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Impact of perceived interactivity and perceived

value on mobile app stickiness: an emerging


economy perspective
Santosh Nandi
Walker College of Business, Appalachian State University, Boone, North Carolina, USA
Madhavi Latha Nandi
Continental Tires The Americas, LLC, Sumter, South Carolina, USA, and
Varsha Khandker
Indian Institute of Management Nagpur, Nagpur, India

Abstract
Purpose – The purpose of this paper is to ascertain the determinants of mobile app stickiness (MASS) in emerging economies.
Design/methodology/approach – The study proposes a research model about how perceived interactivity (PI), perceived value, flow and self-
efficacy influence MASS. The proposed model is then assessed in partial least square structural equation modeling using a survey sample of 587
mobile app users in India. Follow-up in-depth interviews are conducted to corroborate with statistical findings.
Findings – PI does not exert a significant direct influence on MASS. Rather, it is through perceived hedonic and utilitarian values and flow, which
magnifies MASS. Also, mobile app users in emerging economies perceive an app to be interactive based on the app’s higher degrees of
connectedness, non-verbal information and responsiveness, and not so much as reciprocity and control.
Research limitations/implications – Besides the demographic and geographic limitations of the sample, the study emphasizes only the positive
cursors of MASS, such as value and loyalty benefits. It presents a future scope to empirically examine stickiness using negative cursors, such as
identity theft, stress and health issues.
Practical implications – The study serves as a potential landscape for mobile app developers, consultants and service providers to identify unique
daily-life requirements for mobile apps in emerging economies.
Social implications – The study creates a case for the mobile-commerce industry to consider socio-economic and socio-environmental factors while
developing mobile apps for emerging economies.
Originality/value – Given the recent growth of mobile devices, services and broadband connectivity in emerging economies, this study provides a
new perspective about different factors leading to MASS.
Keywords Perceived value, Mobile commerce, Perceived interactivity, Human device interaction, Mobile app stickiness
Paper type Research paper

1. Introduction 2021). Following these trends, businesses are exploring ways to


exploit the huge business potential that mobile communication
Over the past two decades, the mobile app [1] market has platform offers to serve their customers and making their
indicated substantial growth in emerging economies as it brings presence visible through mobile app mediums. Research on
a wide variety of benefits to them and their societies (Silver mobile commerce is yet to catch up along with these mobile app
et al., 2019). In 2020, India was the fastest-growing app market trends, especially in emerging economies, to offer guidance and
(49% annual rate) across the globe (Washington, 2021). India insights on the critical success factors of mobile apps.
presently has 700 million unique mobile phone subscribers, out Presently, consumer behavior research is predominantly
of which 451 million were internet users (Washington, 2021). based on empirical evidence from developed economies,
With the availability of faster internet technologies and mobility especially using the USA and European context (Steenkamp
constraints posed by the recent COVID-19 pandemic, and Burgess, 2002). Such a one-sided understanding of user-
smartphones and data services have congregated into an ideal usage knowledge has exposed firms to mixed outcomes of
communication platform in emerging economies (Wetzler, mobile technology adoptions in emerging economies. Given
their economic, cultural and demographic differences from
developed economies, consumers in emerging economies
The current issue and full text archive of this journal is available on Emerald
Insight at: https://www.emerald.com/insight/0736-3761.htm

Received 19 February 2020


Journal of Consumer Marketing
Revised 12 October 2020
38/6 (2021) 721–737 19 March 2021
© Emerald Publishing Limited [ISSN 0736-3761] 2 August 2021
[DOI 10.1108/JCM-02-2020-3661] Accepted 15 August 2021

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Emerging economy perspective Journal of Consumer Marketing
Santosh Nandi, Madhavi Latha Nandi and Varsha Khandker Volume 38 · Number 6 · 2021 · 721–737

perceive the value and risks of mobile commerce differently to attain the desired outcomes using a mobile app, is critical for
compared to their counterparts in developed economies (Wong an app’s acceptance (Luarn and Lin, 2005).
et al., 2015). For instance, people in India remain reluctant to In a mobile-based medium, an app serves its purpose when a
adopt convenience-focused mobile technologies, such as user intends to stick to the app. In simpler words, the goal of an
mobile shopping and mobile payment (Thakur and Srivastava, app is not always to influence the user to purchase but to make
2014), despite their rich exposure to mobile messaging and the user stick to the app for a longer period or more usage.
social app tools for exchanging textual and graphic information. Stickiness in the website context has been acknowledged as a key
These differences in value and risk perceptions can be antecedent to several attitudinal and behavioral outcomes, such
effectively mitigated with the collaborative efforts of mobile app as purchase intention, customer trust, loyalty and retention
developers and connectivity providers (Madan and Yadav, (Roy et al., 2014). Broadly, website stickiness explains how a
2018). In this regard, a robust understanding of the website seeks to capture and retain the user’s attention. In the
antecedents to mobile app success in emerging economies, mobile app context, stickiness portrays a user’s behavioral
such as South Korea, China, Brazil, South Africa, India and intention of re-usage and prolonged engagement with the
others, is relevant, given their high rate of mobile penetration in mobile app (Liu et al., 2018). Mobile app stickiness (MASS)
the recent few years (Lee et al., 2015). garners greater importance than its website counterpart due to
In the past two decades, mobile commerce research grew in the complex nature of the interaction between users and a
three phases following the industrial trends – mobile portals, combination of mobile devices and apps when conjugated with
mobile internet and mobile apps (Kourouthanassis and Giaglis, robust mobile platforms. With the outpouring trend of mobile
2012). Research on mobile apps is still in its nascency apps, a mobile app’s ability to differentiate itself from its
concerning the adoption and behavior-related aspects of competitors correlates to how well it can continue improving
mobile app users (Coursaris and Sung, 2012). The available upon its stickiness. As a result, mobile app developers and
research in this stream continues to rely on prior understanding mobile service providers continue to crave for better
of the aspects established in the website context. While understanding of the criticalities of MASS and the factors that
internet-based apps are developed based on considerations build MASS. Our study contributes to this knowledge gap in
specific to website users, mobile app development requires MASS and its antecedents in the context of India. The findings
consideration of mobile medium characteristics, such as, of the study are relevant for other emerging economies that
portability, battery life, screen size, over-the-air internet and have similar economic and social contexts.
alike, that do not hold in the case of website and desktop-based In this paper, we examine the influence of some of the
application development (Nandi and Nandi, 2015). For antecedents of stickiness, namely, mobile app interactivity, self-
example, the way a user interacts with a location-based mobile efficacy, flow, hedonic value and utilitarian value in the context
app on a smartphone to find a restaurant in the vicinity or to of an emerging economy context that is India. The structure of
watch the news differs from doing so through a website sitting the paper is as follows. In Section 2, we develop our theoretical
on a desk. The usage pattern of a mobile app also differs from model of the factors influencing MASS based on reviews of
that of a website for a user’s specific need depending on the relevant studies. Then, in Section 3 we discuss the research
user’s on-the-go priorities and external stimuli conditions methods used for data collection and analysis. Specifically, in
(Dholakia and Dholakia, 2004). Given these differences in the Section 4 we adopted the survey technique in the first phase
user-usage context, a user’s perception of the interactivity of and conducted in-depth interviews in the next phase to
mobile apps is expected to be different from that of websites. In corroborate our survey findings. In the following Section 5, we
general, a user’s perception of interactivity of a technological present our results about the hypothesized relationships and
medium is based upon as follows: discuss our key findings of the research model using qualitative
 How reciprocal the app is (Johnson et al., 2006); insights from in-depth interviews. We conclude with the study’s
 How appropriately and relevantly does the app respond overall theoretical and managerial implications, major
(Song and Zinkhan, 2008); limitations and future research directions in Section 6.
 How useful are the app icons (Lee, 2005);
 The user’s ease of navigating the app (Lee et al., 2015); 2. Theoretical background and research
and hypothesis
 How diversely the app connects the user with the related
2.1 Perceived interactivity
external environment (Wang et al., 2012).
Interactivity in the context of computers or virtual reality is
Besides the app’s interactivity, the user’s value perception, flow defined as “our effect-ability: what our effectors affect”
and self-efficacy play a vital role in making the user stick to the (Naimark, 1990, p. 455) and as “the degree to which users of a
app. A user must perceive value in sticking to a particular app, medium can influence the form and content of the mediated
no matter how interactive the app is. Such perception of value environment” (Steuer, 1992, p. 76). Different technological
may be purely monetary, convenience, emotional, social or mediums provide varying levels and scopes for interactivity. A
their combinations in different proportions (Yoo et al., 2013). radio or television demonstrates low levels of interactivity,
The perceived flow of a mobile app, which captures the extent typically with a unidirectional flow of information. An
of the user’s involvement and interactions with the app content, advanced medium enabled with networking technologies, such
is another important factor that leads to positive attitudes as a smartphone or smart television, provides a high level of
toward mobile apps (Van Noort et al., 2012). Self-efficacy, interactivity through bi- or multi-directional information flow.
which refers to the user’s capability perception to execute a task Interaction is richer and more flexible in mobile apps integrated

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Emerging economy perspective Journal of Consumer Marketing
Santosh Nandi, Madhavi Latha Nandi and Varsha Khandker Volume 38 · Number 6 · 2021 · 721–737

with features such as a global positioning system (GPS), connectivity, connectedness, responsiveness, communication
camera and microphone. However, limited screen size, screen and synchronicity as dimensions of PI (Park and Yoo, 2020).
resolution and cumbersome input mechanisms present However, the interactivity dimensions can be either universal
significant challenges in mobile communication and interaction or unique to the mobile app context. For example,
(Nandi and Nandi, 2015). synchronicity is more relevant to mobile banking and mobile
In the advertising and marketing domains, interactivity is shopping and personalization is critical in music apps and
conventionally measured in terms of the procedural efficiencies advertising, but may not be necessary for other apps.
of the website, such as interchange and responsiveness or the Accordingly, we include reciprocity, responsiveness, NVF,
number of features available that users can control. However, control and connectedness, as the five key dimensions of PI.
the mere presence of efficient processes and better features or We follow Diamantopoulos et al. (2008) to conceptualize PI
both, may not be enough for technology-mediated as a second-order formatively measured construct. While the
communication to generate interactivity (Rafaeli, 1988). second-order formative modeling approach can cause the five
Instead, interactivity can be measured by quantifying the dimensions to covary nomologically (Jarvis et al., 2003), our
perception or experience of the user of such technology- study does not hypothesize relationships among the five
mediated communication, irrespective of the number of antecedent dimensions or with the construct itself. Given our
features and processes (Lee, 2005). Interactivity thus is defined theory-based ideation of PI, a formative approach is apt to
as “the extent to which users perceive their experiences as a measure the construct (Bagozzi, 2007). The following sub-
simulation of interpersonal interaction and sense they are in the sections discuss the five dimensions of interactivity.
presence of a social other” (Thorson and Rodgers, 2006, p. Reciprocity is referred to as “talking back” (Rogers, 1986),
36). In this study, we measure the “perceived interactivity (PI)” “participate” (Steuer, 1992), “two-way communication” (Alba
of the mobile app user by capturing the app’s influence on the et al., 1997), “dialogue” (Evans and Wurster, 1997) and
user’s usage intent. “iterative” (Bezjian-Avery et al., 1998) in the interactivity
literature. It is also defined as “the extent to which
2.1.1 Dimensions of perceived interactivity communication is perceived to be reciprocal or to allow mutual
Although research in different domains has gained a common action” (Johnson et al., 2006, p. 41). Reciprocity empowers the
understanding of the concept of PI, the constituent factors and user to participate jointly in conversing with other app users,
the corresponding measurement scales vary and are specific to including the app provider. It helps to satisfy the user’s
their context (summarized in Appendix 1). We found that informational and functional needs from the app.
studies have predominantly focused on operationalizing PI for Responsiveness is an important dimension of PI that refers to
website media (Johnson et al., 2006). Some others have focused the degree to which the responses in communication are
on technology media such as micro-blogging, instant perceived to be appropriate and relevant (Song and Zinkhan,
messaging, mobile shopping and clickers (Zhao and Lu, 2012). 2008). It resolves the information needs of the interaction
The scale developed by McMillan and Hwang (2002) is widely episode or event (Alba et al., 1997). Responsiveness explains
used as they interpreted PI in terms of two-way directionality of the user’s perception of fully interactive communications,
communication, user control and time spent in the website- including reactions and references to the content, nature, form
based advertisement context. Fortin and Dholakia (2005) or presence of earlier references (Rafaeli, 1988).
interpreted PI in terms of consumers’ perceived control, Control is the mobile app user’s perceived ease of executing
mutual discourse and exchange of roles. Johnson et al. (2006) the target behavior, reflectiveness of one’s prior experience and
operationalized it as responsiveness, non-verbal information anticipated impediments in using the app (Ajzen, 2002). It
(NVF) and speed of response. Studies focusing on other media includes the ease of navigating through the menu and managing
contexts have established personalization and connectedness as the information on the mobile (Lee et al., 2015). Perceived
additional interactivity features (Zhao and Lu, 2012). control shows the user’s level of confidence in performing
Recent studies extended the concept of PI from computer- necessary actions and handling prospective situations and leads
mediated to a ubiquitous context. In mobile commerce, users to a higher perception of interactivity within the app.
may show continuity intent partly when they perceive control, NVF is “the extent to which the communication is perceived
responsiveness, personalization and connectedness similar to to be characterized through the use of multiple channels”
website interactivity and partly when their mobile provides (Johnson et al., 2006, p. 46). It includes gestures, icons, facial
ubiquitous connectivity and offers relevant for them (Lee et al., expressions, animations, sound notifications, images and other
2015). Similar to website stickiness, Furner et al. (2014) similar elements (Lee et al., 2015) and increases the PI of the
introduced MASS as an effect of how mobile app features, in app.
terms of control, communication, responsiveness, influenced Connectedness refers to the perceived enhancement in the
the user’s interactivity perception. Given the unique social self-concept while using a platform (Sweeney and Soutar,
characteristics, such as small screen size, non-traditional input 2001). In mobile apps, connectedness, by sharing experiences
methods and navigational difficulties, the usability of mobile and expressions, broadens one’s confidence in being more
apps rest partly on users’ perception of control, responsiveness, resourceful about the subject of interest. Connectedness
NVF and personalization as interactivity dimensions and partly enhances the ubiquity of a mobile interaction by allowing
on the simplicity of the apps’ design (Lee et al., 2015). The people to connect with anyone, anytime, anywhere (Coursaris
present interactivity literature on mobile device media and Sung, 2012). Connectedness also allows users to gain an
suggested control, personalization, playfulness, ubiquitous active personality and achieve social interactions. Hence,

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businesses pay attention to developing features that satisfy value in the overall interaction process (Jeon et al., 2017).
user’s desire to interact with other users (Kim, 2011). When a mobile service provider creates value for its customers,
Overall, we anticipate that PI formed by the five dimensions they exhibit as follows:
directly influences MASS and is positively associated with it.  Intention to pay and use the mobile apps and services;
Accordingly, we hypothesize the following:  Intention to continue using them; and
 Make other third-party purchases using them.
H1. PI is positively related to MASS.
Thus, the service provider achieves higher revenues (Pihlström
and Brush, 2008). We argue that the PI of a mobile app has a
2.2 Perceived value positive influence on its user’s perception of convenience.
Perceived value is central to the consumer’s decision-making Hence, we hypothesize as follows:
process and is defined as “the consumer’s overall assessment of
H4. PI is positively related to utilitarian value.
the utility of a product based on perceptions of what is received
and what is given” (Zeithaml, 1988, p. 14). In technology-
mediated interactions, it is described as “an interactive, relative When users perceive a greater utilitarian value of a particular
and preferential experience” (Holbrook, 1994, p. 27). The mobile app or service, they intend to stick to it (Chiu et al.,
perceived value depends upon subtle differences in value 2005). Users also tend to become more loyal to the app or
judgments by the users. For example, millennials perceive more service, thereby reducing their tendency to seek alternate apps
value in smartphones than a traditional desktop or laptop (Chang et al., 2009). Accordingly, we frame the following
computer or television despite its smaller screen size. A hypotheses:
product’s perceived value grows superior when the user’s
satisfactory disposition triggers evaluation and intention to H5. Utilitarian value is positively related to MASS.
consistently reuse the product (Iniesta-Bonillo et al., 2012). In
typical buying decisions, value is loosely related to the buyer’s
perception of the five consumption values, namely, functional,
emotional, social, epistemic and conditional (Sheth et al., 1991; 2.3 Flow
Pihlström and Brush, 2008). Overall, perceived value Flow refers to “a holistic experience that people feel when they
comprises of two dimensions, namely, hedonic and utilitarian act with total involvement” (Csikszentmihalyi, 1975, p. 36).
(i.e. emotional and cognitive) values (Kim and Han, 2011). The concept was initially used in settings such as the workplace
Accordingly, we operationalize perceived value using these two and sports and leisure activities (Csikszentmihalyi, 1997). Flow
dimensions. also refers to the user’s involvement level while interacting with
the technology (Wu and Chang, 2005). In this study, we adopt
2.2.1 Hedonic value Hoffman and Novak’s (1996) definition of flow as “the state
Hedonic value refers to the emotional aspects of pleasure, fun occurring during network navigation which is characterized by
or enjoyment of the transaction or the interaction process (Jeon a seamless sequence of responses facilitated by machine-
et al., 2017). It is defined as “the extent to which a product interactivity; intrinsically enjoyable; accompanied by a loss of
creates appropriate feelings and emotions for the customers self-consciousness; and self-reinforcing” (Hoffman and Novak,
such as aesthetics, pleasure, fun, excitement, adventure, etc.” 1996, p. 57). Flow results in prolonging internet and website
(Dovaliene et al., 2015, p. 661). Hedonic value increases the usage, blog posting and purchase intention (Liu and Shiue,
user’s intention to pay for mobile internet service (Hsu and Lin, 2014). Flow plays a moderating role in the relationship
2015), and hence, fosters loyalty for services like internet-based between behavioral interactivity features and their effects in the
mobile games (Liu et al., 2018). We argue that the PI of a context of e-commerce, instant messaging and websites (Van
mobile app is important in increasing its hedonic value. Hence, Noort et al., 2012). We argue that the PI of a mobile app has a
we hypothesize as follows: positive influence on its user’s flow levels. Hence, we
hypothesize as follows:
H2: PI is positively related to hedonic value.
H6. PI is positively related to flow.
An increase in hedonic value about the mobile app increases the
user’s intent to stick to the app. Accordingly, we hypothesize as
follows: Such an increase in the user’s flow positively impacts the user’s
feelings and emotions indicated in the user’s quality of
H3: Hedonic value is positively related to MASS. engagement with the mobile app. Hence, we hypothesize as
follows:
2.2.2 Utilitarian value.
H7. Flow is positively related to hedonic value.
Utilitarian value refers to the convenience aspects such as ease
and speed of achieving a task effectively and efficiently, saving
time and effort (Pura, 2005). It is demonstrated in An increase in the user’s hedonic value with the mobile app
instrumental, functional and economic benefits of the positively influences the user’s behavioral intentions to return
interaction process (Ryu et al., 2010). and reuse the app. Accordingly, we hypothesize as follows:
In both website and mobile-based marketing, PI influences
marketing effectiveness when the user perceives utilitarian H8. Flow is positively related to MASS.

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2.4 Self-efficacy The final survey items were reviewed by a mobile app
Self-efficacy is “concerned with judgments of how well one can developer, a university professor and two mobile app users. The
execute courses of action required to deal with prospective items were adjusted based on their feedback. The final
situations” (Bandura, 1982, p. 122). Individuals with higher questionnaire consisted of 36 items measuring the 10
self-efficacy tend to accept and use computer technologies constructs used for the study, as presented in Appendix 2. We
more frequently (Hong et al., 2002), creating a positive pretested the final questionnaire with the reviewers to assess the
perception about information technologies for improving their questionnaire flow and to estimate the time to complete the
task-related outcomes (Saleem et al., 2011). Similarly, internet- survey (20–25 min).
related self-efficacy is related to significant and positive internet
uses (Eastin and LaRose, 2000). In virtual communities, self-
efficacy motivates information sharing (Chiang and Hsiao,
3.2 Survey data collection
2015) and explains the user’s ease of using different internet-
With an intent to create one larger sample, the online survey
related activities such as mobile banking, gaming and others
was conducted in two cycles–one in the academic year 2017–
(Luarn and Lin, 2005). Hence, we argue that self-efficacy
2018 and another in 2020–2021 at two universities in India.
positively influences the user’s intent to stick to the mobile app.
Both universities are regionally diverse, and hence, our sample
Accordingly, we frame the following hypothesis:
data represent all regions in India. Further, the age range of
H9. Self-efficacy is positively related to MASS. survey participants (20–45 years) matches the predominant age
range (78%) of India’s mobile internet users (Statistica,
Figure 1 shows the theoretical model with the hypothesized 2019a). Before sending the survey link, we conducted short
relationships, as discussed above. interactive sessions with students in groups to discuss the
purpose of our study and the expected duration to complete the
3. Research methodology survey. We sent out an email to volunteering participants
We used a quantitative cross-sectional survey methodology to explaining its purpose and the link. A total of 269 responses
test the research model instead of an experimental were received in the first phase, of which 19 responses were
methodology to avoid the constraints in capturing real-life app- eliminated from the sample due to incompleteness. In the
user experiences (Bose and Ye, 2019). However, we second phase of data collected, we received a total of 344
corroborated the survey findings with qualitative interviews. responses. Of which, seven responses were removed upon
The unit size of our study is mobile app users. Sample data was detection of invalid responses to several questions. The final
collected using an online survey with items measuring each pooled sample data for analysis included a total of 587
study-construct at a time and their interrelationships. The complete responses. The pooling of the two samples into one
items were derived from relevant prior literature used in other larger sample supported our study because as follows:
technological contexts, especially in website contexts. These  The data cycles were non-overlapping and the samples
items, therefore, were rephrased to suit the context of MASS. were statistically independent of each other;

Figure 1 Research model and hypotheses

Control
Flow

H7
Responsiveness H8
H6

Hedonic
Value H3

Non-verbal H2

Perceived H1 Mobile app


Interactivity Stickiness
H4
Utilitarian H5
Connectedness Value

Reciprocity
Self-Efficacy H9

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Emerging economy perspective Journal of Consumer Marketing
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 The target populations of both cycles were conceptually Windows, in the past 3–5 years. Each interview lasted from 30
the same, as the mobile app space has remained somewhat to 40 min that were audio-recorded and transcribed
unchanged in the past five years; subsequently. We analyzed the transcribed data by comparing
 The concepts measured in both samples were the same; and explaining the qualitative findings in the background of the
 The order and structure of questions asked to the samples quantitative results in the discussion section.
in both cycles were identical; and
 The estimated means and variances of the pooled sample 4. Data analysis
and individual samples of all variables were in the same
“ballpark” range (Wendt, 2007). 4.1 Measurement model
Before proceeding to hypotheses testing, we assessed construct
The demographic details of the final pooled sample data are reliability, convergent validity and discriminant validity of the
presented in Table 1. first-order reflective constructs (Table 2). The composite
We apply partial least square structural equation modeling reliability (CR) scores for all constructs were above the
(PLS-SEM) to analyze the latent constructs of the second- recommended coefficient of 0.7. The lowest was 0.776 for
order formative PI constructs in our research model (Amaro control and the highest being 0.922 for hedonic value, thus
and Duarte, 2016). PLS-SEM suited our study because it confirming construct reliability (Luqman et al., 2017). The
aligned with our intent to establish the relevance of the study average variance explained (AVE) scores for all constructs were
constructs and their interrelationships in the mobile app
above the recommended coefficient of 0.5, with the lowest
context. The sample size of the study adequately met the
being 0.539 for control and the highest being 0.774 for flow, thus
criteria prescribed for PLS-SEM analysis, which is more than
confirming convergent validity (Luqman et al., 2017). All items
10 times the largest number of predictors for any dependent
for the model loaded greater than the recommended Fornell-
latent construct in the model (Bettiga and Lamberti, 2018). In
Larcker criterion coefficient of 0.7 on their respective
our study, the dependent latent construct “MASS” has the
constructs, thus establishing discriminant validity of the model
largest number of predictors, which is 5. We used SmartPLS 3
(Fornell and Larcker, 1981). We noted that two inter-
software for data analysis (Ringle et al., 2015).
constructs correlations, namely, self-efficacy–connectedness
( 0.117) and stickiness–connectedness ( 0.096), showed
3.3 Qualitative interviews
negative coefficients, thus suggesting their opposing
Next, we conducted in-depth qualitative interviews to augment
the quantitative findings of our hypothesized model with associations. Also, the square root of AVE per construct is
qualitative insights. “The qualitative method as the quantitative greater than its correlation with other constructs, thus satisfying
follow-up” as a form of sequential-explanatory design provides Fornell-Larcker’s discriminant validity criterion (Chin, 2010).
a better explanation, contextual understanding and credibility Next, we applied a two-stage approach to validate the
of the quantitative results (Harrison and Reilly, 2011). In measurement model of PI (i.e. the second-order formative
marketing literature, this sort of approach is common construct) (Duarte and Amaro, 2018). In the first stage, the
(Steenkamp and Geyskens, 2006). latent variable scores for the dimensions (i.e. reciprocity,
Following guidelines in Miles et al. (2019), we interviewed responsiveness, control, NVF and connectedness) were
each respondent through a set of loosely structured, open- estimated by assigning the indictors of all dimensions to PI (the
ended questions. These open-end questions were drafted based second-order construct). In the second stage, the latent variable
on the initial survey questionnaires. We interviewed 24 scores obtained from the first stage were used as indicators for
respondents (15 men and 9 women) in the age range of 20– the second-order construct. The number of indicators for each
45 years who did not participate in the initial online survey. The of the five dimensions of PI ranged between 3 to 5, thus
24 respondents have had used at least two mobile devices with removing all biases in relationships due to an unequal number
different operating systems, such as iOS, Android and of indicators (Hair et al., 2014). Using the indicator weights
and the t-statistics, the validity of the indicators of perceived
Table 1 Demographic details interaction was established (as greater than the suggested
threshold value of 0.1; Table 3) (Hair et al., 2014). Also,
Sample profile Frequency (%) significant t-statistics (greater than the threshold of p = 0.01)
Gender for reciprocity, responsiveness, control, NVF and connectedness
Male 361 61.5 indicated that these dimensions contribute significantly to the
Female 226 38.5 PI conceptualization of our model. The t-statistic value of
2.550 for control was the lowest among the five dimensions of
Age
PI. Despite its lowest ranking, we retained control because as
20–25 167 28.8
follows:
25–35 394 67.1
 It showed a significant (p = 0.01) outer loading of 0.608,
35–45 20 3.4
which is slightly less than the threshold of 0.7 (Hair et al.,
45–55 6 1.0
2014) and
Mobile operating system  Extant literature (Section 2.1.1) treats control as an
Android 488 83.1 important dimension of PI.
IOS 69 11.8
Windows 30 5.1 Finally, the variance inflation factor scores for all the
dimensions were greater than 0.1 and less than the threshold

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Emerging economy perspective Journal of Consumer Marketing
Santosh Nandi, Madhavi Latha Nandi and Varsha Khandker Volume 38 · Number 6 · 2021 · 721–737

Table 2 Measurement model assessment for first-order constructs – CR, AVE, inter-construct correlation and Fornell-Larcker’s criterion for study’s constructs
Construct CR AVE RES REC CONN CONT NVF MSE HVAL FLO UVAL MAS
RES 0.858 0.669 0.818
REC 0.840 0.724 0.192 0.851
CONN 0.920 0.742 0.025 0.259 0.862
CONT 0.776 0.539 0.457 0.302 0.139 0.734
NVF 0.833 0.557 0.563 0.276 0.107 0.483 0.746
MSE 0.802 0.578 0.436 0.143 0.117 0.335 0.374 0.760
HVAL 0.922 0.747 0.214 0.297 0.511 0.248 0.292 0.042 0.865
FLO 0.873 0.774 0.326 0.292 0.258 0.295 0.369 0.158 0.400 0.880
UVAL 0.873 0.634 0.398 0.267 0.259 0.353 0.415 0.241 0.446 0.205 0.796
MAS 0.807 0.584 0.245 0.050 0.096 0.194 0.274 0.288 0.050 0.175 0.194 0.764
Note: MSE = (Mobile) self-efficacy

Table 3 Measurement model assessment for second-order construct – indicator weights, significance and VIF scores
Construct Dimension Indicator weight t-value p-value VIF
PI Reciprocity (REC) 0.209 4.130 0.000 1.188
Responsiveness (RES) 0.306 4.952 0.000 1.576
Control (CONT) 0.147 2.550 0.000 1.458
Non-verbal features/information (NVF) 0.376 6.163 0.000 1.653
Connectedness (CONN) 0.513 9.367 0.000 1.082
Note: VIF = Variance inflation factor

value of 5, suggesting that the model showed no To begin with, PI showed an insignificant direct influence on
multicollinearity among the dimensions (Kutner et al., 2005). MASS (H1) with a path coefficient of 0.001. However, it showed
To verify the presence of common method bias, we a significant positive influence on flow (H6) with a path
performed Harman’s one-factor test using exploratory factor coefficient of 0.476, perceived hedonic value (H2) with a path
analysis in IBM-SPSS software. Results indicated that while coefficient of 0.447 and perceived utilitarian value (H4) with a
eight factors accounted for 64.5% of the variance, the first path coefficient of 0.519, which is consistent with the earlier
factor accounted for 26.7% of the variance in the data, which studies in website context (Ozturk et al., 2016). Self-efficacy had
was far below the advocated threshold of 50% of total variance a significant positive relationship with MASS (H9) with a path
explained (Li et al., 2018). Therefore, common method bias is coefficient of 0.234. In regard to flow, its relationship with
not a possible threat in our model. hedonic value (H7) was significantly positive with a path
coefficient of 0.188. Flow also showed a significant positive
relationship with MASS (H8) with a path coefficient of 0.140,
4.2 Structural model which aligns with the earlier research findings in the website
We conducted significance tests of the hypothesized relations context (Liu and Shiue, 2014). Surprisingly, the hedonic value
by assessing the standardized path coefficients and their had a somewhat significant but negative relationship with MASS
significance levels of the second stage coefficients of the two- (H3) with a path coefficient of 0.080. Conversely, utilitarian
stage approach (earlier explained in Section 4.1). The value showed a significant positive relationship with MASS (H5)
standardized path coefficients and significance levels for all the with a path coefficient of 0.144. Figure 2 shows the research
hypothesized relations are presented in Table 4. model with path coefficients of each hypothesized relationship.

Table 4 Results of hypothesis testing with path coefficient and significance value (p-value)
Hypothesis Findings Path coefficient p-value Conclusion
H1: PI fi app stickiness Yes: (beta = 0.001, not significant) 0.001 0.988 Not supported

H2: PI fi hedonic value Yes: (beta = 0.447, p < 0.01) 0.447 0.000 Supported
H3: Hedonic value fi app stickiness No: (beta = 0.080, p < 0.1) 0.0801 0.090 Refuted

H4: PI fi utilitarian value Yes: (beta = 0.519, p < 0.01) 0.519 0.000 Supported

H5: Utilitarian value fi app stickiness Yes: (beta = 0.144, p < 0.05) 0.144 0.002 Supported

H6: PI fi flow Yes: (beta = 0.476, p < 0.01) 0.476 0.000 Supported

H7: Flow fi hedonic value Yes: (beta = 0.188, p < 0.01) 0.188 0.000 Supported

H8: Flow fi app stickiness Yes: (beta = 0.140, p < 0.05) 0.140 0.002 Supported

H9: Self-efficacy fi app stickiness Yes: (beta = 0.234, p < 0.01) 0.234 0.000 Supported
 
Notes: p  0.01, p  0.05; 1p  0.10

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Figure 2 Structural model with results

Control Flow
(R2 = 0.226)

0.147** 0.188**
Responsiveness
s 0.140*
0.476**

Hedonic
0.306** Value
-0.080+
(R2 = 0.315)
Non-verbal 0.447**

0.376** Perceived Mobile app


0.001
Stickiness
Interactivity
(R2 = 0.116)
0.513** 0.519** Utilitarian
Connectedness
Value 0.144*
(R2 = 0.269)

0.209**

Reciprocity
Self-Efficacy 0.234**

5. Discussion of results strength of connectedness explains why social communication


apps, such as “WhatsApp” with 340 million active users and
First, we presented a research model for MASS that is
“Instagram” with 100 million active users, are the two of the
theoretically grounded in the interactivity, value, flow, self-
most common apps in India (Statistica, 2019b). To gain
efficacy and stickiness literature. Our empirically derived and further insights, we turned to our qualitative interviews and
qualitatively validated findings suggest that the relationship found this empirical result consistent with interview responses.
between PI and MASS is more complex than anticipated. As illustrations, Respondent 9 said, “Even older adults (aged
Overall, we examined nine hypotheses, of which seven were greater than 50 or 60) [in India] are using smartphones to
supported, one was not supported and one was refuted. While decrease the distance virtually with their loved ones [. . ..]
there is a direct positive relationship between PI and MASS, it Applications like [App X], social media apps and chatting apps
lacked statistical significance (beta = 0.001, insignificant p- decrease the distance and increase the [connectedness]. It
value; H1). There was no significant evidence to believe that matters.”; and Respondent 12 said, “I just use [App Y]. So,
users are likely to stick to an app based on its “mere” from using [App Y – a social app], I feel close to our
interactivity feature. Instead, perceived hedonic and utilitarian community.” This observation reflects that people in emerging
values and flow play important roles in the interactivity- countries tend to use mobile apps to share their experiences and
stickiness relationship. Nonetheless, the role of self-efficacy on expressions and thus stay connected with friends/families, co-
MASS cannot be ignored. These findings concur with prior workers and the external environment.
studies, thus suggesting PI’s importance in technology- NVF (beta = 0.376 ) ranked second and responsiveness
mediated contexts (Hsiao and Chen, 2016). Much of our study (beta = 0.306 ) ranked third in our data analysis. Non-verbal
suggests that consumers in emerging nations are “by-passing” features (e.g. arrow) enable users to visually understand and
older technologies to adopt evolutionary technologies react to app instructions without much reading or listening
(Sherugar and Budiu, 2016). effort. For this reason, social mobile apps pay utmost attention
to developing (and updating) intuitive interfaces. In our
5.1 Perceived interactivity and mobile app stickiness qualitative interviews, we found more insights about it. As
In this study, we defined PI in a mobile app as a second-order illustrations, Respondent 12 said, “[. . ..] when we use online
formatively-measured construct whose essence is captured payment apps, we do the payment, if you have an emoticon or
through five nomological dimensions, namely, reciprocity, animation saying that it is done, it feels good.” Simply put,
responsiveness, control, NVF and connectedness. Results apart from the aesthetical appeal, non-verbal features help users
showed that all five dimensions are positively attributed, but in overcome the smartphone’s screen-size limitation. This
different degrees, to the notion of PI. additionally explains why mobile app users in emerging
countries install apps whose graphical user interfaces are
5.1.1 Connectedness, non-verbal information and responsiveness aesthetically appealing given their tendency to buy cost-
Among the five dimensions, connectedness (beta = 0.513 ) effective smartphones with smaller-than-regular screens.
contributed most toward PI. In other words, when app-users Further, responsiveness reflects the app’s ability to allow
share their experiences and expressions with others, they feel a users to fully interact (and/or react) to the information that
connection (Wang et al., 2012). The significant positive users receive on their apps (Rafaeli, 1988). Responses from our

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Emerging economy perspective Journal of Consumer Marketing
Santosh Nandi, Madhavi Latha Nandi and Varsha Khandker Volume 38 · Number 6 · 2021 · 721–737

qualitative interviews provided interesting insights about it. For Rather, it is the app’s purpose that must be kept in mind in
example, Respondent 14 said, “[. . ..] if you are not able to find describing its interactivity features.
the search to be relevant or swift in the transition from one page
to another, you will probably stop using the app.”; Respondent 5.2 The role of perceived value and flow in the
17 said, “Fastness and swiftness. . . makes an app interactive. relationship between perceived interactivity and mobile
And Respondent 21 said, “[. . ..] if I wanted to do something app stickiness
fast or if I wanted to text very fast then if the app is slow that 5.2.1 Flow and hedonic value
matters.” Commonly, these insights explain that a user finds an As noted in Section 5.1 while the app’s interactivity is
app responsive if it swiftly responds to the user’s requests (e.g. important, merely having higher interactivity does not
showing the next screen, web content and loading graphics, guarantee user stickiness. When flow and hedonic value are
audio or video). introduced into the PI-MASS relationship, they seem to play
differently. First, findings showed that PI has a strong positive
5.1.2 Reciprocity and control
influence on flow (beta = 0.476 ; H6) and also on hedonic
Reciprocity (beta = 0.209 ) ranked fourth and control (beta =
value (beta = 0.447 ; H2). Our qualitative interviews
0.147 ) stood last among the five PI dimensions. Surprisingly,
corroborated the same. As illustrations of flow’s (i.e. H6) role,
reciprocity, such as allowing users with feedback/talk-back
Respondent 1 commented, “[. . .] if it is an entertainment and it
options, appears to be a less important factor in the mobile app is easy to learn and absorbing and entertaining, I would feel
context in emerging nations. When asked about reciprocity good, feel happy or have positive emotions. And that would
considerations in mobile apps, it matters for some respondents, lead to me spending more time.”; and Respondent 3 stated, “It
but not for most. For instance, Respondent 13 said, “What if I happens especially in [App X] and [App Y]. I do not know what
have some problem with the app”; whereas Respondent 15 I am searching for but I am engaged.” Similarly, as an example
suggested, “If the app is functioning well, there will be no of hedonic value (i.e. H2), Respondent 4 commented, “[. . .] if I
feedback that will go from my side.” App users seem less come across some not so good or not so happy things while
interested to engage in talking back when they find the topic or using [App Y], I will have some emotional baggage throughout
the context unimportant or non-urgent. This sort of user the day.”; and Respondent 9 expressed, “the easier
behavior reflects the fast-paced lifestyle of users in emerging (interactive) the app is to use, the happier I am.”
nations. Intriguingly, the direct influence of flow on hedonic value
Control is yet another feature that ranked surprisingly low (beta = 0.188 ; H7) and stickiness (beta = 0.140 ; H8) are
(beta = 0.147 ). Qualitative interviews revealed that when an both positive and significant. However, when flow relates to
app allows users to perform necessary actions with ease, they stickiness through hedonic value, the influence of hedonic value
feel empowered. For instance, Respondent 5 commented, I on stickiness is significantly negative (beta = 0.080 ; H3).
want the app to ask my permission first whether I want to be added to Thus, we refute our hypothesized relationship that hedonic
that group or not. Present-day app users in emerging nations value leads to stickiness (i.e. H3). To gain more insights about
have good knowledge of mobile apps. Thus, reciprocity and this unexpectedly contrasting relationship (i.e. flow to hedonic
control seem less important factors to make an app interactive. value as positive and hedonic value to stickiness as negative),
To qualitatively validate the direct influence of PI on MASS we turned to our qualitative interviews. Respondents expressed
(i.e. H1, not supported), we asked our interview respondents positive experiences when asked about how their sense of
how the five interactivity features collectively would form their feeling immersed (i.e. flow) impacts their perceived hedonic
perception to use the app for a longer period. Respondents value (i.e. H7), such as feeling emotionally happy or depressed.
suggested that they anticipate different combinations of As exemplars, Respondent 2 commented, “During the use of
interactivity dimensions based on the purpose of the app. For [App X – an online gaming app], it felt good. But after stopping
example, Respondent 5 suggested, “For work-related the use of the app, there was a feeling of regret. I could have
communication, I mostly prefer apps to be fast done something better.”; and Respondent 9 expressed, “I spent
[Responsiveness] [. . ..] My judgment of the app is not affected a lot of time doing these searches on these apps. After 2 hours I
by [Reciprocity] of the app. For a productivity-related app, I recognize that time had just passed and I could do some
would not care about animations or emoticons, i.e. [Non- productive work.”
verbal information]. But if it is a communication or social On the contrary, when we asked respondents to explain the
media-related app, [Control] would matter. [Connectedness] influence of perceived hedonic benefits on app usage (i.e. H3),
is needed to stay connected with other people. If I am looking at respondents expressed negative reasons. They suggested, “the
productivity-related apps, then it does not matter.”; and more I am immersed in an app, the more time I am wasting
Respondent 1 suggested that “If an app is below a minimum [. . ..] Then, I consciously reduce app usage (Respondent 1)”;
threshold of being fast [Responsiveness], I would rather not use “If I think I am wasting a lot of time then I think I should refrain
the app [. . ..] I am not worried about [Reciprocity] of all apps, I from using that app (Respondent 5)”; and “if I find that I am
am more worried about their usability [. . ..] I am indifferent to unconsciously spending too much time, I remove that app
[Non-verbal information] features, especially in utility apps. (Respondent 7)”. To explore further, we referred to the
[Control] is important, but it depends on what the app is about literature on recent cognition-affect behavioral (Steelman and
[.. . .] [Connectedness] does not make all apps interactive. It Soror, 2017) in the context of information technology usage.
may be important for social apps.” Collectively, our survey Due to their excessive use and addiction (i.e. positive flow) fear
findings and qualitative insights indicate that an app’s “mere” for an app, users might be biased about their continued usage
interactivity feature is insufficient for its user to stick to an app. intents (i.e. negative stickiness) because they continually adjust

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Santosh Nandi, Madhavi Latha Nandi and Varsha Khandker Volume 38 · Number 6 · 2021 · 721–737

their contentment levels to align with their prior anticipations achieved significant transactional reliability. As evidence,
from the app. A close example of this continued usage response mobile banking has grown rapidly in the recent past (ET
behavior could be related to the present-day users’ love and Online, 2018). To gain leverage on India’s large population,
loathe for Instagram (www.instagram.com)–one of the top established app providers have recently started partnering with
social network apps (Smith, 2019). internet service providers to increase their value-based offerings
Further, our qualitative interviews revealed that when users to cater to users’ various service needs, such as utility,
feel immersed in an app they are likely to use it for long (i.e. entertainment and productivity apps. For instance, Facebook
H8). In our in-depth interviews, respondents expressed their has bought ownership in India’s largest telecommunication and
“sense of immersion” as the defense for longer usage, such as internet service firm–Reliance Jio–to ensure its service interests
“Emotional connect is what makes you use an app more or stick with about 350 million Indian users (Phartiyal and
to it (Respondent 2)”; “When it comes to [App X] or [App Y], Bhattacharjee, 2020). On the other hand, the utilitarianism-
based on my emotions, I am going to use it for a longer time focused consumer behavior in emerging nations is culturally
compare to any other app (Respondent 4)” and “If that app is tuned to seek psychological satisfaction in terms of time value
consistently giving you something that you don’t like, I will and other forms of materialism (Lysonski and Durvasula,
slowly start reducing the usage of that app. The flip side is also 2013). Users in emerging economies qualify apps based on
true (Respondent 8).” their perception of utilitarian value rather than hedonic value
One plausible explanation for the strikingly contrasted and to the extent that they might discard an app if it affects the
influences of flow and hedonic value constructs on stickiness is utilitarian purpose. This sort of consumer behavior in emerging
that users show loyalty to a particular app when it evokes nations implies that app developers must prioritize utilitarian
feelings and emotions. However, they are likely to detach value aspects over hedonic value aspects to win customer
themselves as soon as they realize its counterproductivity loyalty.
hedonic engagements. For instance, a user may find a game app
or a social media app immersive and engaging, based on their 5.3 The role of self-efficacy on mobile app stickiness
PI features, but it does not assure that the user is likely to stick We found a strong positive influence of self-efficacy on MASS
to the app for a longer period. This is an interesting finding that (beta = 0.234 ; H9). Our in-depth interviews revealed similar
is unique to emerging economies and thus calls for further insights. For instance, Respondent 14 shared a personal
research. experience wherein “If the self-efficacy is low, the intention to
use will be less as well. It happens with my parents, [. . ..] my
5.2.2 Utilitarian value
dad is very good at installing – uninstalling apps, figuring out
As expected about the role of utilitarian value in the PI-MASS
which app works for what. On the other hand, my mother does
relationship, PI has a significantly positive influence on
not bother about installing and uninstalling the apps. If the app
utilitarian value (beta = 0.519 ; H4), which, in turn, leads to
is not intuitive enough, then she will probably stop using it after
stickiness (beta = 0.144 ; H5). Our in-depth interview
a while.” Users’ self-efficacy is critical for them to stick to apps,
respondents demonstrated why/how various apps’ interactivity
as it inherently reflects their positive attitude toward
features help them perceive an app differently in meeting their
technology-mediated applications (Saleem et al., 2011). As
productivity and/or convenience requirements (i.e. H4). As
such, users’ ease of using apps habituates them to perform
samples, respondent 7 commented, “[App X] makes my life a
mobile app-based activities, such as mobile banking, gaming
lot easier. You can do things through [App X] [. . .] sharing
and others, using mobile devices over other traditional methods
location feature on a tap versus explaining directions on voice
(Luarn and Lin, 2005).
[. . ..] and sometimes it is integrated with the cab calling
To conclude, we observed that PI, flow, utilitarian value and
platform as well [. . .. . .] So, that way the interactiveness of [App
self-efficacy are the main predictors for MASS. However, the
X] helps in terms of utility.”; and Respondent 8 suggested,
role of hedonic value cannot be ignored while developing apps
“The interactiveness of [App Y] allows me to pay credit card
due to its balancing role in the overall relationship in the
bills all in one user interface. I have [n] credit cards and all the
research model. We anticipate that flow and hedonic value in
bills I can pay in one go if I want to.” Next, we analyzed the
togetherness might show a non-linear (U-shaped curve)
responses about how the perceived convenience value of an app
conditionality in the PI-stickiness relationship–an area for
impacts user’s stickiness (i.e. H5). Respondents articulated that
future investigation in an isolated setting. On the other hand,
they intend to continue using an app for a longer period based
utilitarian value and self-efficacy elevate an interactive app’s
on its ability to meet their work-, transactions- or convenience-
likelihood of achieving user stickiness. There is a caveat though
related needs. As illustrations, Respondent 2 indicated, “In the
that each app presents unique interactivity and usage
case of the productivity-related or utilitarian app, if there is a
challenges for developers depending on different user-usage
better alternative, I will switch. I will not be fixed to one app.” specificities of an emerging nation.
In other words, despite an app’s interactiveness, users may not
settle with it when it provides less utilitarian value, given an
alternate app is already available. This may be an emerging
6. Study implications and future scope
economy occurrence, at least in the case of the productivity- The exponential growth of mobile commerce in emerging
related app, such as payment-related or notes-taking apps. markets provides opportunities to gain insights into marketing
In the past five years, private telecommunication players in research and applications. Using an Indian data sample, our
India have significantly contributed to improving mobile study reveals several theoretical human-technology aspects of
internet access (Purnell, 2018). As a result, app providers have the mobile app user-usage relationship. Our study

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demonstrates that mobile app users in emerging markets apply utilitarian value due to their socio-cultural conditioning (Lim
a multifaceted rationale for usage intent primarily due to their and Ang, 2008).
cross-cultural conditioning toward utilitarian consumption As for self-efficacy, we demonstrated that mobile apps are
(Lim and Ang, 2008). For example, unlike developed just like any other human-computer interaction medium. For
economies, users in India subscribe to branded product instance, Respondent 4 commented, “If a person understands
advertisements for utility reasons, such as discounts, rather an app a lot then that person can explore more about the app.”
than hedonic reasons, such as new product features and An app’s success depends largely on the user’s inquisitiveness
updates. to learn new internet and mobile technologies (Eastin and
LaRose, 2000) and their self-reliance to do day-to-day
6.1 Theoretical implication activities, such as banking, interacting and shopping, virtually
Our study validates the PI-stickiness framework in the mobile and ubiquitously (Luarn and Lin, 2005). As Respondent 7
app user-usage context, which was earlier proposed by Furner said, “If I have spent some time teaching my mom how to use
et al. (2014). The extant research on mobile technology [App X], she sticks to it.”, we additionally demonstrated that
adoption largely concerns experimenting with these dimensions when a self-efficient person shares app usage knowledge with
in isolation. We found evidence to explain the complementary others, it favors app stickiness (Chiang and Hsiao, 2015).
role of four underlying dimensions – flow, perceived hedonic
value, perceived utilitarian value and self-efficacy – to their 6.2 Practical implication
earlier conceptualization. Our study shows research relevance Our study provides insights for app managers and developers
to focus on the subtle differences that these constructs bring on how to improve app user experiences. Considering the
into the mobile-commerce space compared to its equivalent in growing utilitarianism-focused user generations (Lim and Ang,
the web-commerce realm. 2008), developers in emerging economies must not ignore the
In this study, we applied a formative scale approach (instead identified interactivity dimensions (i.e. reciprocity,
of a reflective scale approach) to nomologically measure the responsiveness, use of NVF, control over the flow of
sub-constructs (i.e. control, responsiveness, non-verbal, information and connectedness) in building apps with superior
connectedness and reciprocity) of PI. We demonstrate how to ubiquitous, connectedness, location- and motion-awareness,
ask higher-order questions using the logic of “why” and “how” high-definition touch/displaying and high processing and
(Duarte and Amaro, 2018), thus contributing to the surveying memory capabilities (Nandi and Nandi, 2015). Further, our
techniques to ensure greater reliability and validity of survey study reveals the importance of control for certain apps. As
responses. Our study also demonstrates that app user-usage Respondent 1 suggested, “In [App X], I like the privacy feature.
intent in emerging economies differs from that in developed If I want to show my profile picture or my status, I have control
economies. We noted that users in emerging nations look for over it.”
both utilitarian and hedonic value from an interactive app, but Our study provides managers both empirical and qualitative
that does not necessarily guarantee their intent to stick. Prior evidence explaining why and how users form app loyalties
studies that explored the cognitive, affect and behavioral intents based on their flow and value notions (Van Noort et al., 2012).
of the web (Hsu and Lu, 2004) and mobile users (Liu and Our findings show how to strike a balance between utilitarian
Shiue, 2014) have suggested inversely. We established that and hedonic value propositions in satisfying customer needs.
while users look for hedonic value from an app, it is the app’s For example, Respondent 5 commented, “When [App X –
utilitarian value that makes them use the app for a longer finance app] tells me that my account is debited/credited, it
period–a phenomenon that is unique to emerging nations. affects my emotions. It gives me a feeling of security when
Besides, we extend prior research on PI by establishing the money is in (utilitarian value). Sometimes it thrills me (i.e.
direct and indirect roles of flow for app stickiness. Our findings hedonic value).”
corroborate with earlier human-computer interaction studies Our study indicates that app developers must keep pace with
on flow dimension (Van Noort et al., 2012). the fast-paced lifestyle of mobile technology users in emerging
An unanticipated and conflicting with earlier findings is economies. For instance, Respondent 3 stated, “I consider
about the negative effect of hedonic value on stickiness. This myself a phone addict. It is always with me. Even when I am
made us refute our theoretically-hypothesized positive sleeping.” Our study exposes to app developers the importance
relationship between hedonic value and stickiness. Our of flow and self-efficacy in developing technology-mediated
interviews corroborate this finding. For example, Respondent 2 applications (Chiang and Hsiao, 2015). Managers can apply
commented, “If I think I am wasting a lot of time then I think I our research model as an app development guiding framework.
maybe will refrain from using that app.”; and Respondent 7
suggested, “App X is no more in my mobile because I felt after a 6.3 Limitations and future research directions
while it is not a value add for me in the long run.” As discussed Our study has certain limitations. First, the samples used in our
earlier, we believe that cognitive dissonance theory could study are students from two universities in India. Although
explain more about this continuance intent of app users students represent a significant portion of mobile app users, our
(Steelman and Soror, 2017). Another possible answer to study does not capture all possible Indian demographic and
reconcile this unexpected finding exists in the utilitarianism- geographic considerations. Our study must be replicated with
oriented mindset of people in emerging economies. Recently, other demographic and geographic locations to increase its
Indian consumers have turned materialistic with the growing generalizability to other emerging economies. Second, we used
availability of products and services (Lysonski and Durvasula, the “Google Online Survey Form” for the survey, which is
2013). Therefore, despite their hedonic urges, they opt for arguably limited in its survey design capabilities. To preserve

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Emerging economy perspective Journal of Consumer Marketing
Santosh Nandi, Madhavi Latha Nandi and Varsha Khandker Volume 38 · Number 6 · 2021 · 721–737

the anonymity of participants, we did not restrict our Bettiga, D. and Lamberti, L. (2018), “Exploring the role of
participants from filling out multiple forms. Third, our survey anticipated emotions in product adoption and usage”,
sample might include response biases, as we asked respondents Journal of Consumer Marketing, Vol. 35 No. 3, pp. 300-316.
to anchor their responses to an app of their choice. We call for Bezjian-Avery, A., Calder, B. and Iacobucci, D. (1998), “New
replication studies with samples of other anchored apps or media interactive advertising vs. traditional advertising”,
types of apps, such as social apps, gaming apps and others. Journal of Advertising Research, Vol. 38 No. 4, pp. 23-32.
Fourth, we did not consider controlling for variables, such as Bose, M. and Ye, L. (2019), “Cross-cultural perspective of
age, education, language, sex, race and others, to establish their situated learning and coping: understanding psychological
effect on the study constructs. closeness as mediator”, Journal of Consumer Marketing,
Future research could improve the research model by Vol. 37 No. 1, pp. 10-20.
exploring additional PI dimensions. Currently, we explored the Chang, H.H., Wang, Y.H. and Yang, W.Y. (2009), “The
intermediary roles of only three concepts, namely, value, flow impact of e-service quality, customer satisfaction and loyalty
and self-efficacy, in the PI-stickiness relationship. Future on e-marketing: Moderating effect of perceived value”, Total
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Stickiness can have both positive (such as customer loyalty
Research, Vol. 25 No. 1, pp. 85-106.
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Chin, W.W. (2010), “How to write up and report PLS
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Berlin, Heidelberg, pp. 655-690.
of apps. As a concluding note, the mobile app-related issues
Chiu, H.C., Hsieh, Y.C. and Kao, C.Y. (2005), “Website
investigated in our study provides better directionality to
quality and customer’s behavioural intention: an exploratory
researchers and practitioners who are currently engaged in study of the role of information asymmetry”, Total Quality
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Note Coursaris, C.K. and Sung, J. (2012), “Antecedents and
consequents of a mobile website’s interactivity”, New Media
1 A mobile app is a software application developed & Society, Vol. 14 No. 7, pp. 1128-1146.
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such as smartphones and tablets, rather than desktop or Discovery and Invention, Harper Perennial, New York, NY.
laptop computers. Csikszentmihalyi, M. (1997), “Flow and education”, NAMTA
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Dholakia, R.R. and Dholakia, N. (2004), “Mobility and
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Appendix

Table A1 Dimensions of interactivity


Article Applied context Interactivity dimensions Key contributions
McMillan and Web-based Two-way communication, Develops scales to operationalize the concept of PI in a
Hwang (2002) advertising control, time web-based advertisement context
Fortin and Dholakia Web-based Control, mutual discourse, Finds the effects and extents of interactivity and
(2005) advertising exchange of roles vividness on users’ attitudes and behaviors toward the
web-based advertisement
Johnson et al. Web-based Reciprocity, responsiveness, Modeled interactivity as a second-order formative
(2006) advertising speed of response, NVF construct useful for developing web advertising
strategies
Song and Zinkhan Web store Responsiveness, control, two- Provides evidence to support that personalization of
(2008) way communication, message increases website interactivity and its
personalization effectiveness when consumers are complaining that they
are inquiring about services
Wu and Wu (2006) Website Control, responsiveness and Established reliable, parsimonious and generalizable
personalization scales of PI
Wu et al. (2010) Web store Control, responsiveness and Finds that users’ perception of interactivity and web
personalization stores assurance creates users’ initial online trust to buy.
Recommends e-vendors to enhance users’ interactivity
and trust concerns by adopting third-party web
assurance certification
Van Noort et al. Social networking Two-way communication and Establishes that the strength of the social connection
(2012) website control between the sender and the receiver of a viral social
media campaign is a strong indicator of the persuasion
intent of the receiver of the message in the case of viral
(social) marketing communications
Zhao and Lu (2012) Micro-blogging Control, playfulness, Finds that network externalities impact PI. Also,
connectedness, perceived control, playfulness and connectedness leads
responsiveness to micro-blogging service users’ satisfaction
Lee (2005) Mobile phone Control, responsiveness, Identifies interactivity dimensions and validates the role
personalization, of interactivity features on customer trust and
connectedness, ubiquitous transaction intentions in mobile commerce scenarios
connectivity, contextual offer
Furner et al. (2014) Mobile app Control, communication, Proposes a conceptual framework of how mobile
responsiveness interactivity affects MASS
Lee et al. (2015) Mobile phone Control, responsiveness, NVF, Establishes that simplicity and interactivity of a mobile
personalization device define its usability, which, in turn, leads to loyalty,
but more so when both satisfaction and trust are present
(as mediators)
Lu et al. (2019) Mobile advertising Bi-directional communication, Establishes the importance of facilitating personalization
synchronicity, user control features from affective and cognitive perspectives in
mobile marketing efforts
Alalwan et al. Mobile shopping Control, personalization, Establishes the key interactivity dimensions that engage
(2020) playfulness, ubiquitous mobile shoppers and make them stay loyal
connectivity, connectedness,
responsiveness, playfulness,
synchronicity
Li et al. (2020) Mobile social media Control, playfulness, In government microblogging services, users’ perception
connectedness of control, playfulness and connectedness impacts users’
satisfaction and trust, which further leads to their
continuance intention
Park and Yoo Augmented reality- Control, responsiveness, Establishes the role of user control and playfulness in
(2020) based mobile communication developing impactful augmented reality-based mobile
shopping app shopping apps

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Table A2 Questionnaire items


Construct Scale items
MASS (Furner et al., 2014) 1. Intention to use the mobile app whenever the relevant need arises
2. Frequency of usage of the mobile app
3. Average time spent on the mobile app per visit
4. The average number of screens visited per app session
5. Intention to keep the mobile app loaded on the smartphone
Responsiveness (Lee et al., 2015) 1. The mobile app quickly responds to the input
2. The mobile app gives relevant information for the request
3. The content in the mobile app loads quickly
Reciprocity (Liu, 2003) 1. The mobile app is effective in gathering visitors’ feedback
2. The mobile app facilitates communication among the visitors and the site (through chats, discussion
forums)
3. The mobile app makes a visitor feel as if it is listening to him/her
4. The mobile app allows visitors to talk back
Connectedness (Sweeney and Soutar, 2001) 1. The mobile app helps me to feel accepted by others
2. The mobile app makes a good impression about me on other people
3. The mobile app gives me social approval
4. The mobile app makes me feel close to the community
Control (Lee et al., 2015) 1. My mobile app has easy to understand the menu
2. I have learned quickly how to operate my mobile app
3. I can manage information presented in my mobile app
NVF (Lee et al., 2015) 1. The mobile app has an interactive interface comprising icons, images and animation
2. The mobile app provides appropriate auditory and tactile input and feedback (e.g. sounds, vibration,
voice recognition, touch screen)
3. The information provided by the mobile app contains a relevant graphic interface
4. The animation and graphical content of the mobile app are very useful
Hedonic value (Pihlström, 2007) 1. Using the mobile app gives me pleasure
2. Using the mobile app makes me feel good
3. Using the mobile app makes me feel relaxed
4. It is fun to use the mobile app
Utilitarian value (Pihlström, 2007) 1. The mobile app helps me save time and money
2. The mobile app is valued for its ease of use
3. I value the option of using this service instantly via the mobile app
Flow (Van Noort et al., 2012) 1. I find it entertaining to explore my mobile app
2. I get absorbed when I explore my mobile app
3. I get anxious if my mobile app does not work for some reason
Self-efficacy (Marakas et al., 2007) 1. I can use my smartphone to display or present information in the desired manner
2. I can install new mobile apps on my smartphone
3. I can remove mobile apps from my smartphone that I no longer need

Corresponding author
Santosh Nandi can be contacted at: nandis1@appstate.edu

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