| Literature DB >> 32923709 |
Hai-Ninh Do1, Wurong Shih2, Quang-An Ha1.
Abstract
Many of today's online services are designed specifically to encourage impulse buying. Moreover, many studies have shown that with the assistance of Mobile Augmented Reality, retailers have the potential to significantly improve their sales. However, the effects of Mobile AR on consumer impulse buying behavior have yet to be examined, particularly in the tourism field. Consequently, the present study integrates the Technology Acceptance Model (TAM), Stimulus-Organism-Response (SOR) framework, and flow theory to examine the effects of Mobile AR apps on tourist impulse buyingbehavior. The research model is implemented using an online questionnaire, with the results analyzed by Partial-Least-Squares Structural Equation Modeling (PLS-SEM) approach. The results obtained from 479 valid samples show that the characteristics of Mobile AR apps play an important role in governing tourist behavior in making unplanned purchases. In particular, as the utility, ease-of-use, and interactivity of the apps increase, the perceived enjoyment and satisfaction of the user also increase and give rise to a stronger impulse buying behavior. The results also reveal a mediating effect of the flow experience on the relationship between the perceived ease of use of the Mobile AR app and the user satisfaction in using the app. Overall, the findings presented in this study provide a useful source of reference for Mobile AR app developers, retailers, and tourism marketers in better understanding users' preferences for Mobile AR apps and strengthening their impulse buying behavior in the tourism context as a result.Entities:
Keywords: Business; Human machine interaction; Human-computer interactions; Impulse buying; Information systems management; Information technology; Learning and memory; Mobile augmented reality apps; Mobile computing; Technology adoption; Tourism; Tourism industry; Tourism management
Year: 2020 PMID: 32923709 PMCID: PMC7475122 DOI: 10.1016/j.heliyon.2020.e04667
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Figure 1Research model.
Characteristics of respondents (n = 479).
| Characteristic | Frequency | Percent | |
|---|---|---|---|
| Gender | Male | 360 | 75.15 |
| Female | 119 | 24.85 | |
| Age | <18 | 165 | 34.44 |
| 19–25 | 261 | 54.48 | |
| 26–35 | 43 | 8.98 | |
| 36–45 | 9 | 1.89 | |
| 46–55 | 1 | 0.21 | |
| >56 | 0 | 0 | |
| Marriage | Single | 444 | 92.69 |
| Married | 34 | 7.1 | |
| Divorced | 1 | 0.21 | |
| Education | Undergraduate | 236 | 49.26 |
| Master | 28 | 5.85 | |
| Ph.D. | 15 | 3.14 | |
| Other | 200 | 41.75 | |
| Total | 479 | 100 | |
Descriptive statistics and Factor Analysis results.
| Factor | Items | Questions | Means | S.D. | Factor Loading | Cronbach's Alpha |
|---|---|---|---|---|---|---|
| Perceived Usefulness (PU) | PU1 | Using Mobile AR apps while traveling enables me to find the travel product easily. | 3.977 | 1.896 | 0.938 | 0.868 |
| PU2 | Using Mobile AR apps while traveling enables me to access a lot of travel product information. | 3.906 | 1.774 | 0.931 | ||
| PU3 | Product information on Mobile AR apps while traveling is clear and understandable. | 4.109 | 1.842 | 0.927 | ||
| Perceived Ease of Use (PEOU) | PE1 | Learning to use Mobile AR apps would be easy for me | 4.397 | 2.066 | 0.919 | 0.853 |
| PE2 | My interaction with Mobile AR apps while traveling is clear and understandable | 4.443 | 1.813 | 0.934 | ||
| PE3 | It would be easy for me to become skillful at using Mobile AR apps | 4.409 | 1.960 | 0.935 | ||
| PE4 | I find the Mobile AR apps easy to use. | 4.418 | 1.897 | 0.907 | ||
| Perceived Interactivity (PI) | PI1 | Learning to use Mobile AR apps would be easy for me | 4.200 | 1.813 | 0.851 | 0.766 |
| PI2 | I was in control over the content of Mobile AR apps that I wanted to see | 4.301 | 1.800 | 0.870 | ||
| PI3 | Customers share experiences about the product or service with other customers of Apps. | 4.338 | 1.808 | 0.891 | ||
| PI4 | Customers of Mobile AR apps benefit from the community using these Apps. | 4.355 | 1.832 | 0.865 | ||
| PI5 | Customers share a common bond with other members of the customer community using these Apps. | 4.322 | 1.839 | 0.887 | ||
| PI6 | The information shown when I interacted with the Mobile AR apps was relevant. | 4.284 | 1.780 | 0.895 | ||
| PI7 | The information shown when I interacted with the Mobile AR apps was appropriate. | 4.378 | 1.774 | 0.870 | ||
| PI8 | The information shown when I interacted with the Mobile AR apps met my expectations. | 4.315 | 1.776 | 0.870 | ||
| PI9 | The information shown when I interacted with the Mobile AR apps was suitable. | 4.309 | 1.790 | 0.865 | ||
| PI10 | The information shown when I interacted with the Mobile AR apps was useful. | 4.386 | 1.792 | 0.887 | ||
| Perceived Enjoyment (EN) | EN1 | Using Mobile AR apps is fun to me while traveling | 4.484 | 2.006 | 0.933 | 0.872 |
| EN2 | Using Mobile AR apps is one of my favorite activities when I travel | 4.317 | 1.841 | 0.932 | ||
| EN3 | Using Mobile AR apps is enjoyable to me while traveling | 4.482 | 1.935 | 0.938 | ||
| EN4 | Using Mobile AR apps would make me feel good mood while I'm traveling | 4.413 | 1.894 | 0.934 | ||
| Satisfaction (SA) | SA1 | I am satisfied with the use of Mobile AR apps during the trip | 4.267 | 1.886 | 0.908 | 0.745 |
| SA2 | Mobile AR apps are exactly what I need for the trip | 4.117 | 1.780 | 0.924 | ||
| SA3 | This Mobile AR apps haven't worked out as well as I thought it would | 3.925 | 1.719 | 0.746 | ||
| Impulse Buying (IB) | IB1 | When using Mobile AR apps while traveling, I often buy things spontaneously. | 3.814 | 1.746 | 0.798 | 0.653 |
| IB2 | "Just do it" describes the way I buy things while using Mobile AR apps during traveling. | 3.666 | 1.777 | 0.807 | ||
| IB3 | When using Mobile AR apps while traveling, I often buy things without thinking. | 3.587 | 1.805 | 0.817 | ||
| IB4 | “I see it, I buy it" is the way I buy things while using Mobile AR apps during traveling. | 3.664 | 1.778 | 0.816 | ||
| IB5 | When using Mobile AR apps while traveling, I often have the idea “buy now, think about it later”. | 3.754 | 1.749 | 0.839 | ||
| IB6 | When using Mobile AR apps while traveling, sometimes I feel like buying | 3.992 | 1.807 | 0.836 | ||
| IB7 | When using Mobile AR apps while traveling, I often buy things according to how I feel at the moment | 3.841 | 1.771 | 0.834 | ||
| IB8 | When I using Mobile AR apps while traveling, I carefully plan most of the products which I bought. | 4.219 | 1.783 | 0.733 | ||
| IB9 | When using Mobile AR apps while traveling, sometimes I am a bit reckless about what I buy. | 4.027 | 1.751 | 0.785 |
Correlations between research constructs.
| AVE | C.R. | PU | PEOU | PI | EN | SA | IB | |
|---|---|---|---|---|---|---|---|---|
| PU | 0.924 | 0.952 | 0.932 | |||||
| PEOU | 0.943 | 0.959 | 0.704 | 0.924 | ||||
| PI | 0.966 | 0.970 | 0.698 | 0.823 | 0.875 | |||
| EN | 0.951 | 0.965 | 0.654 | 0.774 | 0.821 | 0.934 | ||
| SA | 0.826 | 0.897 | 0.641 | 0.704 | 0.750 | 0.802 | 0.863 | |
| IB | 0.933 | 0.944 | 0.598 | 0.570 | 0.667 | 0.620 | 0.710 | 0.808 |
Diagonal elements are the square root of the average variance extracted.
Figure 2PLS analysis results for SEM.
Hypothesis testing results.
| Hypothesis | β | t | p | Results |
|---|---|---|---|---|
| 0.823 | 39.662 | 0.000 | Supported | |
| 0.091 | 2.102 | 0.036 | Supported | |
| 0.268 | 4.276 | 0.000 | Supported | |
| 0.537 | 8.484 | 0.000 | Supported | |
| 0.146 | 2.763 | 0.006 | Supported | |
| 0.049 | 0.693 | 0.488 | Not supported | |
| 0.216 | 2.814 | 0.005 | Supported | |
| 0.445 | 6.671 | 0.000 | Supported | |
| 0.189 | 3.747 | 0.000 | Supported | |
| 0.569 | 11.483 | 0.000 | Supported |