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Decision Support Systems 79 (2015) 171–183

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Decision Support Systems

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

A customer value, satisfaction, and loyalty perspective of mobile


application recommendations
Chenyan Xu a,⁎, Daniel Peak b,1, Victor Prybutok b,2
a
Computer Science and Information Systems Program, School of Business, Stockton University, 101 Vera King Farris Dr, Galloway, NJ 08205, United States
b
Department of Information Technology & Decision Sciences, College of Business, University of North Texas, 1155 Union Circle #311160, Denton, TX 76203-5017, United States

a r t i c l e i n f o a b s t r a c t

Article history: Although both anecdotal and academic sources have suggested that interpersonal recommendation is an impor-
Received 17 February 2013 tant means to promote mobile applications (apps), little to no research has investigated this topic. To fill the void,
Received in revised form 16 July 2015 we develop a research model based on the Customer Value, Satisfaction, and Loyalty Framework (VSL). While
Accepted 21 August 2015
prior VSL studies treated customer value as a black box and examined its effects as a whole, this research breaks
Available online 1 September 2015
down customer value to utilitarian benefits (consisting of app utility and app quality), hedonic benefits
Keywords:
(consisting of app aesthetics and enjoyment), monetary sacrifices and non-monetary sacrifices (consisting of
Mobile application technicality, knowledge of alternative quality and privacy risk). This research extends VSL to the mobile app con-
Customer value text and discerns factors that influence app recommendation. Based on the data analysis of 347 app users, we
Satisfaction found that intention to recommend is a strong predictor of app recommendation behavior. Satisfaction with
Recommendation apps, users' app continuance intention, and hedonic benefits obtained from using apps are the direct antecedents
of intention to recommend. Moreover, non-monetary sacrifices and utilitarian benefits have indirect effects on
intention to recommend through satisfaction and app continuance intention. Contrary to our hypotheses, we
did not find the significant effects of monetary sacrifices in the refined VSL. We also provide a detailed discussion
about these findings, and the theoretical and practical implications of the research.
© 2015 Elsevier B.V. All rights reserved.

1. Introduction The importance of recommendation is well-established in commu-


nication, social psychology, consumer, and IS literature. According to
The past decade has witnessed a phenomenal growth of smartphones, the Diffusion of Innovation Theory [62], most people rely on recommen-
as well as its killer application—mobile applications (apps). Buoyed by an dation as a reliable, credible information source for assurance to adopt
enormous user-base, mobile apps have captured the attention of business an innovation. In the social psychological discipline, numerous studies
[58]. In order for organizations to reap the benefits of information showed that interpersonal influence plays an important role in various
technology (IT), they must understand user behaviors. Presumably, the contexts, such as consumption [37]. Consumer research has confirmed
forgoing argument also applies to mobile apps, an emerging IT artifact. that recommendation impacts customer purchase decisions [87] and
Organizations' initiatives in apps cannot succeed without a deep under- that recommendation is a critical success factor in the contexts where
standing of individuals' app usage behaviors. To date, only a handful of in- the information giver and receiver are powerful customers [20]. With
formation systems (IS) research directly address the topic of mobile app the rise of the Internet, customers continue to use recommendation
usage [7,79]. Among them, the main focus is on examining users' inten- from others to make purchase decisions in the online environment [9].
tion regarding the initial acceptance and the continuance of apps. Given In the IS field, the Theory of Reasoned Action, the Theory of Planned Be-
that IT usage exists in multiple forms beyond simple adoption [10], we haviors, the Model of PC Utilization, the Unified Theory of Acceptance
believe that the current literature provides a limited explanation of app and Use of Technology (UTAUT) and UTAUT2 [e.g., 77,78] indicate that
users' behaviors. Thus, the first objective of this research is to examine individuals' IT adoption decisions are largely dependent on social
users' recommendation of mobile apps, a type of user behavior in the influence, the degree to which an individual perceives that others be-
post-adoption stage of IT that is not well addressed in prior research. lieve s/he should use the new technology. In the context of mobile
apps, recommendation is of particular importance. Apps are a form of
“experiential computing” technology [85], and people are more likely
⁎ Corresponding author. Tel.: +1 609 626 5572. to rely on recommendation when products/services are intangible and
E-mail addresses: chenyan.xu@stockton.edu (C. Xu), daniel.peak@unt.edu (D. Peak),
victor.prytutok@unt.edu (V. Prybutok).
experiential [57].
1
Tel.: +1 940 369 7210. On the other hand, voices from the practical world also consolidate
2
Tel.: +1 940 565 4767. the importance of recommendation in the mobile app context. Mobile

http://dx.doi.org/10.1016/j.dss.2015.08.008
0167-9236/© 2015 Elsevier B.V. All rights reserved.
172 C. Xu et al. / Decision Support Systems 79 (2015) 171–183

business consultants have viewed referral and recommendation as the results in greater detail, lists the limitations of this study, and suggests
most effective way of promoting mobile apps [6,22,42]. Industrial re- directions for future research.
ports have provided further support for this proposition, revealing
that recommendation plays an important role in mobile app down- 2. Literature review
loads: personal recommendation is the most important factor for 43%
of the surveyed people to make download decisions [56]. In this section, we first present an overview of VSL and explain the
Thus, motivated by the gap between a dearth of research on mobile key constructs (i.e., value and satisfaction). Then, we introduce the use
app recommendation and the aforementioned theoretical and practical of VSL in the IS field and summarize three major issues underlying
justification regarding its importance, we believe it necessary, relevant prior research that employed VSL. Next, we discuss the key constructs
and timely to examine factors that influence app users' recommenda- in our research model, which expands and builds upon the original VSL.
tion behaviors as a topic to organizations' benefits. To this end, we
draw upon the Customer Value, Satisfaction and Loyalty Framework 2.1. The customer value, satisfaction and loyalty framework
(VSL) [45,84]. According to VSL, customers who perceive they obtain
greater value from using a product/service tend to be more satisfied Originating in the marketing discipline, VSL has been developed and
with the product/service in question; both customer value and satisfac- validated by a plethora of literature in the strategic marketing, service
tion are significant antecedents of customer loyalty. Considering that management, and consumer behavior areas that examined the interre-
recommendation is an important facet of customer loyalty [45,84,86], lationships among customer value, satisfaction and customer loyalty in
we believe that VSL is an appropriate theoretical lens to examine why both business-to-business and business-to-consumer contexts [e.g., 45].
users make recommendation of apps. VSL holds that customer value and satisfaction are two primary ante-
Furthermore, we refine the original VSL using auxiliary theories cedents of customer loyalty while customer value positively influences
and empirical studies from prior IT adoption research. Specifically, satisfaction.
this work: 1) acknowledges the predominant conceptualization Customer value is defined as “consumer's overall assessment of the
that customer value is the customers' overall assessment of what is utility of a product based on perceptions of what is received and what
received (benefit) versus what is given (sacrifice), 2) breaks down is given” [89]. Therefore, the formation of customer value involves a
the “black box” view of customer value used in prior VSL studies, trade-off process where customers evaluate the benefits received and
and 3) explores specific benefits and sacrifices associated with the sacrifices given from using a product/service. Early marketing stud-
using mobile apps. Therefore, the second and third objectives of ies focused on product quality as the primary “get” component and
this research are to adapt VSL to the mobile app context and to inves- product price as the main “give” component [e.g., 72]. Later, Sinha and
tigate how the decomposed value components influence satisfaction DeSarbo [64] pointed out that customer value is a complex and multi-
and recommendation. dimensional construct and called for exploring other factors that
By accomplishing the foregoing three research objectives, this re- shape customer value. That is to say, there are various benefits/sacrifices
search makes several theoretical contributions. First, it fills the gap cre- beyond product quality/price from using a product, for example, shop-
ated by the importance of mobile app recommendation and a scarcity of ping experiences and product risks [8]. Another important characteristic
research on this topic. Second, given that recommendation (or more of customer value is that its benefit/sacrifice components vary with new
broadly speaking, word-of-mouth (WOM)) is essentially a type of infor- consumption contexts [8]. Therefore, prior IS literature that took the
mation exchange where messages flow from senders to receivers value perspective to examine IT adoption was busy with identifying
through channels, by focusing on app users who will potentially initiate new compositions of customer value and exploring their effects in dif-
recommendation, this research fills the gap that a handful of IS studies ferent IT contexts.
investigated the “sender” elements in the WOM process. Third, given Another important factor in VSL is satisfaction—the key to cultivate
that recommendation resides along the positive end of the WOM va- and retain loyal customers [2]. Satisfaction has taken a central,
lence continuum, this research fills an IS research gap identified by de predominating position in marketing theory and practice because, as a
Matos and Rossi [20] and Harrison-Walker [34] that only a few WOM major outcome of marketing activities, it transforms the initial con-
studies examined WOM valence and this dimension of WOM was only sumption and purchase to post-purchase phenomena such as attitude
measured indirectly. Fourth, it echoes several research calls. By examin- change, re-patronage and brand loyalty [15]. The American Customer
ing the recommendation topic, this research responds to Chin and Satisfaction Index is an important customer-based measurement sys-
Marcolin's [10] call that IS research shift its attention to complex tem that assesses performance of firms, industries and national econo-
“deep usage” of IT. By examining the mobile app context, this research mies [15].
responds to Yoo's [85] call that it is time for IS researchers to focus on
experiential computing. Fifth, the refined VSL we developed to examine 2.2. The customer value, satisfaction and loyalty framework in the
recommendation in the mobile app context also bears valuable theoret- information systems field
ical implications. Identifying the specific benefits/sacrifices that shape
customer value and testing their effects within VSL, this research en- IS researchers have drawn upon VSL to examine user behavior in the
hances VSL by decomposing the value construct that was unanimously post-adoption stage of a variety of IT contexts such as SNS services [52],
treated as a “black box” by past works. In addition, by considering sacri- China's telecommunication market [80], organizational IT services [38],
fices factors such as knowledge of alternative quality and privacy risks, mobile value-added services [43], and mobile-commerce [48]. This re-
the refined VSL framework here offers insights into why satisfied search supplements this stream of research by addressing three issues
users are not loyal (e.g., not recommending apps), an increasingly criti- related to employing VSL.
cal issue in the marketing and IS domains. First, despite its multi-dimensionality, VSL research treated per-
The remainder of the research is organized as follows. The literature ceived value mainly as a black box: little to no VSL research identifies
review section details VSL and integrates it with prior IT adoption re- specific benefits/sacrifices that shape customer value and tests the influ-
search to propose a model of the app recommendation. The hypothesis ences on satisfaction and customer loyalty. This is surprising because IS
development section develops the hypotheses within the refined VSL researchers commonly decompose customer value in using this con-
model. The methodology section describes the research method used struct, leading to a series of value-based technology adoption models,
to empirically test the research model. The data analysis and results sec- for example, the Value-based Adoption Model of Technology [e.g., 40].
tion presents the results of data analysis. The discussion and implica- Customer value is context-based, so a new environment, like mobile
tions section discusses the theoretical and practical implications of the apps, may change what constitutes the value construct. Therefore, this
C. Xu et al. / Decision Support Systems 79 (2015) 171–183 173

research not only builds on VSL, but also: 1) decomposes customer seeking, file-synchronization and music-identification, our focus group
value, 2) explores specific benefits and sacrifices related to app usage, discussion revealed that utility is also the major concern of most hedon-
and 3) examines how the benefits and sacrifices influence other key fac- ic app users. This is consistent with previous findings that perceived
tors in our refined VSL. usefulness also plays a critical role in users' intention to play online
Second, even for the limited VSL and IS research [e.g., 52,73,74] that games and mobile games [32,35]. Specifically speaking, people play
decomposed customer value, most inquiries focus on the benefit compo- gaming apps for entertainment, relaxation, escape from reality, and
nent of value, leaving the sacrifice component less examined. In fact, the other reasons; a gaming app becomes a favorite when it serves their
ignorance of sacrifice is a known historical issue in VSL studies [45]. needs best compared to other alternatives, which addresses the utility
Echoing Lam et al. [45], this research refines VSL by identifying primary of hedonic apps.
sacrifice factors and examining the effects of the sacrifice component in
VSL. 2.3.1.2. App quality. Consistent with Wixom and Todd's [82] concep-
Third, to enhance its explanatory power, prior research supplement- tualization of system quality, in this research, app quality reflects
ed VSL with addendum variables (e.g., service quality and trust). Al- the quality of app features such as reliability, responsiveness and in-
though this research provided sound justifications for adding the tegration. Wixom and Todd [82] incorporated system quality into
addendum variables to VSL, one may still question not adding other var- their IT adoption model as a supplement to system utility (equiva-
iables such as information quality and cognitive absorption. Referring to lent to perceived usefulness advocated in TAM) because system
several versions of UTAUT that streamlined factors influencing technol- quality is an object-based belief. While system utility reflects a
ogy acceptance [77,78], we believe that it is important to introduce a behavior-based belief about the consequences of using a system,
systematic approach that justifies categorizing similar addendum vari- object-based beliefs such as system quality that describe the system
ables into the same group so that we can investigate the effect of each itself also matters to user behaviors. Given the extensive use of the
group in VSL as Venkatesh et al. [77,78] did in developing UTAUT and Wixom and Todd's Model in various IT contexts, we believe the in-
UTAUT 2. Motivated by the research [14,40] that holds a value-based clusion of app quality as another dimension of utilitarian benefits
view of IT adoption, this research borrows the utilitarian-and-hedonic can further predict user behavior in mobile apps. Previous research
classification of IT benefits and monetary and non-monetary classifica- found app quality to be an important factor influencing users' post-
tion of IT sacrifices to synthesize the addendum variables of VSL. adoption intention of mobile apps [7]. Per our focus-group inter-
views, we observed individuals are concerned with app quality is-
2.3. Constructs in the refined customer value, satisfaction and loyalty sues such as whether an app can run smoothly on the smartphone
framework platform, whether it quickly responds to users' inputs, and whether
it can deliver its utility in a reliable manner.
Building upon early discussion regarding the necessity of refining
VSL, here, we present an overview of the constructs that were used in 2.3.1.3. Enjoyment. Enjoyment is the extent to which using an app is en-
this research to further VSL and discuss the details of these constructs. joyable in its own right, apart from any anticipated performance conse-
quences. In various settings, IS research indicates that enjoyment
2.3.1. Utilitarian and hedonic benefits of perceived value in mobile apps influences technology acceptance and use intention directly [e.g., 76],
IS researchers have long explored the utilitarian and hedonic mo- including the use of utilitarian systems [28]. It was treated as the most
tivations (also called extrinsic and intrinsic motivations) to use IT, salient factor to represent hedonic benefits in UTAUT 2 [78] and the Mo-
and compared their relative strengths across different types of IS tivation Model of IT Adoption [19]. Given that enjoyment has a direct ef-
[19,78]. This paper defines utilitarian benefits of mobile apps as fect on user attitudes toward mobile games [32], we believe its effects
functional benefits delivered by the performance of the apps that is will be similar for hedonic apps. Prior studies [7] revealed that people
instrumental in achieving valued outcomes distinct from the experience enjoyment when they use such utilitarian apps that deliver
usage itself, and defines hedonic benefits of mobile apps as non- information in a timely fashion. Thus, we also believe that enjoyment
functional benefits delivered by the performance of the apps for no is a critical value component, despite the utilitarian/hedonic nature of
apparent reinforcement other than the process of using the apps to apps. Our focus-group discussion provides insights. For example, one
obtain fun and self-fulfillment. Similar to prior works [49], our iden- member mentioned that she was put into a good mood by using
tification of utilitarian/hedonic factors is based on literature review Evernote (a utilitarian app that helps users take notes with online syn-
and interviews with mobile app users. The identified utilitarian chronization and backup provided) because it reminded her just how
benefits are app utility and app quality, and the hedonic benefits are technologically-savvy she is.
enjoyment and app aesthetics.
2.3.1.4. App aesthetics. Aesthetics is an emerging guideline in IS de-
2.3.1.1. App utility. App utility is the extent to which a person believes sign [16]. Akin to system quality, aesthetics is an object-based belief
that using an app will deliver desired, superior outcomes; we derive about the visual appearance of a system. Recent IS research shows
app utility from system utility. Reflecting the utilitarian benefits of that system aesthetics plays a determinant role in influencing IT
using IS, system utility has been represented by perceived usefulness adoption in many settings [16,50]. The effect of system aesthetics
in the Technology Acceptance Model (TAM) [18] and performance ex- on IT user behavior can be explained by many theories such as the
pectancy in UTAUT and UTAUT2 [77,78]. With the extensive application Signaling Theory [81], the Visual Rhetoric Theory [16] and the “beau-
of TAM, UTAUT and UTAUT2 to examine IT adoption in numerous vol- ty is good” stereotype [71]. While prior research recognizes the influ-
untary and non-voluntary settings, research shows system utility to be ence of aesthetics on conventional IT products [e.g., 71], aesthetics
a salient predictor of users' behavioral intention. Furthermore, it is the also affects user appraisals of mobile games and websites displayed
sole factor that describes utilitarian benefits in the Motivation Model on mobile phones [17,32]. Anecdotal sources [e.g., 68] viewed app
of IT Adoption [19] and the Value-based Adoption Model of Technology aesthetics as the key in helping a mobile app stand out in a crowded
[40]. Hence, we believe app utility is a representative factor of the utili- market and determining its success; our focus group interview sup-
tarian benefits derived from using apps and enjoys the potential to ex- ports this perspective. As one respondent commented, how the
plain user behavior in most apps. In the Mobile Internet context, snapshot of an app looks really matters, because it determines
utility is an important value component [40]. The more useful a person whether or not she will download it, especially when she has little
perceives the Mobile Internet, the greater value he/she receives. While knowledge of the app. Moreover, others agreed that an appealing in-
people employ utilitarian mobile apps for utility such as information- terface brings about a wonderful user experience.
174 C. Xu et al. / Decision Support Systems 79 (2015) 171–183

2.3.2. Monetary and non-monetary sacrifices of perceived value in mobile users, which renders privacy risk a sacrifice component that merits our
apps immediate attention. In mobile app usage, one problem area is the gen-
Prior research suggested that sacrifices that decrease customers' eralized use of Facebook verification. For example, a mobile app may re-
value perceptions are both monetary and non-monetary [49]. The quire users to provide verification to register for an offered service, but if
term monetary sacrifices refers to what one has to give up financially users sign in through their Facebook accounts, these apps gain access to
to obtain a product/service [14] whereas non-monetary sacrifices usual- users' Facebook information. Apps that offer more personalized services
ly include time, physical effort, or mental effort needed to acquire and may require more detailed private information. Apps may track individ-
use a product [40]. We find both monetary and non-monetary sacrifices uals' usage behaviors, and with GPS smartphones, record usage and lo-
relevant to this research because in the mobile context, individuals cation data. In an attempt to mitigate potential privacy risks, California's
bear the dual role of consumer and technology user. As a consumer, mo- Online Privacy Protection Act has extended its footprint to the mobile
bile app users pay at iTunes or Google Pay to download paid apps app context [63]. Specifically, the Act requires app developers to include
(e.g., Monopoly). The effects of non-monetary sacrifices are also pro- privacy policies in their apps so that users will be informed about the
nounced. For example, as technology users, individuals need to work data that apps will access, use, and share before they download the
at learning to gain familiarity with the interface and functions of apps apps. Despite these precautions there is simply no guarantee that app
in a manner similar to using other IT products. Therefore, we incorpo- developers will not invade users' privacy. All these facts underscore
rated both monetary and non-monetary sacrifices in the refined VSL. that privacy risk continues to be an important source of sacrifices asso-
We used perceived price to measure monetary sacrifices, a construct ciated with app usage.
that was unanimously adopted in previous research [14,40] to
operationalize monetary sacrifices.3 Using the same procedures to 2.3.2.3. Knowledge of alternative quality. This research defines knowledge
obtain utilitarian and hedonic benefits, we identified three non- of alternative quality as the extent to which a person is aware that an
monetary sacrifices, namely privacy risk, knowledge of alternative alternative app, when compared to the primary app, is able to fulfill
quality and technicality, and added them to the research model. his/her needs. The concept is grounded in the relationship perspective
of marketing [55] and the Commitment and Trust Model of IT Continu-
2.3.2.1. Perceived price. Price is an important financial cost required to ance [46]. Both theories posit that intention of relationship continuance
obtain and use a product. Perceived price is the result of encoding a with a company, post-consumption of a product, or IT continuance is
product's price by customers in a way that is meaningful to them [89]. also dependent on alternative quality. In the IT context, Li et al. [46] in-
A large body of marketing literature shows that perceived price influ- dicated that although users may be satisfied with a particular website,
ences perceived value. If a price is perceived as unacceptable, customers they may incline to switch to an alternative site as long as they perceive
will then assess the product with little or no value [92]. The recent de- that an alternative website works better. The role of alternative quality
cade has witnessed the rise and popularity of IT products that require is also salient in the experiential computing context. Under the para-
payment and that are used voluntarily (known as consumer technolo- digm of the value perspective, Lin et al. [49] conceptualized knowledge
gies). Against this backdrop, an increased number of IS research of alternatives as a vital sacrifice that reduces customer value of using
[e.g., 78] posited that in the consumer technology context, IT users are experiential technology such as IPTV. Due to the competitive app mar-
also consumers because they bear the monetary costs associated with ket where the core function of an app can be easily achieved by others,
using the technologies. This stream of research [14,49] examined the consistent with Lin et al.'s work, we included knowledge of alternative
role of perceived price and found it significant in predicting IT adoption quality to capture another dimension of sacrifice when people use mo-
in various settings. Particularly, perceived price (or its variant) was bile apps (another form of experiential technology).
shown to be a critical construct in the Value-based Adoption Model of
Technology [40] and UTAUT 2 [78] that compliments conventional fac-
2.3.2.4. Technicality. This study defines technicality as the extent to
tors such as perceived usefulness and perceived ease of use in under-
which a mobile app is perceived as being technically-difficult to use. Ac-
standing IS success. Also, the price of using paid mobile apps includes
cording to the Value-based Adoption Model of Technology [40], techni-
the download fee and charges associated with value-added features.
cality is a primary non-monetary sacrifice in using mobile-related
Therefore, we believe it is necessary to incorporate perceived price
services. In the same vein, we conceptualized technicality as a non-
into the refined VSL.
monetary sacrifice. In the context of mobile apps, high technicality can
be attributable to a wide range of factors. For example, mobile app
2.3.2.2. Privacy risk. Privacy risk refers to the app developers' malicious
users rely on touch interfaces (fingers) rather than standard interfaces
behavior concerning the collection and use of an app user's individual
(mouse) to type or operate mobile apps; they are required to change
information. The inclusion of privacy risk as a sacrifice component has
their interfacing habits to adapt to touch screen design. This new IT con-
its roots in conventional consumer literature [70] that conceptualized
text will foreseeably produce significant psychological discomfort
product price and product-related risk as two common sacrifice compo-
among users such as frustration, anxiety and mental fatigue [40]. Thus,
nents that decrease customer value: while the effect of product price oc-
technicality represents a significant factor in non-monetary sacrifices.
curs at the time of purchase, product-related risk has a longer-term
impact during the ownership of a product. Thus, the consideration of
product-related risk is advocated in assessing customer value at the 2.3.3. Intention to recommend, app continuance intention and
post-consumption stage [70]. The use of technologies is not free of recommendation
risks. In fact, privacy risk as IT users' largest concern is of a growing in- This research draws a clear distinction between recommendation
terest to IS researchers that have spawned numerous studies that ex- and WOM activities. WOM has two dimensions [20]. The first dimension
plored its antecedents and outcomes [66]. This is because online is termed as “WOM activities” which addresses the frequency of the
companies generally tend to behave opportunistically with users' per- WOM communications, the number of people influenced, and the infor-
sonal information to realize inappropriate gains [67]. mation supplied by the WOM initiators. The second dimension is
While privacy risk has long been a critical issue in mobile commerce termed as “WOM praise” (or “WOM valence”) which reflects the va-
[29], the advent of mobile apps offers seemingly unbounded options for lence of the WOM communications that could be positive, neutral and
collecting, processing, distributing, and using private information of app negative. Thus, recommendation differs from WOM activities in that it
represents the positive valence of WOM whereas WOM activities
3
The remainder of the paper will use the terms “perceived price” and “monetary sacri- might involve disseminating negative information of a product. Consis-
fices” alternatively. tent with prior VSL and WOM works [e.g., 45,84], this research
C. Xu et al. / Decision Support Systems 79 (2015) 171–183 175

conceptualized recommendation as the extent to which one says posi- incorporated app continuance intention. In addition, we refined the
tive things about an app and encourages others to use an app. original VSL in two respects. First, we conceptualize utilitarian benefits,
This research examined both intention to recommend and the actual hedonic benefits, and non-monetary sacrifices as second-order con-
recommendation behavior in the refined VSL. Although the intention- structs. We pursue this methodology for three reasons.
behavior relationship is strong and robust in the IT context, we believe
it necessary and valuable to examine the actual actions of mobile app 1) One of the primary interests of this research is to break down the
users for two reasons. First, recommendation behavior is easy to mea- “black box” view of customer value used in previous VSL studies
sure in the context of this research. A review of the IS research that and examine the individual effects of the value components
employed use intention as a proxy for usage behavior shows that (i.e., utilitarian benefits, hedonic benefits and non-monetary sacri-
most authors recognized the limitation and they did so because actual fices) on satisfaction, app continuance intention and intention to
usage is difficult to assess [e.g., 93]. However, the assessment issue recommend. Accordingly, conceptualizing various dimensions of
does not pose a challenge in this research because the participants in utilitarian benefits, hedonic benefits and non-monetary sacrifices
this study have already adopted the apps which allows us to measure as a whole respectively fits the purpose of this research. If we draw
the recommendation behaviors that occurred. Second, usage behavior inferences at higher levels based on the analysis of a decomposed
lacks scrutiny in the IS field [94] and particularly, recommendation as model, it will result in atomistic fallacy [61]. For example, in a
a form of “deep usage” behaviors of IT receives little attention [10]; decomposed model, while privacy risk impacts intention to recom-
therefore, our approach could expand the discipline's understanding mend and knowledge of alternative quality does not, it would be ar-
in this regard. bitrary to say non-monetary sacrifices matters (or does not matter)
This research included app continuance intention in the refined VSL to intention to recommend. As Petter et al. [61] posited, “Relation-
to be another antecedent of intention to recommend. This construct re- ships that hold, or do not hold at lower units of measurement and
flects individuals' willingness to continue to use an app. Past marketing aggregation, may not hold at the higher levels”.
research found that WOM is closely associated with customer loyalty
2) For these three value components, the decomposed dimensions
[20] which is characterized by repatronage [65,88]. On the other hand,
(e.g., app utility and app quality) have the same relationships with
IS research [4] posited that IS continuance (intention) is in the same
other constructs. Under this circumstance, it is suggested to develop
spirit of repatronage and it is a sign of loyalty in the IT context. Taken to-
a second-order construct with first-order factors as its formative in-
gether, it is reasonable to expect that app continuance intention might
dicators and then to formulate research hypotheses at the higher-
affect intention to recommend. This is particularly true when recent IS
order factor level rather than at the individual sub-construct level
literature found that intentions to adopt biometric technologies in-
[36]. The advantage of this approach is to produce a parsimonious
creases users' intention to recommend the technologies to their friends
model that provides abstractions that generate insightful explana-
[54]. The relationship is important to explore to provide better under-
tions about complex phenomena [61]. If we were to decompose util-
standing of the outcome variable.
itarian benefits, hedonic benefits and non-monetary sacrifices and
then test the effects of each dimension, we would have 12 extra
3. Hypothesis development paths. While it is not the intent of this research to know the effects
of the decomposed value components of mobile apps at the cost of
Fig. 1 summarizes our research model. In this research, we identified creating a complex model, the higher-order approach offers a viable
value components that are specific to the mobile app context and solution to this paradox.

Note:
1. PR (Privacy Risk), Knowledge of Alternative Quality (KAQ), App Continuance Intention (ACI), Intention to Recommend (IR)

Fig. 1. Proposed research model.


176 C. Xu et al. / Decision Support Systems 79 (2015) 171–183

3) We recognize that multiple approaches exist to approximate H7. Utilitarian benefits positively influence users' app continuance
second-order constructs [11]. For example, the repeated indicator intention.
approach measures second-order constructs directly with items of
all its first-order constructs [51]. But this approach is most effective H8. Utilitarian benefits positively influence users' intention to
when all the first-order factors have equal number of indicators. recommend mobile apps.
The second approach models the paths between first-order and
H9. Hedonic benefits positively influence users' app continuance
second-order constructs [23]. This research takes the latter approach
intention.
because the two dimensions of utilitarian benefits, two dimensions
of hedonic benefits and three dimensions of non-monetary sacrifices H10. Hedonic benefits positively influence users' intention to
have unequal number of indicators. recommend mobile apps.
Second, we propose that user satisfaction, app continuance inten- Per VSL, customer value impacts satisfaction, an association that has
tion, and intention to recommend are directly influenced by utilitarian received substantial empirical support [e.g., 12]. Based on the forgoing
benefits, hedonic benefits, and non-monetary sacrifice without testing argument that utilitarian benefits, hedonic benefits, perceived price
the mediation of customer value. According to Liang and Xue [47], the and non-monetary sacrifices are significant components of customer
exclusion of a mediator can precisely delineate the direct effects of the value, we hypothesize:
mediated factors which allows for a rich understanding of the mediated
factors. Decomposing the black box of customer value and investigating H11. Non-monetary sacrifices negatively influence satisfaction.
the individual effects of utilitarian benefits, hedonic benefits, and non- H12. Perceived price negatively influences satisfaction.
monetary sacrifices shed light on how app developers can better man-
age user satisfaction, maintain continued use and foster users to recom- H13. Utilitarian benefits positively influence satisfaction.
mend apps. Next, this section presents empirical evidence that supports
the relationships in our research model. H14. Hedonic benefits positively influence satisfaction.
As noted earlier, motivated by de Matos and Rossi's [20] meta-
3.1. Satisfaction to app continuance intention and intention to recommend analysis of prior WOM literature, this research explores the effect of
app continuance intention on intention to recommend. This approach
According to the Expectation Confirmation Model [4], satisfaction is consistent with recent IT adoption literature that began to use
positively influences IS continuance. Such effect was confirmed in a intention to recommend as outcome variable and examined how
wide range of IT environments [12,90,91]. On the other hand, VSL users' intention to adopt an IT product influences their intention to
studies found that satisfaction positively influences customers/users' recommend the technology [e.g., 54]. Thus, we hypothesize:
intention to recommend products/services [24,45,84]. Thus, we hypoth-
esize that: H15. App continuance intention positively influences intention to
recommend.
H1. Satisfaction positively influences users' app continuance intention.
The Theory of Reasoned Action and the Theory of Planned Behavior
H2. Satisfaction positively influences users' intention to recommend support the contention that behavioral intention is highly correlated
mobile apps. with and is an immediate and strong predictor of actual behavior [1,3,
25]. The intention-behavior relationship was confirmed in numerous
IS research studies [e.g., 77]. Thus, we hypothesize:
3.2. Utilitarian benefits, hedonic benefits, perceived price and non-
monetary sacrifices to app continuance intention and intention to H16. Intention to recommend positively influences app users'
recommend recommendation behaviors.

Lin et al. [49] found that customer value is a function of benefits and
sacrifices (including both monetary and non-monetary sacrifices) per-
ceived by users and customer value is a predictor of continuance inten- 4. Methodology
tion of using IPTV. Similarly, Kim et al. [40] found that benefits such as
usefulness and enjoyment and sacrifices such as technicality and per- 4.1. Measurement development
ceived price are determinants of customer value, which in turn affects
individuals' intention to adopt mobile Internet. In addition, VSL works We developed all measurements based on their theoretical under-
in the IT context [48,52] indicated that customer value influences pinning and previous relevant literature. The two utilitarian benefits
repatronage intention/continued use intention and intention to recom- dimensions–app utility and app quality–were contextualized from
mend. Given the definition that customer value is consumers' overall as- Davis's [18] and Wixom and Todd's [82] works. On the other hand,
sessment of the utility of a product based on the received benefits and app aesthetics was developed based on previous research [17,41,75]
given sacrifices [89], perceived benefits and sacrifices capture different that examined the influence of visual aesthetics in contexts relevant to
facets of customer value and each should affect app continuance inten- mobile apps; the questions for enjoyment, the other dimension of he-
tion and intention to recommend. Thus, we hypothesize: donic benefits, were drawn from van der Heijden's [76] and Chen
et al.'s [11] works. We measured perceived price and technicality with
H3. Non-monetary sacrifices negatively influence users' app continu- a contextualized version of the questions used by Kim et al.'s [40] and
ance intention. Lin et al.'s [49] studies. For the other two dimensions of non-monetary
sacrifices, we derived measurement for knowledge of alternative quali-
H4. Non-monetary sacrifices negatively influence users' intention to ty from Li et al.'s work [46], and privacy risk from Dinev and Hart's [21]
recommend mobile apps. and Kim et al.'s [39] works. We measured satisfaction with the items
H5. Perceived price negatively influence users' app continuance adapted from Bhattacherjee's [4] research, app continuance intention
intention. from Chen et al.'s [7] research, intention to recommend from Turel
et al.'s [73] research and recommendation from Harrison-Walker's
H6. Perceived price negatively influence users' app intention to recom- [34] research. We evaluated all the questions by a 5-point Likert scale.
mend mobile apps. To further assess the content validity of all items, we invited experts
C. Xu et al. / Decision Support Systems 79 (2015) 171–183 177

in relevant areas to examine the items. We revised the questionnaire 5.1. Measurement validation
based on the comments received.
Construct reliability was measured by Cronbach's alpha and com-
posite reliability. According to Table 1, the Cronbach's alpha values of
4.2. Data collection
all constructs ranged from 0.81 to 0.95, higher than the minimum cutoff
score of 0.70 suggested by Hair et al. [33]; the lowest composite reliabil-
A total of 347 respondents participated in the study and successfully
ity value is 0.88, which satisfies the benchmark of 0.70 [27]. In addition,
completed the questionnaires. The respondents were undergraduate
all of the average variance extracted (AVE) values are higher than the
and graduate students at a major public state university in the south-
threshold of 0.50. According to Table 2, the square roots of all AVEs
western U.S. We administered the questionnaires in 10 business classes
are greater than the off-diagonal elements, which demonstrate the dis-
with the permission of the instructors. Participation in this research was
criminant validity of all constructs.
voluntary. Extra credit was given as an incentive.
To test for common method variance (CMV), we employed
Harman's one-factor test, which revealed ten factors with the first factor
5. Data analysis and results accounting for 30.46% of the variance. We thus concluded that CMV was
not a concern.
We used Partial Least Squares (PLS) with WarpPLS 5.0 to validate the To test the appropriateness of conceptualizing a construct as second-
measurements and tested the proposed hypotheses. order, researchers [49,60] have suggested that moderate rather than

Table 1
Descriptive statistics of reliability indices and factor loadings for constructs.

Item Factor analysis Cronbach's alpha Composite reliability AVE

U AE PE KAQ PP T PR Sat RI R ACI

U1 0.77 0.34 0.26 −0.10 0.15 −0.15 −0.01 0.39 0.22 0.22 0.38 0.87 0.90 0.61
U2 0.81 0.21 0.10 −0.14 0.13 −0.08 −0.11 0.30 0.22 0.17 0.36
U3 0.71 0.10 −0.01 −0.02 0.09 0.02 −0.11 0.14 0.13 0.19 0.13
U4 0.85 0.18 0.05 −0.08 0.16 −0.05 −0.05 0.23 0.20 0.24 0.24
U5 0.83 0.29 0.19 −0.04 0.20 −0.03 −0.02 0.33 0.23 0.25 0.33
U6 0.72 0.36 0.28 −0.21 0.11 −0.21 −0.14 0.42 0.25 0.23 0.35
AE1 0.31 0.89 0.48 −0.16 0.20 −0.21 −0.05 0.46 0.27 0.24 0.40 0.93 0.95 0.79
AE2 0.28 0.91 0.48 −0.14 0.26 −0.16 −0.02 0.44 0.33 0.34 0.37
AE3 0.28 0.91 0.48 −0.14 0.24 −0.19 −0.08 0.42 0.34 0.33 0.37
AE4 0.29 0.91 0.46 −0.15 0.23 −0.16 −0.07 0.47 0.34 0.30 0.39
AE5 0.25 0.83 0.41 −0.07 0.14 −0.15 −0.06 0.42 0.33 0.37 0.33
PE1 0.17 0.46 0.85 −0.17 0.20 −0.30 −0.17 0.59 0.42 0.33 0.57 0.89 0.93 0.76
PE2 0.23 0.50 0.89 −0.13 0.18 −0.26 −0.21 0.64 0.44 0.40 0.50
PE4 0.05 0.39 0.85 −0.15 0.11 −0.20 −0.18 0.56 0.25 0.32 0.38
PE5 0.18 0.46 0.89 −0.12 0.15 −0.25 −0.17 0.65 0.38 0.37 0.52
KAQ1 −0.08 −0.02 −0.03 0.79 −0.06 0.30 0.18 −0.02 −0.01 0.03 −0.07 0.91 0.93 0.73
KAQ2 −0.10 −0.16 −0.18 0.87 −0.16 0.49 0.26 −0.20 −0.11 −0.06 −0.23
KAQ3 −0.10 −0.15 −0.17 0.88 −0.18 0.41 0.21 −0.13 −0.08 −0.02 −0.16
KAQ4 −0.14 −0.17 −0.14 0.89 −0.17 0.43 0.19 −0.18 −0.11 −0.03 −0.21
KAQ5 −0.11 −0.13 −0.16 0.84 −0.07 0.41 0.22 −0.16 −0.14 −0.05 −0.23
PP1 0.17 0.20 0.16 −0.13 0.95 −0.02 −0.05 0.19 0.16 0.12 0.17 0.94 0.96 0.89
PP2 0.18 0.24 0.18 −0.14 0.97 −0.04 −0.05 0.17 0.19 0.15 0.18
PP4 0.15 0.24 0.18 −0.16 0.91 −0.09 −0.06 0.24 0.20 0.17 0.25
T1 −0.09 −0.19 −0.26 0.46 −0.03 0.91 0.33 −0.24 −0.13 −0.01 −0.29 0.92 0.94 0.81
T2 −0.13 −0.23 −0.31 0.42 −0.11 0.89 0.32 −0.29 −0.14 −0.04 −0.29
T3 −0.08 −0.11 −0.21 0.39 −0.01 0.88 0.34 −0.21 −0.08 0.10 −0.25
T4 −0.08 −0.16 −0.28 0.46 −0.03 0.91 0.35 −0.25 −0.14 0.04 −0.29
PR1 −0.08 −0.04 −0.17 0.23 −0.03 0.31 0.87 −0.15 −0.16 −0.11 −0.17 0.94 0.96 0.78
PR2 −0.14 −0.06 −0.19 0.22 −0.08 0.32 0.87 −0.19 −0.21 −0.13 −0.20
PR3 −0.04 0.01 −0.11 0.17 −0.01 0.28 0.84 −0.10 −0.13 −0.08 −0.10
PR4 −0.07 −0.08 −0.19 0.24 −0.06 0.36 0.90 −0.18 −0.19 −0.09 −0.19
PR5 −0.06 −0.08 −0.22 0.23 −0.06 0.35 0.92 −0.20 −0.25 −0.14 −0.22
PR6 −0.10 −0.09 −0.22 0.23 −0.04 0.35 0.90 −0.22 −0.27 −0.13 −0.25
S1 0.37 0.46 0.64 −0.19 0.20 −0.27 −0.20 0.92 0.48 0.40 0.70 0.91 0.93 0.78
S2 0.36 0.48 0.65 −0.18 0.22 −0.27 −0.19 0.93 0.48 0.41 0.67
S3 0.30 0.33 0.53 −0.06 0.12 −0.18 −0.16 0.79 0.32 0.35 0.47
S4 0.33 0.48 0.65 −0.15 0.20 −0.25 −0.15 0.89 0.47 0.45 0.56
R1 0.28 0.37 0.44 −0.12 0.23 −0.18 −0.21 0.55 0.90 0.60 0.62 0.92 0.95 0.82
R2 0.24 0.32 0.36 −0.10 0.18 −0.12 −0.18 0.43 0.94 0.64 0.50
R3 0.22 0.32 0.37 −0.08 0.17 −0.12 −0.17 0.44 0.93 0.61 0.50
R4 0.22 0.30 0.36 −0.08 0.11 −0.08 −0.28 0.39 0.85 0.53 0.45
IR1 0.27 0.39 0.49 −0.11 0.19 −0.10 −0.15 0.51 0.68 0.83 0.46 0.81 0.88 0.64
IR2 0.26 0.39 0.48 −0.10 0.22 −0.11 −0.13 0.51 0.59 0.79 0.41
IR3 0.14 0.13 0.17 0.06 0.04 0.15 −0.05 0.21 0.41 0.79 0.12
IR4 0.22 0.22 0.15 0.06 0.03 0.14 −0.07 0.22 0.42 0.79 0.13
ACI1 0.34 0.37 0.55 −0.18 0.22 −0.33 −0.22 0.65 0.52 0.28 0.90 0.95 0.96 0.87
ACI2 0.37 0.42 0.55 −0.23 0.21 −0.28 −0.18 0.64 0.58 0.36 0.92
ACI3 0.38 0.38 0.51 −0.20 0.19 −0.29 −0.21 0.63 0.53 0.34 0.96
ACI4 0.34 0.38 0.49 −0.17 0.17 −0.25 −0.19 0.61 0.52 0.34 0.94

Note: U (App Utility), AE (App Aesthetics), PE (Perceived Enjoyment), KAQ (Knowledge of Alternative Quality), PP (Perceived Price), T (Technicality), PR (Privacy Risk), S (Satisfaction), R
(Recommendation), IR (Intention to Recommend), ACI (App Continuance Intention).
We highlight the factor loadings of the measurement items on the constructs that they belong to.
178 C. Xu et al. / Decision Support Systems 79 (2015) 171–183

Table 2
Correlation of latent variables.

U AE PE KAQ PP T PR Sat IR R ACI

U 0.78
AE 0.32 0.89
PE 0.18 0.52 0.87
KAQ −0.13 −0.15 −0.16 0.85
PP 0.18 0.24 0.18 −0.15 0.94
T −0.11 −0.19 −0.29 0.48 −0.05 0.90
PR −0.09 −0.06 −0.21 0.25 −0.05 0.37 0.88
Sat 0.38 0.50 0.70 −0.16 0.21 −0.28 −0.20 0.88
IR 0.27 0.36 0.43 −0.11 0.20 −0.14 −0.23 0.50 0.90
R 0.28 0.36 0.41 −0.03 0.15 0.03 −0.13 0.46 0.66 0.80
ACI 0.38 0.42 0.56 −0.21 0.21 −0.31 −0.22 0.68 0.57 0.35 0.93

Note: U (App Utility), AE (App Aesthetics), PE (Perceived Enjoyment), KAQ (Knowledge of Alternative Quality), PP (Perceived Price), T (Technicality), PR (Privacy Risk), S (Satisfaction), R
(Recommendation), IR (Intention to Recommend), ACI (App Continuance Intention).
The diagonal elements in bold are the square root of the average variance extracted.

high correlations among the first-order constructs and low collinearity To test the validity of the formative construct–app quality, we
among the first-order constructs should be expected. For the hedonic followed the established procedures [30,44]. Applying these criteria to
benefits construct, the impacts of enjoyment and aesthetics on hedonic our data, we found that all the measurement items satisfy the validity
benefits are significant (see Fig. 2); the correlation between them is low requirements (see Table 3). We used them in the structural equation
at 0.52 (see Table 2), suggesting that a reflective model is less likely to modeling analysis.
be present [60]; VIF values are also low (app aesthetics = 1.69,
enjoyment = 2.36). For the utilitarian benefits construct, the impacts 5.2. Model testing
of app utility and app quality on utilitarian benefits are significant (see
Fig. 2); the correlation between app utility and app quality is 0.41 (see Fig. 2 shows the model testing results. Our model accounts for 44% of
Table 2); low VIF values (app utility = 1.38, app quality = 1.93) variance in recommendation and 34% of variance in intention to recom-
shows that collinearity is less likely to be a problem. For the non- mend. While intention to recommend has salient effect on recommen-
monetary sacrifices construct, technicality, privacy risk and knowledge dation (β = 0.66, p b 0.001), hedonic benefits (β = 0.12, p b 0.05),
of alternative quality have significant impacts on non-monetary sacri- satisfaction (β = 0.11, p b 0.05) and app continuance intention (β =
fices (see Fig. 2); the highest correlation among them is low at 0.48 0.40, p b 0.001) were found to be the three antecedents of intention to
(see Table 2); VIF values are also low (technicality = 1.63, privacy recommend. The effects of utilitarian benefits, non-monetary sacrifices
risk = 1.23, knowledge of alternative quality = 1.36). Taken together, and perceived price on intention to recommend are not significant.
this evidence indicates that a more parsimonious second-order repre- Moreover, the hypotheses regarding the effects of utilitarian benefits
sentation is able to fully capture the predictive power of those first- (β = 0.11, p b 0.05), hedonic benefits (β = 0.12, p b 0.05), non-
order constructs. monetary sacrifices (β = -0.16, p b 0.01) and satisfaction (β = 0.49,

Note:

1. *** p<0.001, ** p<0.01, * p<0.05


2. PRR (Privacy Risk), Knowledge of Alternative Quality (KAQ), App Continuance Intention (ACI), Intention to Recommend (IR)

Fig. 2. PLS Results.


C. Xu et al. / Decision Support Systems 79 (2015) 171–183 179

Table 3 (e.g., the time and mental efforts spent to deal with the concern of pri-
Validity of the formative construct–app quality (AQ). vacy invasion or to gain familiarity with the app interface), the benefits
Item Weight p value VIF associated with using the apps and user satisfaction. Second, it may well
AQ1 0.27 b0.001 1.56
be that monetary sacrifices is not always perceived as something one
AQ2 0.17 b0.001 1.16 has to give up in using mobile apps. Previous literature indicated that
AQ3 0.29 b0.001 1.90 the negative effects of perceived price could be neutralized to be insig-
AQ4 0.28 b0.001 1.90 nificant if it is positively used for other purposes such as inferring prod-
AQ5 0.30 b0.001 2.26
uct quality and vendor quality [96]. In this paper, the app users should
know the app quality well, but there are still uncertainties regarding
p b 0.001) on app continuance intention are well-supported except the whether the app vendors are capable of preventing security breach
effect of perceived price on app continuance intention. Last but not least, (e.g., Starbucks app5) and whether they will discontinue the service of
although the effect of perceived price on satisfaction were found to be the apps out of sudden (e.g., Evernote Hello app6) and so on. Such un-
insignificant, utilitarian benefits (β = 0.32, p b 0.001) and hedonic ben- certainties, highly relevant to users' interest, are difficult to detect be-
efits (β = 0.50, p b 0.001) positively affect satisfaction and non- cause users do not have enough information and expertise to discern
monetary sacrifices (β = -0.10, p b 0.05) has negative impact on any signs of them. When app price is used as a cue to infer those uncer-
satisfaction. tainties (e.g., a paid app could rely on revenues contributed by the users,
thus the vendor is less likely to share user data with third parties for per-
6. Discussion and implications sonal gains), it could attenuate the negative effects of perceived price to
be insignificant. Similarly, we cannot rule out the possibility that individ-
6.1. Discussion of findings uals who chose a paid app care less about the price partially because they
have a good impression of the product in the first place. As result these
The present research extends VSL to the mobile app context and individuals are more likely to be satisfied, to intend to continue to use
investigates factors that affect users to recommend apps. The results the app in the future, and to recommend the app regardless of reasonable
show that intention to continue to use apps, satisfaction with apps, variation in price. This rationale could also be a potential explanation for
and hedonic benefits obtained from using apps directly influence perceived price to be insignificant. Third, the price paid by app users is a
users' intention to recommend the apps which is a strong predictor source of switching costs [45] which tends to result in customer loyalty
of their recommendation behavior. Utilitarian benefits and hedonic [46]. While loyal customers are more likely to exhibit satisfaction, repur-
benefits have positive effects on user satisfaction and app continu- chase the products, and recommend them to others, switching costs by
ance intention: the more utilitarian benefits and hedonic benefits itself can also foster repatronage and encourage recommendations [45].
users obtain, the more satisfied they are with the apps and the stron- We speculate that users who have paid for their apps are more satisfied
ger their intention to continue to use the apps. As to the specific with the apps and are more willing to continue to use and recommend
value components, app utility and app quality are the main utilitari- them (which are the opposite of our hypotheses and the notion of
an benefits in the context of mobile apps whereas enjoyment and VSL). Therefore, when app price is perceived as a form of switching
app aesthetics are the primary hedonic benefits associated with costs, its negative effects on other VSL constructs are minimized.
app usage. The three sources of non-monetary sacrifices related to Interestingly, we also did not observe non-monetary sacrifices to in-
app usage are privacy risk, knowledge of alternative quality and fluence users' intention to recommend apps. This result and the insignif-
technicality; they, as a whole, negatively influence user satisfaction icant relationship between monetary sacrifices and intention to
and app continuance intention. recommend echoes de Matos and Rossi's [20] meta-analysis of prior
Although not a direct determinant, utilitarian benefits were found to WOM literature which did not identify any types of sacrifices to be the
exert its influence on intention to recommend through satisfaction and direct predictors of WOM. A theoretical rationale for this result is pro-
app continuance intention. This result is in line with de Matos and vided by Lam et al.'s [45] work. The classic attitudinal framework
Rossi's [20] meta-analysis of prior WOM literature which concluded (cognition → affect → behavioral intent or behavior) postulates that
that few studies found that product quality (a concept similar to utilitar- cognition evokes affect which subsequently determines one's behavior-
ian benefits) is a direct antecedent of WOM. The result here implies that al intention or behavior. In the context of VSL, customer value as a whole
users do not recommend their apps simply because they are useful and is regarded as cognition, satisfaction is regarded as affect and customer
high in quality; in fact, they recommend apps that deliver such utilitar- loyalty represents behavioral intent or behavior. There are two types of
ian benefits when they are satisfied with the apps and are willing to loyalty behaviors, namely customer retention and customer attraction.
continue to use them in the future. In the consumer context, cognition and affect play different roles in
Moreover, contrary to our expectation, perceived price does not shaping these two loyalty behaviors. While repatronage pertains to cus-
have effects on satisfaction, app continuance intention and intention tomer retention and recommendation to customer attraction, Lam and
to recommend. This finding suggests that monetary sacrifices play a his associate found that under the VSL paradigm, recommendation is
less important role in the post-adoption stage of mobile apps. The solely driven by customers' affective state (satisfaction) and repatronage
insignificant relationships here could possibly be attributable to the fol- is determined by both cognitive evaluation (customer value) and affec-
lowing reasons. First, it may be due to the low app price. Previous liter- tive state (satisfaction). Therefore, it is not a surprise that we did not
ature [95,96] showed that due to lack of price variation, for low-cost find the significant relationship between non-monetary sacrifices and
products, customers regard other factors such as time and effort costs intention to recommend. In fact, our findings with respect to the effects
as more important than monetary sacrifices. Nowadays, a large portion of all four value components (utilitarian benefits, hedonic benefits,
of mobile apps are free and the price of paid apps is also low. Statistics monetary sacrifices and non-monetary sacrifices) on intention to rec-
showed that 60% of paid apps were priced at $.99; others mostly ommend are supported by Lam et al.'s [45] work. While other three
range from $.99 to $1.99; few to no apps have prices above $4.99 value components do not have direct effects on intention to
[26].4 The low price of mobile apps could cause the influences of mone-
tary sacrifices to be minimal when compared to monetary sacrifices 5
It is reported by USA Today that in May 2015, Starbucks app was hacked; money in
many user accounts were stolen (http://www.usatoday.com/story/tech/2015/05/15/
4
It is worth noting that the cost of acquiring apps could be further reduced by using starbucks-gift-card-hack/27370491/).
6
discounted iTunes and Google Play gift cards to purchase the apps. Such gift cards are very In February 2015, Evernote announced to discontinue its support for Evernote Hello,
available on eBay and other gift card selling websites. an app that facilitates managing business cards.
180 C. Xu et al. / Decision Support Systems 79 (2015) 171–183

recommend, the only significant relationship between hedonic benefits experiential computing technology, this work also responds to Yoo's
and intention to recommend is due to the fact that hedonic benefits [85] call that it is time for IS research to focus on experiential computing.
(e.g., having a good time when using an app, enjoying the visually- Fifth, the refined VSL framework is another intellectual contribution
appealing interface of an app) reflect users' affective state (which is a to the IS discipline. To examine app recommendation, this research not
determinant of recommendation according to Lam and his associates). only draws upon VSL but also adapts it to the mobile app context. We
This research supports the significant effects of satisfaction on app acknowledged the predominant conceptualization that customer
continuance intention and intention to recommend. App continuance value is customers' overall assessment of what is received (benefit)
intention and intention to recommend are two facets of loyalty disposi- and what is given (sacrifice). Thus, we broke down the value construct
tion. While satisfied customers are not necessarily loyal (which raises that was unanimously treated as a “black box” by past VSL works, ex-
the concern that satisfied users might not necessarily intend to continue plored specific benefits/sacrifices associated with using mobile apps,
using an app and recommend an app), the Investment Model Theory and investigated their individual influences with VSL. To date, little
and the Commitment-Trust Theory (Li et al., 2006) indicate that this VSL research has systematically identified specific benefits/sacrifices
phenomenon is fundamentally attributable to the intervention of four that shape customer value. Such oversight is problematic. Because cus-
factors—alternative quality, opportunistic behavior, communication tomer value is context-based, a new context, such as mobile apps, may
quality and investment size. The former two factors were considered change the compositions of the value construct. Our findings indicate
in the research model in the forms of knowledge of alternative quality that the identified four value components behave differently with re-
and privacy risk. The latter two factors were excluded from the main gard to their linkage with satisfaction, app continuance intention and
analysis because in the a priori focus group interview and pre-test recommendation, thus providing support for the necessity to decom-
used to develop and refine the research model, it was found that com- pose the “black box” of the value construct. Our approach that decom-
munication quality and investment size were not appropriate in the poses a construct for deepened insights into its components is in
context of this research. Taking into consideration these issues that similar spirit to prior studies [31,83] responding to Benbasat and Barki's
might weaken the satisfaction-loyalty relationship, we believe the sig- [3] call to pry open the black box of perceived usefulness to refocus on IT
nificant associations between satisfaction and app continuance inten- artifact design. Just as prior research identified factors that shape per-
tion/intention to recommend found in this research are robust. ceived usefulness, our research, by identifying the compositions of per-
ceived value, provides mobile app design guidelines and helps
stakeholders effectively build their value-enhancing programs. Further-
6.2. Theoretical implications more, the refined VSL framework here offers insights into why satisfied
users are not loyal (e.g., not recommending apps), an increasingly criti-
The theoretical implications of this paper are five-fold. First, this re- cal issue in the marketing and IS disciplines that could not be addressed
search contributes toward filling a gap in the IS discipline that app rec- by the original VSL framework. IS researchers have long questioned IT
ommendation is a critical success factor of mobile apps, but our post-adoption models such as the Expectation Confirmation Model [4]
understanding of this phenomenon is limited. in that satisfaction plays a vital role in these theories and in voluntary
Second, this research contributes to the electronic WOM (eWOM) re- IT usage settings, satisfied users may still discontinue to use an IT [46].
search. WOM is a type of information exchange in which messages flow This criticism is also applicable to VSL that has satisfaction at the core.
from senders to recipients. This process consists of five elements [69]: By considering knowledge of alternative quality and privacy risk, the re-
(1) (the sender's) perception as to the value of the source knowledge, fined VSL framework presented here ensures that the associations be-
(2) (the sender's) willingness of the source to share that knowledge, tween satisfaction and two loyalty constructs—app continuance
(3) the availability of rich information channels, (4) the willingness of intention and intention to recommend—are robust.
the recipient to acquire the knowledge, and (5) the absorptive capacity
of the recipient. Cheung and Thadani's [9] meta-analysis of eWOM
found that prior IS research mainly focused on the last three elements 6.3. Practical implications
of information flow. This finding is understandable because information
channels are the IT artifacts; IS researchers were interested in how factors Given the importance of soliciting recommendation from app users,
such as argument quality and source credibility influence individuals' in- the findings of this research could benefit practitioners in several ways.
tention to acquire eWOM through different information channels. Be- First, our research identifies two utilitarian benefits and two hedonic
cause the stimuli associated with the first two elements of information benefits. In cultivating customer value to enhance users' intention to
flow may not be IT artifacts, they were less interesting to IS researchers. recommend apps, app developers should stress on the benefits of app
This research shifts the attention from “IT artifacts as the information utility, app quality, app aesthetics and enjoyment that the apps can de-
channel” to “IT artifacts as the stimuli”. Specifically, it identifies factors liver in their marketing campaigns.
that influence individuals' willingness to initiate eWOM in the first Second, given the effect of app aesthetics on value formation, app
place. Our results show that senders' perceptions of the value of mobile developers should focus on interface design to ensure that the apps
apps is formed as a function of app benefits and app sacrifices (corre- are visually aesthetic. Aesthetic design can be achieved by a variety of
sponding to element 1), and it is the benefits derived from app usage, approaches including the appropriate choice of background color, use
user satisfaction and app continuance intention that shape app users' in- of human images, and so forth [16].
tention to recommend apps (corresponding to element 2). In this sense, Third, sacrifices associated with app usage influence users' intention
our research enriches IS research in eWOM because it identifies a poten- to recommend through satisfaction and app continuance intention.
tial research area where IT artifacts serve as information exchange stimuli. Therefore, app practitioners should endeavor to minimize three sacrifice
Third, given that recommendation resides along the positive end of factors—technicality, privacy risk and knowledge of alternative
the WOM valence continuum, this research represents the efforts from quality—to maintain user satisfaction and app continuance intention.
the IS discipline to fill the gap identified by de Matos and Rossi [20] and Given the distinctive difference between app interfaces and website inter-
Harrison-Walker [34] that only a few WOM studies examined WOM va- faces, creating a user-friendly interface is an important task that merits
lence and that this dimension of WOM was only previously measured app developers' attention. To this end, they need to design an app inter-
indirectly. face such that it is easy for users to operate. A user guide video can be pro-
Fourth, this research echoes several research calls. It responds to vided particularly for users who are new to the apps. To offset users'
Chin and Marcolin's [10] request that IS research examine complex privacy concerns, app practitioners could emphasize their privacy policies
“deep usage” of IT. Moreover, given that mobile apps are a type of in marketing campaigns like TV ads to make the policies publicly known.
C. Xu et al. / Decision Support Systems 79 (2015) 171–183 181

Practitioners can also compare their apps with competing products in product factors perceived by app users. This is why we chose VSL to
order to reduce the influence of the alternatives. examine the outcome variable. The refined VSL framework explains
34% of the variance in intention to recommend and 44% of the vari-
6.4. Limitations and future directions ance in recommendation, which are high for social science research
and similar to prior research using alternative models to explain
The current study contains several limitations. First, our sample technology recommendation of [54]. This result indicates that our
respondents consist of undergraduate students (with an average model captures the majority of variance in app users' recommenda-
age of 21) and graduate students (with an average age of 31). They tion intentions and behaviors and individual factors are less impor-
are representative users of mobile apps because Nielson's [59] report tant in affecting WOM valence. Nevertheless, we suggest future
shows that teens and young adults are the major users of research examine how VSL works in conjunction with individual fac-
smartphones. Nevertheless, future studies could examine app rec- tors in order to facilitate a more comprehensive understanding of the
ommendation with different segments of users. Second, our respon- issue and to enhance the explanatory power of VSL. Fifth, the benefit
dents represent the U.S. population. Thus, future research could and sacrifice components identified in this research are not exhaus-
examine how culture influences app recommendation. Third, cus- tive. Although they are key factors in other well-established IT adop-
tomer loyalty is a multi-faceted concept where recommendation is tion models and the R-square values of the current model are high,
just one of them. Future research could draw upon our refined VSL we suggest future research pay attention to any new benefits or sac-
model to investigate other facets of mobile app loyalty such as will- rifices when applying the current model in a new context. Sixth, an
ingness to pay and intention to explore other features. Fourth, our interesting area for future research would be the use of paid apps
research model did not consider individual factors such as seeking so that IS academia could inform practitioners of how to attract indi-
reputation, sense of belonging and enjoyment of helping. Individual viduals to use paid apps, thus expanding their revenue models. Sev-
factors are significant antecedents of WOM activities or knowledge enth, this research did not examine negative WOM. The mechanisms
sharing (a concept similar to WOM) where the information commu- of why and how negative WOM is given are different from positive
nicated could be positive, neutral or negative [e.g., 13,53]. The focus WOM; as a result, the determinants of negative WOM are far beyond
of this research, however, is mobile app recommendation, a different satisfaction and customer value [5]. On the other hand, negative
dimension of WOM. In order for users to spread words favorable to WOM is alien to customer loyalty. Thus, we believe VSL insufficient
apps, there must be salient factors beyond individual factors, and to capture the whole notion of this concept. Future research could
this is when the effect of product/attributes kicks in. VSL attends to examine negative WOM in the mobile app context.

Appendix A. Construct Items

AE1 The interface of my application is aesthetically appealing KAQ1 An alternative application is appealing
AE2 The interface of my application is attractive KAQ2 An alternative application is better than this one
AE3 The interface of my application is aesthetically designed KAQ3 To my knowledge, another application is close to ideal
AE4 The overall look and feel of the application is visually appealing KAQ4 An alternative application is attractive to me
AE5 The interface of my application pleases my senses KAQ5 My needs could easily be fulfilled by an alternative application
PE1 I find using the application to be enjoyable ACI1 I intend to continue using the application
PE2 Using the application is pleasant ACI2 My intentions are to continue using the application rather than
PE3a Using the application is dull using any alternatives
PE4 I have fun using the application ACI3 I plan to keep using this application in the future
PE5 I enjoy using the application ACI4 I expect my use of the application to continue in the future
U1 The application enables me to do it more quickly AQ1 The application is reliable
U2 The application helps me be more effective AQ2 The application can serve a variety of my needs
U3 The application helps me be more productive AQ3 The application is smoothly integrated into my
U4 The application saves me time to use it smartphone (Integration/compatibility)
U5 The application makes it easier to do it AQ4 The application is available whenever I want to use it
U6 The application is useful to me AQ5 The application responds to my request in a timely fashion
S1 I feel very satisfied with the overall experience of T1 I think the application is difficult to use
using the application T2 Learning to operate the application is difficult for me
S2 I am very pleased with the overall experience of T3 My interaction with the application requires a lot of mental effort
using the application T4 It is difficult for me to become skillful at using the application
S3 I am very contended with the overall experience of
using the application IR1 I intend to say positive things about the application
S4 I feel very delighted with the overall experience of IR2 I would say good things about the application
using the application IR3 I would recommend the application to other people
IR4 I intend to encourage other people to use the application
PR1 The application may disclose my personal information to others
PR2 The application may share my personal information to others PP1 I think the fee that I paid for the use of this app is acceptable
PR3 The application may track my habits of mobile phone use PP2 I think the fee that I paid for the use of this app is reasonable
PR4 The application may collect and use my personal information in PP3a I think the fee I paid for the use of this app is high.
an unintended way PP4 I am pleased with the fee that I paid for the use of this app
PR5 The application may cause me to lose control over my privacy
PR6 The application may lead to a loss of my privacy without my knowledge
R1 I say positive things about this application to others frequently
R2 I have spoken favorably to more people this application than
I have spoken most other applications
R3 I seldom miss an opportunity to recommend this application to others
R4 When I recommend this application, I introduce it in detail

Note: U (App Utility), AE (App Aesthetics), PE (Perceived Enjoyment), KAQ (Knowledge of Alternative Quality), PP (Perceived Price), T (Technicality), PR (Privacy Risk), S (Satisfaction), R
(Recommendation), IR (Intention to Recommend), ACI (App Continuance Intention).
a
Denotes items that were dropped after factor analysis.
182 C. Xu et al. / Decision Support Systems 79 (2015) 171–183

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Chenyan Xu is an assistant professor of information systems in the Computer Science and
portal in The Netherlands, Information Management 40 (6) (2003) 541–549.
Information Systems Program, School of Business, at the Stockton University. His research
[76] H. van der Heijden, User acceptance of hedonic information systems, MIS Quarterly
interests include social networking sites, human-computer-interaction and business intel-
28 (4) (2004) 695–704.
ligence/analytics. His work has appeared in journals including Communications of the
[77] V. Venkatesh, et al., User acceptance of information technology: toward a unified
ACM, Information and Management, Journal of Computer Information Systems, Informing
view, MIS Quarterly 27 (3) (2003) 425–478.
Science, and Journal of Information Technology Case and Application Research. Chenyan
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can be reached by email at chenyan.xu@stockton.edu
nology: extending the unified theory of acceptance and use of technology, MIS
Quarterly 36 (1) (2012) 157–178.
Daniel A. Peak is an associate professor in information technology in the Information
[79] H. Verkasalo, et al., Analysis of users and non-users of smartphone applications,
Technology and Decision Sciences Department, College of Business Administration at the
Telematics and Informatics 27 (3) (2010) 242–255.
University of North Texas. A concert pianist with B.Mus. and M.Mus. degrees in perfor-
[80] Y. Wang, H.-P. Lo, Y. Yang, An integrated framework for service quality, customer
mance, he received his Ph.D. in 1994 from UNT with majors in Information Systems and
value, satisfaction: evidence from China's telecommunication industry, Information
in Finance. He is an editor of the Journal of IT Cases and Applications Research. Dr. Peak
Systems Frontiers 6 (4) (2004) 325–340.
has more than 20 years of IT consulting and planning experience working for executives
[81] J.D. Wells, J.S. Valacich, T.J. Hess, What signal are you sending? How website quality
of Fortune 500 companies, and has won and directed numerous production projects and
influences perceptions of product quality and purchase intentions, MIS Quarterly 35
research grants. He is a member of the Decision Science Institute and Association for Infor-
(2) (2011) A18-373.
mation Systems and has publications in Informing Science, Information and Management,
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Information Systems Management, Journal of Computer Information Systems, and other
acceptance, Information Systems Research 16 (1) (2005) 85–102.
journals. Dan can be reached by email at daniel.peak@unt.edu
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Victor R. Prybutok is a Regents Professor of Decision Sciences in the Information Technol-
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ogy and Decision Sciences Department and Associate Dean for Graduate Programs and Re-
switching costs, Psychology and Marketing 21 (10) (2004) 799–822.
search in the College of Business at the University of North Texas, He received, from Drexel
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University, his B.S. with High Honors in 1974, a M.S. in Bio-Mathematics in 1976, a M.S. in
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Environmental Health in 1980, and a Ph.D. in Environmental Analysis and Applied Statis-
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tics in 1984. Dr. Prybutok is an American Society for Quality certified quality engineer, cer-
sumer product knowledge and online shopping experience on using recommenda-
tified quality auditor, certified manager of quality / organizational excellence, and an
tion agents for customer loyalty, Decision Support Systems 55 (4) (2013) 883–893.
accredited professional statistician (PSTAT®) by the American Statistical Association. Dr.
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Prybutok has authored over 160 journal articles, sever book chapters, and more than
pectations of service, Journal of the Academy of Marketing Science 21 (1) (1993)
180 conference presentations in information systems measurement, quality control, risk
1–12.
assessment, and applied statistics. Victor can be reached by email at victor.prybutok@
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unt.edu
ity, Journal of Marketing 60 (1996) 31–46.

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