivan
I spend more time to navigate around the mobile shopping applications because of its appearance, colours and advertising (2015)
images
I enjoy the colour combinations of the mobile shopping applications
Appropriate colours make look the mobile shopping applications more attractive
App Incentives Mobile shopping applications offers online club membership benefits Young Kim and Kim (2004)
Mobile shopping application offers redeemable coupons for its users. Ho, Ho, and Tan (2017)
Mobile shopping application offers cash-back benefits to its users
Impulsiveness When I shop using mobile shopping application, I often buy things spontaneously. Rook and Fisher (1995)
When I use mobile shopping application, I often buy things without thinking beforehand.
When I use mobile shopping application, sometimes I feel like buying things on the spur-of-the-moment.
“Just do it” describes the way I buy things on mobile shopping application.
Perceived Value Considering the cost, risk, and benefits, I think mobile shopping application is valuable. Yang et al. (2015)
Despite the time, effort, and money I need to spend, mobile shopping application is worthwhile to me.
There are greater benefits than disadvantages of mobile shopping application.
Overall, the use of mobile shopping applications delivers me good value.
Repurchase Intention I anticipate to repurchase in the near future through mobile shopping applications Khalifa and Liu (2007)
I am likely to repurchase in the near future through mobile shopping applications
I expect to repurchase in the near future through mobile shopping applications
Satisfying Experience I am satisfied with the experience from mobile shopping applications Song and Zinkhan (2008)
The experience in mobile shopping applications are exactly what I needed McLean et al. (2018)
The experience in mobile shopping applications has worked out as well as I thought it would

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

Appendix B

Fig. B1. Interaction effect of Age X Impulsiveness on Satisfying Experience.

Fig. B2. Interaction effect of Age X Impulsiveness on Repurchase Intention.

Fig. B3. Interaction effect of Age X Perceived Value on Satisfying Experience.

Fig. B4. Interaction effect of Age X Perceived Value on Repurchase Intention.

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P.K. Chopdar and J. Balakrishnan International Journal of Information Management 53 (2020) 102106

Appendix C

Appendix D. Supplementary data

Supplementary material related to this article can be found, in the online version, at doi:https://doi.org/10.1016/j.ijinfomgt.2020.102106.

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