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Journal of Retailing and Consumer Services 31 (2016) 313322

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Journal of Retailing and Consumer Services


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

The effect of benets generated from interacting with branded mobile


apps on consumer satisfaction and purchase intentions
Ibrahim Alnawas a,n, Faisal Aburub b
a
Department of Marketing, Petra University, Amman, Jordan
b
Head of Management Information Systems Department, Petra University, Amman, Jordan

art ic l e i nf o a b s t r a c t

Article history: This study extends the Uses and Gratications approach (U&G) from a web context to a new one, i.e.
Received 24 January 2016 mobile applications. It seeks to investigate the effect of the key benets generated from interacting with
Received in revised form branded mobile apps on consumer satisfaction and purchase intentions. A self-administrated ques-
6 April 2016
tionnaire was used to collect the study data. The questionnaire was distributed to 358 participants inside
Accepted 8 April 2016
seven major malls in a Middle Eastern country (Jordan). Purposive sample was employed. The data were
analyzed using structural equation modeling (AMOS 18). Four key ndings emerged from the current
Keywords: research. First, the study conrms the existence of four interaction-based benets in the context of
Usage and gratication approach mobile apps, namely: learning benets, social integrative benets, personal integrative benets and
Experiential engagement
hedonic benets. Second, apart from social integrative benets, the other three benets are found to
Mobile apps
inuence consumer satisfaction to varying degrees. Third, with regard to purchase intentions, only
learning benets and hedonic benets are found to generate that. Finally, the study conrms the re-
lationship between consumer satisfaction and purchase intentions in a mobile context. The study con-
tributes to the literature through adopting the U&G approach as a theoretical base to examine the key
benets that consumers gain when interacting with branded mobile apps.
& 2016 Elsevier Ltd. All rights reserved.

1. Introduction challenge for app sponsors (Chen, 2012), given that most apps lose
76% of their users after the rst three months of use (Hareld,
The availability of mobile phone applications (apps), which are 2015).
becoming ubiquitous on all mobile operating systems, are en- Accordingly, researchers have utilized the most popular ap-
couraging users to spend an increasing amount of time on their proaches; the Technology Acceptance Model (TAM) and the The-
phones (Garg and Telang, 2013). There are now 1.6 million apps ory of Reasoned Action (TRA) (Mekic and Ozlen, 2014; Kang, 2014;
available for download for Android users and another 1.5 million Jambulingam, 2013; Yang, 2013; Kumar and Mukherjee, 2013;
apps available for download from Apple's App Store (Statista, Zheng et al., 2012), to help marketers to more fully understand
2016a). In 2015, global mobile apps generated revenues around how and why people adopt smartphones or mobile apps, given
that advertising and app sales revenues are dependent upon them
41.1 billion dollars, and in 2020, consumers are expected to spend
(Gerlich et al., 2015). However, although previous studies were
over 101 billion dollars on mobile apps (Statista, 2016b). The
instrumental in enhancing our understanding of the applicability
number of mobile internet users is expected to grow from 1.6 bil-
of TAM and TRA to predict consumer intention to adopt smart-
lion users worldwide to 3.8 billion by 2020 (GSMA, 2016).
phones or mobile apps, they demand attention for two reasons.
However, users of existing mobile apps, which facilitate con-
First, the drivers of adopting mobile apps identied by previous
ducting transactions, disseminating content and social networking
research describe the app itself or the sponsor of the app (i.e. the
(Gasimov et al., 2010), expect "a more application like experience", company itself), rather than how the app ts into the consumer's
i.e. application-centric error messages, fast and animated transi- life. For example, perceived ease of use, credibility, trust and se-
tions and smooth load experiences (Nicolaou, 2013: 46). Such an curity are all related to either the app itself or its sponsor. From an
issue is not an easy task and it represents a signicant marketing experiential engagement perspective (Calder and Malthouse,
2005), these characteristics offer little explanation (Cheung et al.,
n
Corresponding author.
2005) as to why consumers engage with the surrounding media
E-mail addresses: ialnawas@uop.edu.jo (I. Alnawas), context. In other words, the value of the experiential engagement
faburub@uop.edu.jo (F. Aburub). approach is that a mobile app has something to focus on (Calder

http://dx.doi.org/10.1016/j.jretconser.2016.04.004
0969-6989/& 2016 Elsevier Ltd. All rights reserved.
314 I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322

et al., 2009). Second, prior research that used TAM and TRA did not needed (Lee and Tan, 2013).
examine whether mobile apps affect consumer consequences such Zhao and Balague (2015) identied ve business objectives
as consumer satisfaction and purchase intentions, but rather it when developing branded apps, namely: communication (i.e.
examined the extent to which such theories help in predicting communicating brand values, information and products to im-
consumer intention to adopt mobile apps. prove brand image and awareness); CRM (i.e. managing rm in-
In this sense, the Uses and Gratications approach (U&G), teractions with customers through brand engagement with loyal
which was originally proposed by Katz et al. (1974), indicates that customers, collecting user data and generating product re-
customers interaction experiences with the surrounding media commendations); sales (i.e. branded apps aim to develop com-
can themselves be a source of value as they provide users with a pletely new shopping experiences and interaction models for
number of benets, and thus may form the motivational founda- consumers, with a whole set of capabilities including location
tion for using mobile apps (Nambisan and Baron, 2007). However, awareness, context sensing and product customization); product
what these benets are, and how they inuence consumer sa- innovation (i.e. allowing consumers to generate new ideas for
tisfaction and his/her purchase intentions in a mobile context, are products and building a community for sharing and rating ideas);
still open empirical questions. In addition, it has already been and marketing research (i.e. helping rms survey their customers
pointed out that sponsors of mobile apps nd challenges in at- in new ways). The authors pointed out that individual branded
tracting and retaining users, therefore, there is a greater need to apps can have a number of different business objectives and that
link mobile apps with different consumer consequences to see the individual brands can design multiple mobile apps to target dif-
extent to which a strategy is effective in communicating with ferent products and business objectives.
consumers. The extant literature barely has any evidence, to the However, when studying branded mobile apps, prior research
best of the researchers' knowledge, on whether using branded tended to examine the key attributes and the technical aspects of
mobile apps enhances consumer satisfaction and generates pur- mobile apps, rather than the benets that users obtain from using
chase intentions (Bellman et al., 2011). Thus, to maximize the a particular app. Among those attributes, previous studies identi-
promising marketing potential of apps, the current research has ed the following: usefulness, enjoyment, ease of use (Yang, 2013;
three key objectives: Kim et al., 2010); perceived price (Wu et al., 2015); convenience,
speed and personalization (Hess et al., 2009); search time and
1. Extending the U&G approach to a mobile context in order to accuracy (Adipat et al., 2011); design, innovation, feedback and
examine the kind of benets that consumers gain from inter- efciency (Kim et al., 2012); and color, text and menu icons
acting with branded mobile apps. (Sonderegger and Sauer, 2010). Only recently have researchers
2. Testing the effect of these benets on consumer satisfaction and started to examine the benets that drive users to download/use
purchase intentions. branded mobile apps. This issue is examined in the following
3. Conrming the relationship between consumer satisfaction and subsection.
purchase intentions in a mobile context.
2.2. The U&G approach and branded mobile apps
The contribution of the current study to the literature is
threefold. First, the study extends the concept of the U&G ap- The U&G approach is developed to study: (a) the reasons be-
proach to a new context (i.e. mobile apps). Second, the study hind audience engagement in different forms of media behavior,
provides insights on the nature of the benets generated when (b) the gratications that attract and hold audiences to the dif-
interacting with branded mobile apps. Finally, the study provides ferent types of media, and (c) the nature of contents that fulll the
an empirical support for new relationships in a new context. The psychological and social needs of the audience (Wimmer and
rest of the paper is structured as follows: the second section Dominick, 1994). It explains the audiences role in selecting a
provides a theoretical background to the U&G approach. The third specic type of media and assumes media users to be driven by
section develops the study hypotheses. The fourth section ana- individual needs and gratication-seeking motives (Blumler and
lyzes and tests the research hypotheses. This will be followed by Katz, 1974; Krcmar and Strizhakova, 2009). Thus, the key tenants
concluding the ndings and providing managerial implications of U&G are that media users are active communicators, goal or-
and direction for future research. iented and driven by specic motivations that vary among in-
dividuals and across communication processes; and that social and
structural determinants (e.g. media availability) have a major role
2. Literature review in mediating communication behavior and effects (Rubin, 2009).
The primary way the U&G approach is distinguished from other
2.1. Branded mobile apps approaches/theories that examine media effect is that U&G con-
siders the audience as the starting point, whereas the other ap-
Branded mobile apps could be dened as software down- proaches/theories usually examine the same issue from the com-
loadable to a mobile device which prominently displays a brand municator's point of view (Windahl, 1981). In this particular vein,
identity via the name of the app and the appearance of a brand Katz et al. (1974) identied four broad types of benets that au-
logo throughout the user experience (Bellman et al., 2011: 191). dience can derive from using media: cognitive benets; social
Branded mobile apps are either preinstalled on handheld devices integrative benets; personal integrative benets and hedonic
such as smartphones and tablet computers or can be downloaded benets.
from various mobile app stores such as Google Play and Apples The U&G approach has also been used in different contexts
App Store (Hoehle and Venkatesh, 2015). Such apps are developed ranging from radio, television, mobile TV, and news consumption
to satisfy a range of different needs including entertainment, (Rubin, 1984; Shim et al., 2015; Choi et al., 2009; Lee, 2013) to
communication, information and commerce (Huang and Koratis, mobile phones, mobile learning, and social networking sites
2015). Branded mobile apps can be freeware, which allow con- (Paragas et al., 2011; Hashim et al., 2015; Wei et al., 2015). These
sumers to use the basic functions of them without a time limit, studies, which mainly draw on the framework developed by Katz
and can also be upgraded to the full version. They can also be et al. (1974), focused primarily on consumers' interactions in a
trialware, which contain all the functionality of the app but its use specic media context (i.e. interactions with the media itself and
is restricted to a specic time frame, beyond which payment is interactions with other media users) and, how such interactions
I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322 315

create gratication opportunities or gratify their different needs. than trying to generate a list of particular motives, which surely
For example, the primary motives of using xed telephones are cannot be denite, inclusive and complete, it may be better to
sociability, instrumentality and reassurance (Dimmick and Sikan, identify and conrm the primary/main motives in a mobile con-
1994), while those using SMS text messages seek immediate ac- text, and then leave it to app developers themselves to tailor and
cess, relaxation, information and socialization (Grellhest and Pu- integrate specic features into their apps in away that respond to
nyanunt-Carter, 2012). Those of using mobile phones are affection those primary motives.
and sociability, information seeking, immediate access, entertain- Third, reducing the motives of downloading/using apps to two
ment, reassurance and status (Leung and Wei, 2000). Other studies motives as proposed by Gerlich et al. (2015) or increasing them to
examined the general gratications sought by consumers when a large number of motives as suggested by Lin et al. (2014) and Lee
using social networking sites and identied the following grati- et al. (2010) is problematic. This is because when reducing the
cations: interpersonal communication, self-expression, entertain- motives to a very small number, it may hinder branded app de-
ment (Hunt et al., 2012), belonging, hedonism, self-esteem and velopers from fully beneting from the capability and capacity of
reciprocity (Pai and Arnott, 2013). their apps, which in turn may lead to developing apps that lack
In the context of mobile apps, previous researchers identied some of the key benets that users look for. On the other hand,
two (Gerlich et al., 2015), four (Kim and Park, 2014; Jung, 2014), six when increasing the number of motives, it may not provide clear
(Lewis et al., 2014; Kang et al., 2015), seven (Lin et al., 2014) and guidance to branded app developers as such an issue may not
eight motives (Lee et al., 2010) for downloading/using mobile allow them to truly understand which features they need to focus
apps. For example, Gerlich et al. (2015) identied two key factors on when developing a particular app. This is particularly important
for using mobile apps. These factors consist of endogenously given that the development of mobile apps is expensive and in-
motivated activities, such as acquisition of knowledge and edu- tegrating mobile channels into existing strategy requires sig-
cation, and exogenously driven needs and wants that tap into nicant investments (Deloitte, 2012). Fourth, previous studies tend
social activities. In mobile content-sharing games, Lee et al. (2010) to research the key motives for using branded mobile apps with-
identied eight dimensions of gratications: information dis- out examining their effects on consumer outcomes such as sa-
covery, socialization, leisure, escape problems, information quality, tisfaction and purchase intention.
personal status, entertainment and relationship maintenance. Thus, to overcome the above issue, the current research
However, when studying why consumers download apps at high adopted the framework of Katz et al. (1974), which identied four
rates, Lewis et al. (2014) found the following associated gratica- types of benets that media users can obtain from using any type
tions: personal productivity, entertainment, personal enjoyment, of media (in this case, from using mobile apps). These benets are
self-improvement, status, education and communication with as follows:
others. For other researchers, social benets, mobility, entertain-
ment, self-status seeking, pursuit of happiness, information seek- 2.3. Learning benets
ing and socialization represent the primary motives driving users
to download/adopt mobile apps (Lin et al., 2014). Include, but are not restricted to, acquiring information to in-
However, when closely examining the studies conducted on the crease the understanding of the environment, learning and self-
motives of using mobiles apps, four observations can be made, education, knowing about relevant events in immediate sur-
which urge the need for further research on such an issue. First, roundings, society and the world; obtaining advice and decision
although previous studies mainly draw on the U&G approach, they choices and practical matters or views; gaining a sense of security
did not appear to have a theoretically nor an empirically grounded through knowledge (Calder et al., 2009: 323; Nambisan and Baron,
agreement on the nature and the number of motives for using 2007: 43; McQuail, 1983: 82). We interpret this kind of benet in a
mobile apps. Second, the nature of motives identied by prior mobile app context as the ability of mobile apps to help consumers
research appear to overlap with each other, which may cause to: become more knowledgeable about products, make good de-
confusion to branded app developers. For example, social benets cisions, become smarter and up-to-date on things they care about
and socialization, which were identied by Lin et al. (2014) as two and stimulate them to think about things in new ways.
distinct motives, tap into social integrative benets that was ori-
ginally proposed by Katz et al. (1974). Similarly, pursuit of happi- 2.4. Social integrative benets
ness and entertainment, which were proposed by Lin et al. (2014)
as two distinct motives, tap into hedonic benets that was sug- Include, but are not restricted to, identifying with others;
gested by Katz et al. (1974). The same issue also applied to the gaining a sense of belonging; enabling the individuals to connect
work of Lewis et al. (2014). For example, the authors suggested with family, friends and society; developing and enhancing the
that entertainment and personal enjoyment were two separate consumer's ties with relevant others, getting insight into the cir-
motives, and that self-improvement and status were another two cumstances of others; nding a common ground for discussion
separate motives. However, a close look at these motives suggests and social interaction; having a substitute for real-life compa-
that the rst two motives tap into hedonic benets and the other nionship (Calder et al., 2009: 323; Nambisan and Baron, 2007: 43;
two motives tap into personal integrative benets. Likewise, lei- McQuail, 1983: 82). In a mobile app context, these benets are
sure, escape problems and entertainment that were suggested by derived from the social and relational connections that develop
Lee et al. (2010) tap into hedonic benets, and relationship over time among the consumer and other users of the same app.
maintenance and socialization tap into social integrative benets. As such, this kind of benet can be dened as the extent to which
In this particular vein, it is worth noting that Katz et al. (1974) mobile apps promote values that are similar to their users and that
originally proposed four primary motives for using media, as will make them feel more a part of their community and better
be discussed next. Thus, it could be argued that identifying specic citizens.
and particular motives, as previous studies did, may restrict and
hinder the ability of branded app developers from developing 2.5. Personal integrative benets
more creative and innovative apps. Such an approach may lead
app developers to develop apps that respond specically to those Include, but are not restricted to, nding models of behavior;
particularly motives, and thus ignoring other particular motives enhancing the credibility, status and condence of the individual,
that were not identied by previous studies. In this case, rather nding reinforcement for personal values; and getting insight into
316 I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322

one's self (Calder et al., 2009: 323; Nambisan and Baron, 2007: 43; distinctive brand experience unavailable with a traditional mobile
McQuail, 1983: 82). In a mobile context, these benets relate to the web experience (Moceri et al., 2011). Thus, users of mobile apps do
ability of mobile apps to: enhance the credibility, status and con- not simply encounter brands when surng the Internet via mobile
dence of the consumer; improve his/her reputation or prestige devices, but they actively and enthusiastically interact with them
among peer customers and the sponsor of the app; and allow the (Kim et al., 2013). Second, mobile apps appeal to consumers for
consumer to achieve a sense of self-efcacy. both social and professional reasons (Franko and Tirrell, 2012), and
therefore, they are not perceived by users as an advert interrupting
2.6. Hedonic benets their mobile experience (Hutton and Rodnick, 2009). Finally, mo-
bile apps are expected to offer users pervasive, highly targetable
Include, but are not restricted to, enhancing aesthetic or plea- and close to purchase and consumption experiences at a con-
surable experiences; escaping from problems; relaxing; releasing siderably lower cost (Bagdasarian, 2013). They would also allow
emotion; obtaining intrinsic cultural or aesthetic enjoyment; for context-aware engagement with users, which can be tailored
having fun and lling time (Calder et al., 2009: 323; Nambisan and to their wants and needs when making purchasing decisions
Baron, 2007: 43; McQuail, 1983: 82). This last type of benet (Aaron, 2013). Thus, in the following subsections, the effect of each
embodies the ability of mobile apps to make users feel relaxed and interaction-based benet of mobile apps on satisfaction and pur-
rewarded, lighten their mood and hold their attention, surprise chase intention is discussed and hypothesized.
them and provide fun while users are engaged and make them not
want to stop. It also refers to the extent to which mobile apps have 3.2. Learning benets-satisfaction and purchase intention
a distinct personality and are in contrast to the mainstream media.
Following the work of Calder et al. (2009) and others (e.g. It is widely accepted that mobile apps could provide important
OBrien and Toms, 2008; Nambisan and Baron, 2007), we argue factual and experiential information about brands (e.g. Krafts
that these four benets are not mutually exclusive, and that mo- iFood Assistant app offers users meal type and preparation time,
bile app experience is realized through engendering and offering recipes indexed by ingredients, a shopping list feature and in-
multiple benets. For example, some content of mobile apps such structional videos) (Deloitte, 2011). The experiential knowledge
as Wal-Mart and Procter and Gamble offer users learning benets, acquired from interacting with mobile apps and the beliefs about
i.e. users believe that the app offers them information that helps potential learning benets would allow customers to use the
them make important decisions and stimulates them to think product more effectively (e.g. Nambisan and Baron, 2007; Kim
about things in new ways, yet other content in the same apps et al., 2012). A searchable product catalog, featured sales and a
provide users with personal integrative benets that promote store locator, which are offered by mobile apps, will further aug-
values that are similar to them, and make them feel more a part of ment the experiential knowledge obtained from interacting with
their community and better citizens. Thus, different users could them (Phunware, 2014). Additionally, when consumers approach a
have different benets with the same content offered by mobile new in-store display, mobile apps can automatically trigger pop-
apps.
up videos, coupons or other product-related information, and can
There are also many examples where companies have em-
also help them to navigate the store with turn-by-turn directions
ployed mobile apps successfully to offer consumers different
so they can nd what theyre looking for. For example, A.C. Moore
benets. For example, in 2010, Ikea launched a free app which has
mobile users can access the arts and crafts retailers weekly ads,
two purposes: helping customers identify their own unique style
review its portfolio of crafts projects and join its rewards program
by completing a series of tests; and creating an augmented reality
all in real time (MicroStrategy, 2014). Similarly, store associates of
that allows customers to use their mobiles phones to see how
Gucci are armed with an app that allows them to provide a higher
furniture will look in their home (Agius, 2014). In South Korea,
level of service to Guccis customers and recommend products
Tesco, a UK-based retailer, plastered the walls of subway stations
that, statistically, consumers are more likely to buy (ibid). Ac-
with life-size photos of products on store shelves, along with QR
cordingly, the following hypotheses are formulated:
codes that can be scanned by an app called Home Plus. The app
allows consumers to shop and arrange for delivery while waiting H1a. Learning benets offered by mobile apps are positively as-
for their trains (Gupta, 2013). sociated with customer satisfaction.

H1b. Learning benets offered by mobile apps are positively as-


3. Hypotheses development and suggested model sociated with purchase intention.

3.1. Consequences of mobile app experience: satisfaction and pur- 3.3. Personal integrative benets- satisfaction and purchase
chase intention intention

Two behavioral outcomes of online customer experience are Mobile apps include some progressive options such as video
identied in prior research: satisfaction and purchase intention (e.g., and Facetime usage, Click-to-Call and Click-to-Connect/Click-to-
Rose et al., 2012; Ranaweera et al., 2008), and they will be hy- Talk or instant messaging (ICMI, 2013). They allow consumers to
pothesized in the current study as consequences of the four ben- continue browsing them while chatting with the sponsors of the
ets generated from interacting with mobile apps. Satisfaction apps and to share their live mobile screens with their chat agents.
from using mobile apps results from the user's assessment and The sponsor of the app can also display a button in the chat
impression of the app performance across a number of aspects, window to easily guide consumers to a specic product or page
whereas purchase intention involves individual assessment of the (LivePerson, 2012). This kind of one-to-one chatting, which ad-
subjective probability or degree of effort one will exert to purchase dresses product-related contents, is expected to enhance the op-
from the sponsor of the mobile app in the future. portunities for consumers to establish or improve their expertise-
There are three reasons as to why it is expected that the four based reputation in one's social system and achieve a sense of self-
interaction-based benets of mobile apps would affect satisfaction efcacy by inuencing peer customers and/or the sponsor of the
and purchase intention. First, mobile apps have numerous inter- app (e.g. Nambisan and Baron, 2007). Chatting with the sponsor of
active features which enable mobile app sponsors to provide the app regarding complex product-usage problems offers the
I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322 317

context for consumer to suggest innovative product usage, and purchase, which leads to a purchase rate that is 1.6x higher than
thus, inuencing peer consumers. It also allows consumers to via the mobile browser. This means that mobile apps lead to an
suggest innovative product improvement ideas, which in turn af- intrinsic reward which encourages a pleasurable experience. The
fects the product development plans of the sponsor of the app. The assessment of and the impression from such an experience is ex-
more in-depth and varied the product-related issues that are pected to enhance consumer satisfaction and to encourage con-
discussed with the sponsor of the app, the greater the opportunity sumers to buy via mobile apps. As experiencing pleasure/enjoy-
for consumers to show their unique knowledge and breadth of ment is viewed as a major factor that inuences consumers' atti-
expertise, and thus, the higher the possibility to enhance their tudes towards the adoption of a system and/or a new technology
product-related status in their social system (Nambisan and Baron, (Bruner and Kumar, 2005; Vander Heijden, 2003), then it is rea-
2007; Jeppesen and Molin, 2003). In a similar vein, Adidas de- sonable to hypothesize the following:
veloped a free training app called mi-Coach to help customers to
improve themselves 'physically and emotionally' through perso- H4a. Hedonic benets are positively associated with satisfaction.
nalized coaching (Banham, 2010). Such an app is expected to en- H4b. Hedonic benets are positively associated with purchase
hance Adidas users' satisfaction with Adidas products and increase intention.
the likelihood of buying making a purchase. Accordingly, the fol-
lowing hypotheses are formulated: 3.6. Satisfaction-purchase intention
H2a. Personal integrative benets offered by mobile apps are
positively associated with customer satisfaction. In an ofine context, it is concluded that "customers evaluate
future purchase intentions based on the value obtained from
H2b. Personal integrative benets offered by mobile apps are previous episodes/contacts, with relationship benets being a
positively associated with purchase intention. proxy for expectations of future benets" (Olaru et al., 2008). This
view is conrmed in an online context where Khalifa and Liu
3.4. Social integrative benets- satisfaction and purchase intention (2007) provide support for the relationships between online cus-
tomer experience, online customer satisfaction and online pur-
With regard to content personalization, recent mobile apps chase intention. Online customer satisfaction is also found to be a
have started to offer a content tagging attribute into their designs key driver of purchase intention (Wu et al., 2015). Based on that,
(Splunk, 2015). Additionally, with regard to content rating, com- the following is hypothesized:
menting and sharing, a large number of mobile apps allow their
users to like, rate, comment on their contents, and to share the H5. User satisfaction is positively associated with repurchase in-
contents with external social networks (Zhao and Balague, 2015). tentions. Figure 1 summarizes the conceptual model of the current
Interactions among users via mobile apps may take different forms study.
such as following/un-following people, peer-to-peer conversation,
and inviting contacts from existing social networks. These forms
which have recently started to be incorporated in app designs 4. Research methodology
(Mblox, 2012), will eventually lead to building a community for
socializing (Kim et al., 2013). Moreover, when the interactions 4.1. Item generation and purication of scale items
among users are deep, the opportunity to develop a greater mu-
tual understanding of one anothers product-related issues and The current study borrowed and adapted items to measure the
problems becomes higher. This in return would allow a consumer four interaction-based benets of mobile apps from the work of
to establish a greater number of ties with other consumers, and Calder et al. (2009) and Nambisan and Baron (2007). These items
thus enhancing his/her beliefs about the focal product. As such, are as follows: learning benets (four items), hedonic benets
the following hypotheses are proposed: (seven items), social integrative benets (seven items), and per-
sonal integrative benets (ve items). User satisfaction (Khalifa
H3a. Social integrative benets offered by mobile apps are posi- and Liu, 2007) and purchase intentions (Spears and Singh, 2004)
tively associated with customer satisfaction. were measured using four and ve items, respectively. Careful
attention was paid to rewording some of the items to make them
H3b. Social integrative benets offered by mobile apps are posi-
suitable for the current study. The nal questionnaire consisted of
tively associated with purchase intention.
33 items. All scales were measured using a ve-point Likert scale,
except purchase intentions, which was measured using a semantic
3.5. Hedonic benets-satisfaction and purchase intention
scale (See Appendix). "Not applicable" options were included.

Mobile apps, which tap into consumers' needs for aesthetic,


4.2. Data collection
fun, and emotional experiences, and allow consumers to escape
from stressful events and the demands of day-to-day life, are
The current study gathered the survey data via a self-admini-
viewed as interesting and entertaining (Choi et al., 2011). Thus, a
strated questionnaire. A purposeful sample was employed. That is,
large number of companies have started to leverage hedonic de-
the study rst asked participants if they had branded mobile apps
sign features in their mobile apps (e.g. in-app games, infotain-
ment), which go beyond the prime utilitarian intention (Mettler
et al., 2014). A recent study indicated that consumers repeatedly
Interaction-Based Benefits Consumer Satisfaction
considered the added enjoyment when using grocery shopping
apps, and that they described a gamication effect from app usage Learning Benefits
Hedonic Benefits
with emotional and psychological gratication (Childs, 2015). The
Personal Integrative Benefits
mobile app experience is also considered perfect for swiping Social Integrative Benefits
through visually appealing images. In this vein, Criteo (2015) Purchase Intentions

found that the average user can see 14 products via the app vs.
four products on the browser, and that mobile apps are easier to Fig. 1. The study's framework.
318 I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322

and if they had used them. Those who met these two conditions Table 2
were eligible to participate. Respondents were approached at dif- Hypotheses testing.
ferent times of the day and different days of the week. The survey
Hypotheses Sig. Level R2
asked the participants to refer to the primary branded app they
currently use. This resulted in identifying a number of different H1a: learning benets-satisfaction 0.209 0.05 0.49
branded apps such as banking apps, hotels apps, sport-related apps, H1b: learning benets-purchase intentions 0.240 0.05 0.25
cars apps, cosmetics apps and food-related apps. It is worth noting H2a: social integrative benets- satisfaction 0.060 Insignicance
H2b: social integrative benets-purchase 0.102 Insignicance
that the choice of not focusing on a particular brand/industry has its intentions
strengths and weaknesses. The main strengths of this approach are H3a: personal integrative benets-satisfaction 0.389 0.001 0.49
that: (1) it helps to generate accumulative evidence on the key H3b: personal integrative benets- purchase 0.077 Insignicance 0.25
benets that users obtain regardless of the type of the app they use, intentions
H4a: hedonic benets-satisfaction 0.228 0.05 0.49
and thus, encouraging any branded app developer to focus on them;
H4b: hedonic benets-purchase intentions 0.350 0.001 0.25
and (2) it helps to provide a compelling evidence on the effect of H5: satisfaction-purchase intentions 0.250 0.01 0.25
these benets on satisfaction and purchase intention in the context
of branded mobile apps. On the other hand, the main weaknesses of
this approach are that: (1) it does not take into account the specicity rst-order factors correlated with each other. This conceptualization
associated with a particular brand/industry, and therefore it does not provided a good t: CMIN/DF (1.495), RMSEA (0.055), GFI (0.895), IFI
provide detailed insights on the relative importance of these benets (0.954), TLI (0.944) and CFI (0.953).
at brand/industry level; and (2) it does not offer deep insights re-
garding the benets that have the highest impact on satisfaction and 4.4. Hypotheses testing
purchase intention at brand/industry level. Given that the in-
vestigated topic is a very recent one and that there is little research AMOS (18.0) was also used to model the structural relation-
on it, the choice was made to not focus on a specic branded mobile ships proposed by our model. The results provide support for H1a
app or industry. Additionally, although the development of branded ( 0.209, Pr0.05, R2 0.49) and H1b ( 0.240, Pr 0.05,
mobile apps is expensive, there is a severe lack of research on the R2 0.25), thus conrming the positive association between
effect of branded mobile apps on different consumer consequences. learning benets and satisfaction and purchase intentions. How-
Such an issue further encouraged the researchers of the current ever, the ndings did not conrm H2a ( 0.060, P4 0.05) and
study to not focus on a particular branded app or industry in order to H2b ( 0.102, P40.05). Therefore, H2a, which suggests that so-
provide convincing evidence of the effect of benets generated from cial integrative benets are positively associated with satisfaction,
interacting with branded mobile apps on consumer outcomes. and H2b, which posits that social integrative benets are positively
The study recruited 358 participants (n 358) inside seven associated with purchase intentions, were not supported. Re-
major malls in Jordan. Forty-six questionnaires were excluded due garding H3a, which indicates that personal integrative benets are
to their partial completeness. Accordingly, 311 usable ques- positively associated with satisfaction, it was conrmed ( 0.389,
tionnaires remained for the nal data analysis. Participants' gender P40.001, R2 0.49). However, no support was found for H3b,
was: 54.5% male and 45.5% female. Participants' experience with which suggests that personal integrative benets are positively
mobile phones was: 3.56% less than a year, 39.3% 13 years, 38.8% associated with purchase intentions ( 0.077, P40.05). The
46 years, 11.6% 79 years, and 5.8% more than ten years. Partici- ndings also provide support for H4a, i.e. hedonic integrative
pants' daily usage was: 7.1% less than one hour, 35.7% 13 h, 40.2% benets are positively associated with satisfaction ( 0.228,
46 h, and (17%) more than six hours daily. P40.05, R2 0.49), and H4b, i.e. hedonic integrative benets are
positively associated with purchase intentions ( 0.350,
4.3. Measurement validation P40.001, R2 0.25). Finally, the ndings conrm H5, which sug-
gests that satisfaction is positively associated with purchase in-
A factorial analysis was rst performed to ensure a clear six-factor tentions ( 0.250, P40.01, R2 0.25). Table 2 summarizes the
model. Seven items were deleted due to cross loading (40.30) and/ ndings of the research hypotheses.
or low factorability (o0.50). This led to reducing the original scales
to 26 items. Conrmatory factor analysis was then conducted using
AMOS (18.0). The results suggest sufcient reliability for all the 5. Discussion and conclusions
scales: composite reliability (CR) ranged from 0.808 to 0.944, and
indicators reliability were all signicant at 0.001 (see Table 1). Con- The recent diffusion of smartphones has made marketers re-
vergent validity was evaluated via average variance extracted (AVE). cognize the potential of smartphone apps as an effective market-
All the scales exceeded the minimum threshold value of 0.50, ran- ing communication tool since apps take advantage of mobile
ging from 0.514 to 0.848 (see Table 1). The criterion of Fornell and capabilities to perform activities that traditional desktop compu-
Larcker (1981), which was used to assess discriminant validity, in- ters cannot. Mobile apps have changed from being a commu-
dicates that the AVE exceeded the squared correlations between all nication tool that locates the exact information sought in a tradi-
pairs of variables (see Table 1). Our proposed model was tested as six tional web environment to a tool that alters information to

Table 1
Measurement validation.

Indicator Reliability CR AVE Sat Learn Social Personal Hedonic Purchase

Sat 0.770.83 0.849 0.653 0.808


Learn 0.680.79 0.808 0.514 0.344 0.717
Social 0.680.84 0.85 0.586 0.319 0.240 0.765
Personal 0.730.82 0.857 0.601 0.568 0.144 0.382 0.775
Hedonic 0.770.88 0.887 0.663 0.471 0.079 0.262 0.425 0.814
Purchase 0.850.96 0.944 0.848 0.472 0.275 0.270 0.284 0.421 0.921
I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322 319

different user contexts in a highly interactive and tailored manner consumer satisfaction in a descending order is as follows: personal
(Kim et al., 2013). Thus, to gain insights into this communication integrative benets, hedonic integrative benets and learning
tool, the current study examined the key benets that consumers benets. However, social integrative benets did not appear to
gain when interacting with branded mobile apps. inuence consumer satisfaction. It is worth noting that features
Our ndings provide support for the notion that in order to fully that allow web users to socialize with each other are easily
understand customer interaction with branded mobile apps, we need available and incorporated into the majority of current website
to shift our focus away from the characteristics of the app and/or the designs. However, in mobile apps, those features (e.g. content
sponsor of the app and more towards consumers' actual interaction tagging, online chatting, peer-to-peer conversation and the ability
with the app. The U&G approach provides an alternative way to to follow or unfollow people) are not incorporated into the design
understand usage of branded mobile apps beyond the deterministic of the majority of current branded apps (Zhao and Balague, 2015),
paradigm of user adoption. At the heart of this approach, branded and those companies which have incorporated that into their apps
mobile app users are active consumers who have primary motives design, have only done that recently. In other words, those fea-
and look for particular types of gratications when downloading/ tures that allow branded apps' users to socialize are still in their
using mobile apps, rather than passive ones who are assumed to infant stage, which could be the reason behind the insignicant
respond to the given technology as in the traditional research. Ac- effect of social integrative benets on consumer benets.
cordingly, this approach focused specically on what consumers ac- Third: the study provides some support for the relationships
tually do with branded mobile apps or what gratications they ac- between interaction-based benets and purchase intentions. The
quire from using such apps, rather than focusing on factors affecting ndings reveal that only hedonic benets and learning benets
consumer adoption of branded mobile apps. affect purchase intentions. With regard to the other two benets,
This means that consumers' interaction with branded mobile their effect was insignicant. Such ndings are, to some extent, in
apps can itself be an essential source of value and can shape his/her line with previous studies (Calder et al., 2009; Kleinen et al., 2009;
future satisfaction and purchase intentions. In other words, branded Nambisan and Baron, 2007; Park and SuJin, 2006), which con-
mobile apps which: make them smarter and up-to-date on things cluded that utilitarian benets and hedonic benets are both im-
they care about, stimulate them to think about things in new ways, portant in adopting and using mobile devices, services and mar-
lighten their mood and hold their attention, improve the consumer's keting. This means that the design of branded apps must contain
reputation or prestige among peer customers and the sponsor of the both hedonistic aspects, which aim to provide self-fullling value
app, promote values that are similar to their consumers and make to the consumer (Vander Heijden, 2003) and utilitarian elements,
them feel more a part of their community, will improve consumers' which aim to provide instrumental value to the consumer. Finally,
decision making, thus, enhancing customer satisfaction. the relationship between satisfaction and purchase intentions that
Accordingly, the current study makes a number of contribu- have been advocated in both ofine and online settings has also
tions to media literature in general and mobile marketing in par- been conrmed in the context of branded mobile apps.
ticular. First, unlike previous research, which mainly used TRA and
its family (e.g. TAM) to investigate aspects related to branded
mobile apps, the current study adopted an Experiential Approach 6. Managerial implications
and used the U&G approach as a theoretical base to identify the
key interaction-based benets that are generated from interacting The current study offers two key managerial implications. First,
with branded mobile apps. It shows that these benets, which rms need to realize that enhancing consumer satisfaction, gen-
have been promoted and discussed in an ofine context (e.g. Ru- erating purchase intentions and supporting rms' activity, require
bin, 1984; Algesheimer et al., 2005) can be extended to a new adopting proactive measures to create and sustain app environ-
context, i.e. branded mobile apps, and can also be a source of ments that would contribute towards all four types of interaction-
competitive advantage for rms. Thus, the current research pro- based benets. For example, with regard to learning benets, rms
vides evidence on the existence of four interaction-based benets are required to increase the depth and the breadth of product-
in the context of branded mobile apps, namely: learning benets, related contents, provide users with app interfaces that they can
personal integrative benets, social integrative benets and he- modify/alter to suit their needs and preferences, provide highly
donic benets. The current study also extends previous re- personalized and customized information to consumers' interests
searchers' work in other online settings such as websites (Calder and preferences, and make the content easily accessible and
et al., 2009) and virtual customer environments (Nambisan and readable to enhance consumers' ability to process the information.
Baron, 2007) to a new online setting and shows that these benets With regard to hedonic benets, sponsors of branded apps need to
are valid, reliable and have predictive validity. go beyond features that address issues related to productivity and/
Additionally, our study differs from those studies that utilized or performance improvement, and focus on features that provide
the U&G approach, in the context of mobile apps, in terms of not aesthetic, enjoyable, pleasurable and emotional experiences. In
identifying a very small number of motives (e.g. Gerlich et al., other words, the experiential aspect of the app is equally im-
2015) or identifying a relatively large number of motives (Lin et al., portant to the technical as well as the functional aspects of the
2014; Lee et al., 2010) for downloading/using mobile apps. As such, apps, given its contribution to user satisfaction and purchase in-
the current study provided a reasonable number of motives that tentions. Second, the scale, which measures the strength of the
are expected to offer branded app developers clear guidance on four interaction-based benets, can be used by marketers to
the key features that need to be to integrated when developing deepen their understanding of the benets their brands offer for
their apps. Further, prior research in this area tended to identify their customers, and can also be used for assessment, planning
particular/specic motives that might be app-specic or brand- and tracking purposes, as well as for measuring the extent to
specic, which may not be applicable to other apps or brands. which the users experience the intended benet.
Such an approach may restrict the creativity of branded app de-
velopers and may also restrict the development of innovative app
features. 7. Limitations and direction for future research
Second, the study provides evidence on the nature of the re-
lationships between the four interaction-based benets and con- Given that this research is the rst, to the best of our knowl-
sumer satisfaction. It shows that the effect of these benets on edge, to examine the benets that users gain in an app
320 I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322

environment, future research can examine the following areas. another and how their effects on satisfaction and purchase in-
First, this study was conducted in a Middle Eastern culture; tentions differ across brands/industries. Therefore, to provide
therefore future research is encouraged to conrm the ndings of more detailed insights on such issues, future studies could look at
the current study in another context (e.g. Western culture). This in ways to examine that. Third, future research can examine how
turn would lead to the provision of further evidence of the nature relevant product and consumer characteristics (e.g. product type,
of these benets and their effect on user satisfaction and purchase price of product, perceived differences among brands, gender)
intention. Second, the current study did not focus on a specic moderate the relationships between interaction-based benets of
brand or a specic industry, but rather examined a range of dif- mobile benets and satisfaction and purchase intention. These
ferent branded mobile apps. However, given the relatively small factors have been found to moderate the relationships between
sample size (311) compared with the number of apps that were online experience, satisfaction and purchase intention to varying
identied in the current study, the researchers were unable to degrees, thus, it would be useful to examine them in the context of
examine how the four benets vary from a brand/industry to mobile apps to further advance our understanding on the topic.

Appendix

Learning benets
This app helps me to obtain solutions to specic product-usage related problems
This app stimulates my thinking about lots of different topics*
This app provides information that helps me make important decisions
This app enhance my knowledge about the product and its usage
This app helps me better manage my money

Social integration benets


This app often gives me something to talk about
I do quite a bit of socializing on this app
I often feel guilty about the amount of time I spend on using this app socializing*
This app does a good job of getting its visitors to contribute or provide feedback
I'd like to meet other people who regularly use this app*
I've gotten interested in things I otherwise wouldnot have because of others on this app*
This app expands my personal/social network

Personal integrative benets


Using this app makes me feel like a better citizen*.
Using this app makes a difference in my life
This app reects my values.
This app enhances my status/reputation as product expert
This app reinforces my product-related credibility/authority

Hedonic Benets
It's a treat for me.
Using this app improves my mood, makes me happier
I like to use this app when I am eating or taking a break
While I am using this app, I don't think about other apps I might go to use
I spend some enjoyable and relaxing time when using this app
This is one of the apps I always go to anytime I am using the mobile*
It helps me to get my day started in the morning*

User satisfaction
I am satised with my overall experiences from using this mobile app
I am satised with the pre-purchase experience from using this mobile app (e.g., consumer education, product search, quality of
information about products, product comparison)
I am satised with the purchase experience from using this mobile app (e.g., ordering, payment procedure).
I am satised with the post-purchase experience from using this mobile app (e.g., customer support and after sales support, handling of
returns/refunds, delivery care).

Repurchase intentions
Never/denitely
Denitely do not intend to buy/denitely intend
Denitely not buy it/denitely buy it
Probably not/probably buy it
Very low/high purchase interest
* items were deleted either to low factorability and/or cross loading
I. Alnawas, F. Aburub / Journal of Retailing and Consumer Services 31 (2016) 313322 321

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