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Ijbis330405 Sumiyana - 199165
Ijbis330405 Sumiyana - 199165
Ijbis330405 Sumiyana - 199165
4, 2020 505
Sumiyana*
Faculty of Economics and Business,
University of Gadjah Mada,
Jl. Sosio Humaniora No. 1, Sleman,
Yogyakarta 55281, Indonesia
Email: sumiyana@ugm.ac.id
*Corresponding author
Abstract: This study investigated the e-commerce success using a new model
that integrates the hedonic and utilitarian values. This study posits two new
model constructed by Wang and Scheepers (2007) and Wang (2008). The
study’s results suggested that the hedonic and utilitarian values could explain
users’ behaviour, especially in their satisfaction and intention to repurchase. It
also means that the unified hedonic and utilitarian concepts could improve the
success model. Even though the most previous studies show that the utilitarian
value-based model has a better goodness fit than that of the hedonic model, this
study infers that both hedonic and utilitarian characteristics are alliance. This
result implies that all system designers and developers should induce both
hedonic and utilitarian contents into the information systems when they built.
Because of this value integration, e-commerce managers could get broader
market adoption and achieve their business sustainability.
Reference to this paper should be made as follows: Sagala, G.H. and Sumiyana
(2020) ‘The intersection of hedonic and utilitarian values on integrated-social
media retailers’, Int. J. Business Information Systems, Vol. 33, No. 4,
pp.505–530.
1 Introduction
Most information technology (IT) research focuses on task-oriented, while other studies
investigate entertainment-oriented, such as virtual world and social network (Holsapple
and Wu, 2007). Heijden (2004) and Arruda Filho et al. (2015) classified the type of
entertainment-oriented system as the hedonic information systems (HIS). The research
regarding HIS is relatively new (Wang and Scheepers, 2012; Gu et al., 2010; Heijden,
2004; Holsapple and Wu, 2007; Wang and Scheepers, 2012). Heijden (2004) suggested
that HIS research has weak validation results.
Several studies examined to integrate utilitarian and hedonic characteristics into
information systems. The studies conducted to determine the electronic commerce
acceptance (Childers, 1991) and predicted users’ behavioural intention to reuse (Gu et al.,
2010; Venkatesh et al., 2012; Zhou et al., 2012; Mahdi, 2017). However, others studies
have not provided a comprehensive understanding regarding the information system
success model. Holsapple and Wu (2007), Wang (2008), and Natarajan et al. (2015)
found that the information system success related to users’ behavioural intention
determined by their satisfaction and values. Most previous studies constructed the
antecedents of individuals’ satisfaction and perceived value. DeLone and McLean (2003),
and Seddon (1997) developed especially inter-relationship among system, information,
and service quality. The others, some research established perceived ease of use,
usefulness (Davis, 1989; Davis et al., 1989; Roca et al., 2006), confirmation (Roca
The intersection of hedonic and utilitarian values 507
Section 1 is an introduction
Section 2 highlights the theoretical background and literature review, and hypotheses
development
Section 3 explains the research method used in this study, ranging from the sampling to
the hypotheses testing
Section 4 discusses the descriptive statistics, analysis, discussion and findings
Section 5 summarises the conclusions and suggestions as well as the possibilities for
future research.
Siekpe (2005) explained when consumers shop at brick and mortar store; they had the
opportunity to explore the aisles and check the product carefully and meticulously.
Sensory stimulation might enhance this experience with colourful displays, ambient
music, tempting aroma, products physical examination, and interaction with the sellers or
other customers. However, online shopping does not have such real experiences but
instead produce convenience, cost and time savings.
Online consumers act both ordinary buyers and computer users (Siekpe, 2005).
Siekpe (2005) suggested that several retailers have created a comprehensive website
providing information to the user, ranging from storage sites to sales promotions, either
to employment opportunities and product catalogue. To build an entertaining and exciting
website is to attract visitor to do electronic shopping, flow merging is not easy. It has
been proposed as one of the concepts to improve visitor experience quality when doing
electronic shopping transactions. So that, flow experience can cause repurchase intention,
or back to the same site in the future (Siepke, 2005).
Individuals’ involvements in a group can give the sensation of flow when they
depend on their desire and ability to get the value in the engagement. Nah et al. (2011)
explained that the individuals’ involvements in the virtual world would make them feel as
being a part of the world and have a role. Moreover, this can cause the flow experience to
them. Wang and Scheepers (2012) stated that the flow is very suitable to describe the
emotional involvement and experience absorption in playing activities. Wang and
Scheepers (2012) used the enjoyment, concentration, and time distortion as the
dimensions of the flow. The enjoyment reflects the user’s happiness and pleasure when
they interact with HIS. The concentration refers to the experience of total involvement in
the interaction demanding the other essential attentions overlook. The time distortion
refers to the inability to realise the passage of time while interacting with HIS.
Flow experience can achieve when user skills match the challenges presented by the
system (Ghani and Deshpande, 1994; Wang and Scheepers, 2012). Online flow may have
consequences on improving learning, perceived behavioural and exploratory behaviour,
positive subjective experiences, and distortions in time perception (Hoffman and Novak,
1996). Overall, flow can affect the patterns of navigation and repeated visits to a
commercial site (Siekpe, 2005).
explains that the company made a substantial investment in e-commerce applications, but
sometimes they are difficult to assess their success (DeLone and McLean, 2003).
Culnan et al. (2010) suggested that people use various platforms (Twitter, blogs, and
client-hosted forum) based on the analysis where their the industry is. He argues for
getting the value of social media such as companies need to develop an implementation
strategy based on three elements: voluntary adoption, community building, and
absorptive capacity.
Holsapple and Wu (2007) indicate that the virtual world or social media users are
hedonic individuals. Meanwhile, Gu et al. (2010) classify students as hedonic purpose IT
users and business workers as utilitarian purpose IT users. Teenagers use instant
messaging (IM) for social entertainment, especially informal conversation and
socialisation, such as the daily chat and event planning (Grinter and Paylen, 2002; Gu
et al., 2010). While for the results, IM is a tool supporting the spontaneous and
opportunistic communication among colleagues and real-time communication with
customers for work-related projects (Huang and Yen, 2003; Gu et al., 2010).
It becomes fascinating since the development of e-commerce no longer based on the
HIS concepts, but it began to extend toward social media-based e-commerce. The
achievement of voluntary adoption, community development, and absorptive capacity
make the companies’ competitive advantage should meet the needs of user perception.
Therefore, a comprehensive study determined the users’ needs fulfilment of e-commerce
information systems. On social media platforms, there are two characteristics; the ones
are using IT for entertainment purposes (hedonic), and the others one are using IT for
productive purposes (utilitarian).
right composition in the system design and decision-making for the electronics-store
owner to utilise the users’ behaviour on doing deals and sales to achieve business goals.
Both models showed as in Figures 2 and 3.
e-commerce information systems users. The satisfaction refers to the consumers’ feeling
of benefit from specific services (Kim and Son, 2009; Zhou et al., 2012; Arruda Filho
et al., 2015; Al-Maghrabi and Dennis, 2012). This study posits all critical reasoning’s
from all prior research above. Furthermore, the appropriate feeling stimulates the
consumers to buy again. Therefore, this study formulated hypotheses as follows.
H9 Perceived value has a positive effect on the repurchase intention.
H10 User satisfaction has a positive effect on their repurchase intention.
3 Research method
construct has good convergent validity. Table 3 shows the AVE results that each
construct has convergent validity since their value is more than 0.5.
Table 3 Reliability and validity results
statistically significant. Accordingly, the result does not support Hypothesis H2. It means
that the users’ higher emotional responses do not increase their satisfaction.
Table 4 Hypothesis testing results
The imaginal response does not show the significant effect on the flow experience with
coefficients value of 0.07 and t-value of 1.02.Then, the result does not support
Hypothesis H3. The imaginal response could not make the users reluctant when they shop
in social media electronic. The users’ flow experience affects their satisfaction
significantly, with the coefficient value of 0.45 and the t-value of 5.78 that is statistically
significant. Therefore, this study supports Hypothesis H4. It means that the higher users’
flow experience could increase their shopping in social media online. It also means that it
enhances their satisfaction.
The information quality has a significant effect on the perceived value. The
association between information quality and the perceived value has a coefficient value
of 1.04 and the t-value of 9.19 that is statistically significant. Therefore, it supports
Hypothesis H5. The result suggests that the information quality has a vital role in the
formation of the users’ perceived value. The system quality influences the users’
perceived value with the coefficient value of 0.73 and the t-value of 5.18.This influence
is statistically significant. It means that this study supports Hypothesis H6. Therefore, the
system quality affects the users’ perceived value when they shop in social media online.
The relationship between service quality and the perceived value has a coefficient of
–0.87 with the t-value of –6.14. This statistical value has inversed sign. It means that this
relationship is not statistically significant. Therefore, this result does not support
Hypothesis H7. This study inferred that the service quality does not affect the users’
perceived value. The users’ perceived value affect their satisfaction showed a significant
value with a coefficient of 0.75 and the t-statistic of 9.62.It is statistically significant and
then supports the Hypothesis H8. This result suggests that the users’ higher perceived
value enhance their satisfaction.
The intersection of hedonic and utilitarian values 519
The association between perceived value and the repurchase intention has a
coefficient of –0.31 with t-value of –3.47 that is not statistically significant. This study
infers that the result did not support the Hypothesis H9. Meanwhile, the user satisfaction
showed a positive and significant effect to the repurchase intention. This study did not
support the Hypothesis H9. It means that the user satisfaction becomes an essential
mediating factor to enhance the user’s repurchase intention. The latest, the statistical
result shows that the coefficient is 1.06 with t-value of 8.82 that is statistically significant.
Therefore, this study supports the Hypothesis H10. It means that the higher user’s
satisfaction will enhance their intention to repurchase in the social media online
shopping.
Table 5 shows that this study’s model has an absolute GOF indexes indicated by the
RMSEA index (0.064) with p-value (0.00), ECVI index (M* = 7.23, S* = 6.86,
I* = 136.51), and AIC index (M* = 1,994.62, S* = 1,892.00, I* = 37,675.42). The index
of RSMEA falls below the critical value of 0.08 with a p-value lower than 0.05.
Therefore, all the results show that this study’s model has a good fit. The differential
value between ECVI-model and ECVI-saturated is lower than that and
ECVI-independence. Similarly, the AIC index model shows lower differences with
AIC-saturated than that with AIC-independence. Thus, the ECVI and AIC indexes show
that the model has a good fit. Meanwhile, the indexes of χ2 (1,838.64), SRMR (0.13),
CAIC (M* = 2,484.76, S* = 6,266.32, I* = 37,874.25), GFI (0.77), and AGFI (0.74)
show that this study’s model is a good medium fit.
The statistical results show that the incremental GOF indexes consisting of NFI
(0.95), NNFI (0.97), CFI (0.97), IFI (0.97), and RFI (0.95) indicate a good fit. Another
indicator, namely CN (141.85) indicates that the model has closed to a good fit. Based on
overall indexes, this study infers that this study’s model has a GOF. Therefore, we
conclude to interpret because this study’s model integrating hedonic and utilitarian values
has the high GOF.
This study finds that users’ emotional responses positively affect their flow experience.
However, users’ emotional response did not affect their satisfaction. It probably occurred
because of the users’ pleasant feeling experienced when they use social media online
stores causing their effective response. In other words, users get experiences from social
media making them feel happy, excited, and dominance. It means that users feel to
perceive what they want, so they get exciting experience (flow experience). In the end,
this process will result in the users’ sense of satisfaction. These study findings harmonise
all previous research that has not considered the user satisfaction yet. Thus, this research
provides complimentary comprehensive sights.
Users’ imaginal responses associate insignificant positively the flow experience.
When individuals browse the online stores in social media, they are independently and
freely imagine anything about the products displaying on the screen. This freedom does
not lead users to stay behind the social media. This study finds a contradiction with the
study of Wang and Scheepers (2012) suggested that the users’ imaginal response is real
antecedent factors of their flow experience. It occurred because the search process in
social media for electronic shopping does not require users to play a particular role. The
users just become themselves and look for the goods or services what they want.
Moreover, the users have a strong chance, so their experience with the online store in the
social media does not trigger escapism. It also means that their chance does not support
their flow experience. Finally, the users always expect to have enough financial sources
and to do not have any huge problems. It means that they then are reluctant to do
escapism when they shop in social media online.
The flow experience affects positively or impacts the user satisfaction. This study
result is consistent with Wu and Lu (2013). Wu and Lu (2013) suggested that perceived
enjoyment as hedonic characteristics is an essential antecedent factor of the technology
acceptance. Users’ pleasant experience what they get triggers their sense of satisfaction.
The information and system qualities positively affect the users’ perceived value. This
The intersection of hedonic and utilitarian values 521
finding strengthens the studies of DeLone’s and McLean’s (2003), Seddon’s (1997),
Wang’s (2008), and Wells et al.’s (2011). Users need an easy accesses and sufficient
information to improve their productivity. When users get the appropriate information
what they desire, they can fulfil their expectations. In other words, the reasoning concepts
conform with the expectation disconfirmation theory (Oliver, 1980). When users confirm
their expectations in a specific online store, they will feel that this online store is more
valuable enough.
The service quality affects the users’ perceived value negatively. It means that the
service quality could not determine users’ intention to repurchase. However, the service
quality should affect the users’ repurchase intention positively. This study explains that,
first, the providers of social media online store have not possibly established a reasonable
information systems management. Second, the internet’s network or devices works
improperly causing the users to ignore this problem. This study notes that lousy internet
connection is usually in the developing countries such as Indonesia. Third, the users
focus more on the content, traceability, and ease of use to purchase merchandise goods.
Fourth, the users usually focus focuses on the interaction time with the service provider.
Currently, service quality dynamically processes between users and IT employees when
they are participating each other (Shostack, 1987). In other words, service quality is an
interaction between the user and IT employee as facilitate functions, especially in the
trading of physical goods and valuable information.
The perceived values affect the users’ satisfaction positively. However, the perceived
value affect the users’ repurchase intention negatively. Meanwhile, the user satisfaction
influence positively their repurchase intention. This study’s finding is consistent with
Wang’s (2008). The users’ perceived value is due to their benefits gaining from social
media online (Parasuraman and Grewal, 2000; Wang, 2008). The gaining more benefits
will attract the user enthusiasm. Then, users’ enthusiastic using media online lead to get
their satisfaction more.
This study finds that the perceived values affect the repurchase intention negatively.
It suggests that users’ satisfaction is a primary key for the business continuity. When a
user wants to buy a product, he will automatically remember his satisfaction level from
the latest experience. The user, then, will return to that store. Thus, the user’s satisfaction
is a critical mediator in the causal relationship between the perceived values and
repurchases intention.
This study infers that the users’ satisfaction is the primary antecedent factor.
However, the user satisfaction will not stand without complementary factors. On the side
of the hedonic value, user’s flow experience and emotional response enhance their
satisfaction. Simultaneously, the users’ flow experience depends on their imaginal
responses. On another side of the utilitarian value, the users’ perceived values build their
continuance of satisfaction. Meanwhile, the users’ perceived values depend on the
information and systems qualities.
shape the users’ behavioural satisfaction and intention to repurchase. However, it has a
consequence that composition of the hedonic and utilitarian values will maximise the
users’ adoption to use electronic commerce.
The online store should design by considering the users’ imagination that traders can
use to formulate their strategies. Thus, the contents’ designs can trigger the users’
imagination and sense to re buy. It means that electronic traders require minimising the
users’ expected disconfirmation. Furthermore, easily and friendly interaction with the
online store page can stimulate the users’ emotional responses. Several techniques that
are like harmonious colouring, good drawing arrangement, continuous update of the
product in a balanced rhythm, and words arrangement could trigger users’ fun tracking
and shopping. Comfortable and pleasant interaction will also generate users’ solubility.
Then, the users’ solubility trigger doubled the user’s satisfaction and purchase intention.
The information and system qualities are primary keys to users’ perceived value. As a
result, online store owners should concentrate on brief and complete information
presentation on social media online. Simple website designs with the renewal colour
composition could maintain the stability of system information performance. The service
quality influences the users’ intention to repurchase so that the online store owner should
maintain the users’ interaction easily when they are online store information system. The
comfortable interaction will generate the perceived excellent service in the users
cognitively.
This study argues that users’ satisfaction is a primary key to bridging their perceived
value and flow experience to their repurchase intentions. The online store owners require
maintaining user satisfaction as a spearhead concept to achieve business sustainability.
To measure the user’s satisfaction, the online store owner can conduct a survey when
their customers do online shopping. In fact, the owners can use the customer’s testimony
as an input to improve continuance. Finally, the integration of the hedonic and utilitarian
values can widen the contents and coverage’s of electronic commerce systems.
Therefore, emphasis on specific indicators of the hedonic and utilitarian should consider
accordingly to statistical inferences from the customer’s testimony data.
others consumers. Thus, this study recommends stimulating social media users to act
productively.
5.1 Conclusions
This study aims to build a new model that integrates hedonic and utilitarian values in
explaining the user’s satisfaction and repurchase intentions in electronic trading on social
media. This study uses a survey method to obtain primary data. It adopted a measurement
scale from Wang (2008) and Wang and Scheepers (2012). The unit of analysis is the
individual. Such individuals are customers who shop online via social media. The
respondents comprised of the online shop consumers in Yogyakarta and Medan,
Indonesia. The sample selection procedure is a snowball method. Meanwhile, this study
collects a total of 227 questionnaires. Finally, this study supported to seven of ten
hypotheses; then we conclude as follows.
The hedonic value does not entirely affect the users’ flow experience positively in
electronic shopping via social media. The result shows that the users’ emotional
responses influence the users’ flow experience positively. However, the users’ emotional
responses do not influence the user’s satisfaction. Meanwhile, the users’ imaginal
response influence their flow experience positively. The users’ flow experience affects
their satisfaction positively in electronic shopping via social media. In another side, the
utilitarian value does not affect the users’ perceived values positively in electronic
shopping via social media. The result indicates that the information and system qualities
associate the users’ perceived values. However, service quality affects the users’
perceived values negatively. The users’ perceived values affect their satisfaction
positively in electronic shopping via social media. The user’s satisfaction has a positive
impact on their intention to repurchase. Therefore, this study suggests that the integration
of the hedonic and utilitarian values will maximise the users’ adoption to use electronic
commerce. Moreover, this study implies that the electronic commerce should induce the
users’ needs both from paradigms of the hedonic and utilitarian values.
further research with different sampling subjects will help models’ generalisation,
especially on the others right business platforms.
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The intersection of hedonic and utilitarian values 527
Appendix 1
Constructs measurement
Latent variables Predictors
Imaginal IR1 Playing social media helps me temporarily escape from the world
response of reality
IR2 Playing social media helps me temporarily escape from problem
and pressures
IR3 Playing social media helps me temporarily escape from things
unpleasant and worrisome
IR4 Playing social media enables me to project myself into a
particular role
IR5 Playing social media enables me to project myself into a
particular character
IR6 Playing social media enables me to project myself into a
particular task.
Emotional ER1 To what extent do you feel happy or unhappy when playing social
response media?
ER2 To what extent do you feel pleased or annoyed when playing
social media?
ER3 To what extent do you feel satisfied or unsatisfied when playing
social media?
ER4 To what extent do you feel relaxed or bored when playing social
media?
ER5 To what extent do you feel stimulated or relaxed when playing
social media?
ER6 To what extent do you feel excited or calm when playing social
media?
ER7 To what extent do you feel in control or cared for when playing
social media?
ER8 To what extent do you feel controlling or controlled when playing
social media?
ER9 To what extent do you feel dominant or submissive when playing
social media?
Flow experience FE1 I have fun when I am playing social media.
FE2 Playing social media provides me with much enjoyment.
FE3 I enjoy playing social media.
FE4 When playing the social media, my attention focused on the
social media.
FE5 When playing the social media, I am absorbed intensely in the
social media.
FE6 When playing the social media, I concentrate entirely on the
social media
FE7 Time appears to go by very quickly when playing the social
media.
FE8 Sometimes I lose track of time when playing the social media.
528 G.H. Sagala and Sumiyana
Cross loading
FLOWEX2 0.85
FLOWEX3 0.83
FLOWEX4 0.83
FLOWEX5 0.87
FLOWEX6 0.85
FLOWEX7 0.84
FLOWEX8 0.81
FLOWEX9 0.77
PERVAL1 0.91
PERVAL2 0.94
PERVAL3 0.92
SATIS1 0.87
SATIS2 0.91
The intersection of hedonic and utilitarian values
SATIS3 0.90
INRUSE1 0.91
INRUSE2 0.88
INRUSE3 0.88
RESIM2 0.61
RESIM4 0.89
RESIM5 0.85
RESIM6 0.73
529
530
RESEM6 0.91
RESEM7 0.77
RESEM8 0.80
G.H. Sagala and Sumiyana
RESEM9 0.74
INFQU1 0.88
INFQU2 0.89
INFQU3 0.83
INFQU4 0.84
SYSQU1 0.72
SYSQU2 0.74
SYSQU3 0.81
SYSQU4 0.78
SYSQU5 0.80
SERQU1 0.89
SERQU2 0.81
SERQU3 0.81