factors impact on customers’ intention...
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FACTORS IMPACT ON CUSTOMERS’ INTENTION AND USAGE TOWARDS
MOBILE COMMERCE IN VIETNAM Sang-Lin Han
T. P. Thao Nguyena
V. Anh Nguyen**a
Abstract: Mobile Commerce plays a vital role in business nowadays. In Viet Nam, there is not many researches about
M-commerce. Therefore, based on TAM model, this research investigates factors impact on customers’ intention and
usage towards M-commerce. The results indicate that Perceived usefulness, Perceived ease of use, Perceived
playfulness and Perceived cost impacting on customers’ intention and usage in M-commerce, especially Perceived
usefulness is the most important factor. This research also showed the frequency of M-commerce activities and the
reasons for using it, the top 5 most frequently activities: News, Instant messaging/chatting, Social network (facebook,
Twitter, Cyworld), Ticket purchase and Downloading ringtone; and the top three reasons: For study or work,
Availability of internet access anywhere, Immediate access to internet when needed. In addition, we found that
moderate roles of gender, hedonic and utilitarian tendencies in M-commerce adoption in Viet Nam.
Keywords: Mobile Commerce, Perceived usefulness, playfulness, ease of use, cost, hedonic and utilitarian tendencies.
1. INTRODUCTION
In the 1990s the emergence of e-commerce to businesses brought profound changes to the
competitiveness and structure of industry and business models especially in travel and music
industries. Like E-commerce with the advancement in wireless communication technologies,
mobile commerce (m-commerce) is now seen as the new business model and platform that will
have a similar impact on the business communities and industries. M-commerce offers extra
functionality to existing e-commerce such as location and localization services (Junglas and Watson,
2008). According to ABI Research, the m-commerce will grow into a $119 billion global industry
by 2015, up from $18.3 billion in 2008 (M. Khalifa, Cheng, and Shen, 2012). Also, the increase in
m-commerce is fueled by a unstop development of new mobile smart devices and the increasing
number of people who own mobile phones. Mobile phones have become important personal devices
for listening to music, watching videos, playing games, conducting business transactions, and
connecting to social networking sites. The interactions between consumers and their mobile phones
have presented opportunities for organizations to use m-commerce to personalize services to
customers. Realizing these opportunities, companies have been focused in m-commerce
infrastructure, services and devices investment. Furthermore, since developing countries present a
market which has huge population that make them become the potential markets for many
telecommunication and m-commerce service providers such as China and India. Vietnam a country
with population is over 90 million and for every 100 Vietnamese people, there are 145 mobile
phones is not an exception. Moreover, to date, there is little research which has explicitly addressed
the differences on the adoption of m-commerce between developed and developing countries. Many
scholars strongly support that the criteria for m-commerce adoption in developing countries are
Professor, School of Business, Hanyang University, Seoul 133-791, Republic of Korea PhD student, School of Business, Hanyang University, Seoul 133-791, Republic of Korea aFaculty of Economics and Business Administration, Dalat University, Lam Dong, Viet Nam
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different from that of developed countries, due to cultural, security, social, political, economic, and
technological aspects (Crabbe, Standing, Standing, and Karjaluoto, 2009; Saidi, 2010; Yaseen and
Zayed, 2010). In addition, according to Vaghjiani (2012), there is a perception that innovations
adoption appears to be adopted in different ways in developed and developing countries. Therefore,
this empirical research study aims at achieving several objectives. First, this empirical research is
intended to investigating the main drivers influencing Vietnamese consumers’ behavior toward m-
commerce adoption. The work extends the traditional Technology Acceptance Model (TAM) by
integrating the quality dimensions, personal innovativeness, playfulness and cost factors since the
nature of mobile devices such as screen size that limits access to multimedia contents and slower
speed than conventional PCs. Since, the internet infrastructure of Vietnam is not as good as other
developed countries. There is a need to investigate the other quality factors that would influence the
perception of users towards m-commerce. Moreover, the recent researches have revealed that cost
are able to predict Malaysian and Chinese consumer decisions to adopt m-commerce (Cheong and
Park, 2005; Chong et al., 2012; Wei et al., 2009 ; Zhang et al., 2012) and the cost of service
subscriber is rather high, also Vietnamese customers seems to be sensitive to the price and price
plays a vital role in buying decision making process. Furthermore, Cheong and Park, (2005) also
demonstrated that the exploration of playfulness as an extension of TAM significant influenced the
behavioral intention to use M-internet.
Second, this study also examines the reasons for using m commerce, and types of m-commerce
activities engaged into since the results could have develop a better understanding of their
customers in order to develop specific products or application to meet customers’ need.
Third, the impact of gender differences on adoption processes of technologies has played a vital
role in marketing strategy. However to some degree, the importance of it is overlooked in
developing countries. Many studies have reported that gender difference has a significant impact on
consumers’ perception toward adoption of information technology (Venkatesh and Morris, 2000;
Venkatesh et al., 2003; Venkatesh and Bala, 2008; Wang et al., 2009; Deng et al., 2010; Riquelme
and Rios, 2010; Dong and Zhang, 2011). On the other hand, literature has emerged that offers
contradictory findings about the role of gender on the adoption process of various information
technology domains (Bigne et al., 2005; Serenko et al., 2006; Zhou et al., 2007; Lip-Sam and Hock-
Eam, 2011). Therefore, the need for further research to improve the understanding of the impact of
gender on the adoption of m-commerce increases, particularly in Vietnam a developing country.
Consequently, this study contributes toward a greater understanding of how men and women
perceive m-commerce adoption in a developing country context which is fundamental for marketers
to consider for marketing strategies.
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Finally, the study is undertaken to evaluate the moderating role of Utilitarian and Hedonic
Tendencies toward the m-commerce usage for giving the insight for service providers in order to
formulate specific products or applications that match and better satisfy customers’ needs than their
competitors.
2. LITERATURE REVIEW AND HYPOTHESES
2.1 Mobile Commerce
Mobile commerce is any transaction, involving the transfer of ownership or rights to use goods
and services, which is initiated and/or completed by using mobile access to computer-mediated
networks with the help of an electronic device. There has not been an agreed conceptual definition
of the term mobile commerce. Generally, the nature of mobile commerce is that services can be
accessed anywhere, at any time. As viewed by Kannan et al., (2001) and Varshney & Vetter, (2002),
m-commerce is the use of wireless technology, particularly handheld mobile devices and mobile
Internet, to facilitate transaction, information search and user task performance in consumer,
business to business, and intra-enterprise.
Types of Applications
There have been a great number of m-commerce applications since the advent of this new
technology. The most popular of which consist of financial, advertising, and location-based services.
An attempt to identify the several important classes of applications has been made by Varshney &
Vetter, (2002). Their study covered a comprehensive range of m-commerce applications under
different classes as summarized in Table1.
Table 1. M-Commerce Applications by Varshney and Vetter, (2002)
Class of Applications Details Examples
Mobile financial applications (B2C,
B2B)
Applications where mobile
device becomes a powerful
financial medium
Banking, brokerage, and
payments for mobile
users
Mobile advertising (B2C)
Applications turning the wireless
infrastructure and devices into a
powerful marketing medium.
User specific and location
sensitive advertisements.
Mobile inventory management
(B2C, B2B)/
Product locating and shopping
(B2C, B2B)
Applications attempting to
reduce the amount of inventory
needed by managing in-house
and inventory-on-move. /
Applications helping to find the
location of product and services
that are needed.
Location tracking of goods,
boxes, troops, and people. /
Finding the location of a new
used car of certain model, color
and features.
Proactive service management
(B2C, B2B)
Applications attempting to
provide users information on
services they will need in very-
near-future.
Transmission of information
related to aging (automobile)
components to vendors.
Wireless re-engineering (B2C, B2B)
Applications that focus on
improving the quality of business
services using mobile devices
Instant claim-payments by
insurance companies.
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and wireless infrastructure.
Mobile auction or reverse auction
(B2C, B2B)
Applications allowing users to
buy or sell certain items using
multicast support of wireless
infrastructure.
Airlines competing to buy a
landing time slot during runway
congestion (a proposed solution
to air-traffic congestion
problem).
Mobile entertainment services and
games
(B2C)
Applications providing the
entertainment services to users
on per event or subscription
basis.
Video-on-demand, audio-on-
demand, and interactive games.
Mobile office (B2C)
Applications providing the
complete office environment to
mobile users anywhere any time.
Working from traffic jams,
airport, and conferences.
Mobile distance education (B2C)
Applications extending
distance/virtual education
support for mobile users
everywhere.
Taking a class using streaming
audio and video.
Wireless data center (B2C, B2B)
Applications supporting large
amount of stored data to be made
available to mobile users for
making intelligent decisions.
Detailed information on one or
more products can be
downloaded by vendors.
2.2. Technology Acceptance Model
Most m-commerce articles adopted the Technology Acceptance Model (TAM) in establishing a
mobile commerce adoption model (Wu & Wang, 2005; Lu et al., 2003; Yang and Jolly, 2008). In
studying user acceptance and use of technology, the TAM developed by Davis, (1985) to explain
computer-usage behavior, has been one of the cited models. Numerous studies have provided
support to this model in predicting user’s intention to adopt new services and applications ( Davis et
al., 1989); Igbaria and Tan, 1997; Wang et al., 2003; Gefen et al., 2003; and Ikart, 2005). However,
TAM with its original emphasis on the design of system characteristics does not account for social
influence in the adoption and utilization of new information system. And so, an attempt to extend it,
referred to as TAM2, has been undertaken by Viswanath Venkatesh and Davis, 2000 to explain
Perceived Usefulness and usage intentions in terms of social influence and cognitive instrumental
processes. O’Cass and Fenench (2003) argue that TAM is also appropriate for research areas in
electronic commerce applications since electronic commerce is based on computer technology. As
scholars indicate that mobile commerce is an extension of e-commerce, it is thus justifiable to
extend TAM to examine consumer intention to adopt mobile commerce. Thus, the m-commerce
adoption articles extended the TAM with new constructs aside from the original Perceived
Usefulness and Perceived Ease of Use, Attitude, Intention and Actual Use constructs.
2.3 M-commerce adoption models
Many researchers based their models on TAM to explore in different contexts, a few of them is
briefly discussed as follow.
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Wu and Wang (2005) integrated TAM and innovation diffusion theory to investigate what
determines user’s mobile commerce acceptance about online banking, shopping, investing, and
online services. The findings indicated that all variables except Perceived Ease of Use significantly
affected user’s behavioral intent. Among them, the compatibility had the most significant influence.
Cheong and Park (2005) measured how different variables affect mobile internet usage and
acceptance among Koreans. They suggested that Perceived Playfulness and Perceived Price Level
should be added to the TAM.
Faqih and Jaradat (2014) proposed a theoretical framework based on TAM3 theory and
concluded that perceived usefulness and perceived ease of use are important factors I explaining the
individual’s intention to adopt mobile commerce in Jordan. The results of these previous studies
confirm that, in the mobile technology context, traditional adoption models such as TAM could be
applied, but need modification and extension in order to increase their prediction and explanation
power. Thus, this paper conforms to these studies and extended the TAM to analyze the usage of
mobile commerce.
Table 2. Summary of Selected M-Commerce Adoption Studies
Authors Situation Independent Variables Mediating Variables
Depende
nt
Variable
Wu and
Wang
(2005)
B2C M-Commerce
Contexts: Online
Transactions, Online
Banking, Shopping,
Investing, and Online
Services
Perceived Risk,
Cost, Compatibility.
Perceived Usefulness, Perceived Ease
of Use
Behavioral Intention to
Use
Actual
Use
Cheong and
Park (2005)
M-Internet Acceptance
in Korea
Perceived System Quality, Content
Quality, Perceived Price Level
Perceived Usefulness,
Perceived Ease of Use,
Perceived Playfulness,
Attitude
Intention
to Use
M-
Internet
Pedersen,
(2005) M-Services
Perceived User Friendliness, Perceived
Usefulness, External Influence,
Interpersonal Influence, Self-Control,
Self-Efficacy, Facilitating Conditions
Attitude towards Use,
Subjective Norm,
Behavioral Control,
Intention to Use
Use
Wang et al.,
(2006) M-Service
Self-efficacy, Perceived Financial
Resource, Perceived Usefulness,
Perceived Ease of Use, Perceived
Credibility
-
Behavior
al
Intention
Kim et al.,
(2007) M-Internet
Usefulness, Enjoyment, Technicality,
Perceived Fee Perceived Value
Adoptio
n
Intention
Bhatti,
(2007)
Mobile Commerce
Services
Subjective Norm, Personal
Innovativeness
Perceived Usefulness,
Ease of Use, Perceived
Behavioral Control
Intention
to Adopt
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Cho
(2008)
Mobile Commerce in
US and Korea
Information, Price, Service,
Convenience, Technology, Promotional
and Entertainment Factors
Perceived Usefulness,
Perceived Ease of Use,
Overall Attitudes
toward Mobile Phone
Usage
M-
Satisfacti
on
Wei et al.,
(2009)
Mobile commerce in
Malaysia
Perceived Usefulness, Perceived Ease
of Use, Social influence, Trust and
Perceived Cost
- Intention
to use
Zhang et al.,
(2012)
A meta-analysis of
Mobile Commerce
Perceived behavioral control,
Subjective Norm, Perceived Cost,
Perceived Risk, Trust, Perceived
Enjoyment, Compatibility, and
Innovativeness.
Perceived Usefulness,
Perceived Ease of Use,
Attitude, Behavioral
Intention
Actual
use
Faqih and
Jaradat
(2014)
Mobile Commerce
Technology (TAM3) in
Jordan
Subject Norm, Output Quality, Result
Demonstrability, Self-efficacy,
Perception of External Control,
Anxiety, and Playfulness.
Perceived Usefulness,
Perceived Ease of Use,
Behavioral Intention
Use
Behavior
3. RESEARCH MDODEL AND HYPOTHESE
3.1 Conceptual model
The aim of the current study is to develop a success model for mobile commerce adoption in
Viet Nam that would explain how individuals behave in accepting or using m-commerce.
The independent variables include System Quality, Content Quality, Service Quality, Personal
Innovativeness and Perceived Cost factors. For moderating variables, the gender, hedonic and
utilitarian tendency are utilized in the model, as shown in the figure 1.
Figure 1: Research Model
Personal innovativeness
System quality
Content quality
Service quality
Perceived cost
Perceived ease of use
Perceived usefulness
Perceived playfulness
Intention to use
M-Commerce usage
H2a
H2b
H1c
H3a
H5a
H5b
H6a
H8
H5c H9
H1a
H1b
H3b H4
H7a
H6b
H7b
Gender, hedonic, utilitarian
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3.2 Hypotheses
Personal innovativeness and perceived usefulness, perceived ease of use and intention to use
It has long been recognized that highly innovative individuals are active information seekers
about new ideas in general innovation diffusion research. They are able to cope with high levels of
uncertainty and develop more positive intentions toward acceptance (Rogers, 1995). Drawing upon
Rogers’ theory of the diffusion of innovations, Agarwal and Prasad (1998) argued that individuals
develop beliefs about new technologies by synthesizing information from a variety of media. For
the same exposure to different types of media, individuals with higher personal innovativeness are
expected to develop more positive beliefs about the target technology. Agarwal and Karahanna
(2000) developed a multidimensional construct labeled cognitive absorption and suggested this
construct to be an antecedent of the two commonly recognized behavioral beliefs about technology
use: perceived usefulness and perceived ease of use. In addition, they addressed that the individual
traits of playfulness and personal innovativeness are important determinants of cognitive absorption.
Lewis et al., (2003) found that personal innovativeness in technology significantly affected
perceived usefulness and perceived ease of use. Lu et al., (2003) proposes that personal
innovativeness in technology, along with a number of other factors, all determine user perceived
short-term as well as long-term usefulness, and ease of use, which, in turn, influence user intention
and attitude to adopt wireless Internet services via mobile technology. Since individuals with higher
personal innovativeness in technology tend to be more risk-taking, it is also reasonable to expect
them to develop more positive intentions toward the use of wireless Internet services via mobile
technology. Thus, the innovative disposition may very well serve as the primary and direct
antecedents for adoption decision, without much consideration to perceptions at all. Hence, we
propose:
H1a: Personal innovativeness significantly effects perceived usefulness
H1b: Personal innovativeness significantly effects perceived ease of use
H1c: Personal innovativeness has a direct positive impact on intention to use
System Quality and Perceived Ease of Use, perceived usefulness
Lin and Lu (2000) proposed that in information system context, system quality is especially
important because individuals become reluctant to use the system when they experience frequent
delay in response, lack of access, frequent disconnection and poor security.
According to DeLone and McLean, (1992) the information quality and system quality are found
to be important constructs that bring the success of information system.
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In this study, we also expect that the system quality have positive impact on the perceived
playfulness because the better system can make individuals feel M-Commerce more enjoyable and
playful. Thus, we propose:
H2a: System Quality significantly affects Perceived Ease of Use.
H2b: System Quality significantly affects Perceived Usefulness.
Content Quality and Perceived Usefulness, Perceived Playfulness
The concept of contents quality is similar to the information quality and used in the study of
DeLone and McLean (1992) and Lin and Lu (2000) because information is often regarded as
contents in the context of the Internet. With regards to this study, it is hypothesized that the contents
quality has a positive influence on the perceived playfulness since the better contents can make
individuals feel M-commerce to be more enjoyable and fun. According to Cheong and Park (2005)
the quality of the content and the extent to which that content meets the needs and expectations of
mobile commerce users could affect their perception of its usefulness. Thus, the hypothesis:
H3a: Content quality significantly affects Perceived Usefulness.
H3b: Content quality significantly affects Perceived Playfulness.
Service Quality and Perceived Ease of Use
In this study, service quality is defined as the degree to which m-commerce through the network
and service provider can give customers prompt, promised, and professional service. Cho, (2008)
proposed that the service factor was a predictor of perceived ease of use in Korean context.
Therefore, we argue that service quality has a relationship with perceived ease of use as follows:
H4: Service Quality significantly affects the perceived ease of use.
Perceived Ease of Use and Perceived Usefulness, intention to use and M-Commerce usage
Agarwal and Karahanna (2000) assumed that the relation between Perceived Ease of Use and
Perceived Playfulness lies on the logic that the easier an individual perceives M-Internet, the more
he/she is likely to consider it playful. Cheong and Park (2005) also found that perceive ease of use
has an impact on Perceived Playfulness. Thus, this study proposes that individuals’ perceptions of
mobile device’s ease of use will influence his/her perceived playfulness in using mobile commerce.
Similar to perceived usefulness, perceived ease of use is one of the original variables found in the
TAM model. The perceived ease of use of m-commerce will be different for users with different
educational levels, or age groups. Although one may argue that m-commerce applications should
therefore have a simple interface, sometimes this might be done at the expense of features and
functionalities. M-commerce's advantage also involves personalizing the services to the users. The
perceived ease of use has been studied in past technologies such as mobile gaming, 3G, World
Wide Web and Online Banking. The application features which might affect the perceived ease of
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use, physical features of mobile devices such as its small display screen, or difficulty in keying data,
can also serve as a constraint to the decision to adopt m-commerce. As m-commerce is relatively
new to users in Vietnam, it would be therefore important to determine if they perceive m-commerce
as easy or difficult to use, and whether this perception will lead to their intention to use or not use
m- commerce. Hence we expected that
H5a: Perceived Ease of Use significantly affects Perceived Usefulness.
H5b: Perceived Ease of Use significantly affects Perceived Playfulness.
H5c: Perceived ease of use significantly affects M-commerce Usage
Perceived usefulness and intention to use and m commerce usage
Perceived usefulness is one of the most widely studied variables in technology adoption.
Perceived usefulness is defined as the extent to which individuals believe that using the new
technology will enhance their task performance. The usefulness construct has been used extensively
in information systems and technology research, and has strong empirical support as an important
predictor of technology adoption (Mathieson, 1991). Other studies providing evidence of the
significant effect of perceived usefulness on intention are from Davis et al., (1989); Venkatesh and
Morris (2000). The ultimate reason for people to utilize m-commerce is that they find it useful to
their tasks, transactions or everyday living. An individual evaluates the consequences of their
behavior in terms of perceived usefulness and base their choice of behavior on the desirability of the
perceived usefulness. Hence, we posit that
H6a: Perceived Usefulness significantly affects Intention to Use.
H6b: Perceived Usefulness significantly affects m commerce usage
Perceived Playfulness to Intention to Use and m-commerce usage
Moreover, individuals who experience immediate pleasure or joy from using a technology and
perceive any activity involving the technology to be personally enjoyable in its own right aside
from the instrumental value of the technology, are more likely to adopt the technology and use it
more extensively than others (Davis, 1986). Agarwal and Karahanna, (2000), Moon and Kim, (2001)
and Teo et al., (1999) insisted that Perceived Playfulness plays a significant role in developing the
intention to use. Thus, the hypothesis
H7a: Perceived Playfulness significantly affects Intention to Use.
H7b: Perceived Playfulness significantly affects Intention to Use.
Perceived cost and M-commerce Usage
In the development of behavioral intention, customers compare the benefit from the service to
the cost of using the service. If the cost exceeds the benefit, they do not subscribe the service. Also,
Wei et al stated that cost is one factor that can slow the development of m-commerce. It should also
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be noted that most of the users of mobile phones include younger students, such as university and
high school students. Furthermore, the key question here is whether the users view that m-
commerce is worth its value therefore the price of 3G services, and m-commerce may affect their
mobile commerce usage. Therefore this study hypothesizes that:
H8: Perceived cost significantly affects the M-commerce Usage.
Intention to Use and M-Commerce Usage
Individual’s intention to use m-commerce affects positively the usage of m-commerce. This was
supported in previous studies that focused on the acceptance and use of new technology (Compeau
and Higgins, 1995; Venkatesh and Davis, 2000; Hung et al., 2003; Yaseen and Zayed, 2010).
H9: Intention to Use significantly affects the M-commerce usage.
4. METHOD
4.1. Population and sample
The data was collected using a paper-based survey questionnaire. Respondents are from Law
University of Ho chi Minh City, the principal business center of Vietnam, and Da Lat City. The
sample design would comprise from big city-dweller students and small city students because the
students from different regions have different habits, views, cultures and norms. Consequently, big
city students are expected to have different behavior intentions to adopt innovative technology such
as m- commerce. In addition, in this study students were selected since they tend to have higher
technology readiness than the others. Also, across gender type university students are heavy users of
mobile devices to get ubiquitous access to social media. In fact, according to Jurisic & Azevedo,
(2011)university students are one of the most important target markets.
After gathering the answered questionnaires, they were checked thoroughly to assess the validity
whether to be included in the study. Those with NO answers on the query Usage of Mobile
Commerce were excluded right away. Then, those with YES were given numbers for the data input.
Among the responded cases, 19 cases were discarded because of insincerity as evidenced by same
answers all throughout. Final sample size is 532 which are used for analysis.
4.2 Measuring the constructs
A questionnaire was developed to achieve closely the objectives of this study. The measurement
items of the questionnaire are adapted from scale items that were validated and used in previous
research studies (Wu and Wang, 2005; Pedersen 2005; Wang et al., 2006; Kim et al., 2007; Davis,
1989, Cheong and Park, 2005; Yang and Folly, 2008; Delone and McLean, 2003; Faqih and Jaradat,
2014). The items were translated into Vietnamese, then were modified based on group discussion.
The final questionnaire consists of 36 items measuring 12 constructs, using 7- point Likert scales
ranging from (1) strongly disagree to (7) strongly agree.
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5. RESULTS
5.1 Demographic Results
The respondent’s demographics are summarized in Table 3. Clearly, almost 57.1% of the
respondents are female. The majority of the respondents ages (64.1%) were students in the 20–Less
than 25 years old range.
Table 3. Demographics
Frequency Percentage (%)
Gender
Male 228 42.9
Female 304 57.1
Total 532 100
Age Group
<20 89 16.7
20-25s 341 64.1
25-30s 75 14.1
30-35s 27 5.1
Total 532 100
5.2 Frequencies
Multiple response analysis was also done to evaluate the respondent’s answers in the m-
commerce activities they frequently use.
As shown in the table 4, the M-commerce activity that are the top 5 most frequently use by the
respondents is the reading news (69.7% of all cases), followed by Instant Messaging/Chatting (64.8%
of all cases), Social Network (Facebook, Twitter, Cyworld) (62.6 % of all cases), Ticket Purchase
(55.8 %) and Downloading ringtone (55.8%), respectively.
Table 4. Frequency of M-Commerce Activities (Multiple Responses)
ACTIVITIES RESPONSE
PERCENT OF CASES (%) N %
1. News 371 6.6 69.7
2. Instant Messaging/Chatting 345 6.2 64.8
3. Social Network (Facebook, Twitter, Cyworld) 333 6.0 62.6
4. Ticket Purchase 297 5.3 55.8
5. Downloading ringtone 297 5.3 55.8
6. Playing or downloading game 296 5.3 55.6
7. Weather Forecast 294 5.3 55.3
8. Downloading Wallpaper/ Screensaver 294 5.3 55.3
9. Mobile Banking 291 5.2 54.7
10. Mobile Coupon 291 5.2 54.7
11. Information search and general web surfing 290 5.2 54.5
12. Location/Travel Services 288 5.1 54.1
13. Mobile Shopping 286 5.1 53.8
14. Downloading or streaming video 286 5.1 53.8
15. Navigation 279 5.0 52.4
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16. Financial Information 276 4.9 51.9
17. Entertainment or Sports Information 272 4.9 51.1
18. Downloading or streaming music 270 4.8 50.8
It can be seen from Table 5, the top three reasons for using M-Commerce were the “For study or
work”, “Availability of Internet access anywhere”, “Immediate access to Internet when needed”. It
was noted that “Availability of Internet access anywhere”, “Immediate access to Internet when
needed” are the reasons show interestingly difference between E-Commerce and M-Commerce.
Table 5. Top Reasons for Using M-Commerce
REASONS FOR USING RESPONSE
PERCENT OF CASES (%) N PERCENT
1. For study or work 286 17.9 53.8
2. Availability of Internet access anywhere 260 16.3 48.9
3. Immediate access to Internet when needed 234 14.7 44.0
4. Relieves boredom 187 11.7 35.2
5. Friends strongly recommend it 163 10.2 30.6
6. Friends strongly recommend it 162 10.2 30.5
7. Unavailability of the wired Internet 160 10.0 30.1
8. Out of curiosity about new service or technology 143 9.0 26.9
5.3 Measurement Assessment
Reliability Analysis
Reliability was done to test the degree to which the set of latent construct indicators are
consistent in their measurements. The reliability of the variables was assessed by the Cronbach’s
Alpha and Item-total Correlation. The acceptable threshold for Cronbach’s Alpha is 0.70, while
constructs which are highly inter-correlated indicates that they are all measuring the same latent
constructs. Table 6 shows that the resulting alpha values ranged from 0.787 to 0.875, which is
above the acceptable threshold of 0.70. Also, the Item-total correlation test results are satisfactory.
Table 6. Reliability with Cronbach’s alpha
Constructs Items Reliability
Cronbach’s alpha
Personal innovativeness 3 0.787
System quality 4 0.839
Content quality 3 0.860
Service quality 3 0.870
Perceived usefulness 3 0.865
Perceived ease of use 3 0.863
Perceived playfulness 4 0.867
Intention to use 3 0.875
M-Commerce usage 3 0.845
Perceived cost 3 0.875
Construct Validity Analysis
A confirmatory factor analysis was conducted to test the measurement model. All the model-fit
indices exceeded their respective common acceptance levels suggested by previous research, thus
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demonstrating that the measurement model exhibited a fairly good fit with the data collected (χ2
(419) = 799.514, CMIN/df= 1.908, p = .000; GFI = .915; CFI = .965; RMSEA = .041).
This assesses what the construct (concept) or scale is, in fact, measuring. To construct validity,
two checks have to be performed: the convergent validity and discriminant validity. Convergent
validity was evaluated by examining composite reliability and average variance extracted (AVE)
from the measures. Values for composite reliability are recommended to exceed 0.70 (Chin,
Marcolin, & Newsted, 2003) and AVE values should be greater than the generally recognized cut-
off value of 0.50 (Fornell & Larcker, 1981). All composite reliability and AVE values meet the
recommended threshold values. Table 7 summarizes the results. The AVE for each variable was
obtained to check discriminant validity. As shown in Table 7, the square root of AVE for each
construct is greater than the correlations between the constructs and all other constructs, indicating
that these constructs have discriminant validity (Fornell & Larcker, 1981).
Table 7. Composite reliability, AVE and correlation of constructs values
CR AVE 1 2 3 4 5 6 7 8 9 10
M-commerce usage 0.847 0.649 0.806
Usefulness 0.868 0.687 0.728 0.829
System quality 0.841 0.570 0.628 0.695 0.755
Service quality 0.873 0.696 0.447 0.556 0.677 0.834
Ease of use 0.867 0.686 0.635 0.638 0.713 0.602 0.828
Playfulness 0.869 0.625 0.625 0.651 0.751 0.549 0.717 0.790
Content quality 0.861 0.675 0.597 0.607 0.734 0.604 0.653 0.670 0.821
Perceived cost 0.874 0.699 0.465 0.443 0.573 0.609 0.469 0.449 0.662 0.836
Intention to use 0.876 0.702 0.786 0.774 0.688 0.557 0.708 0.697 0.667 0.458 0.838
P Innovativeness 0.795 0.566 0.520 0.517 0.566 0.562 0.516 0.505 0.529 0.499 0.519 0.752
Note: Diagonal elements are the square root of AVE. Off-diagonal elements are the correlations among
constructs.
5.4 Structural Results: Hypothesis Testing
SEM was used to test the hypotheses. The structural model had 437 degrees of freedom. It is
noted that the final measurement model and the structural model had the same degrees of freedom.
The SEM results indicated that the model had an acceptable fit, χ2 (437) = 875.069,
CMIN/df=2.002, p = .000; GFI = .909; CFI = .960; RMSEA = .043.
Table 8 presents the unstandardized structural paths; and Figure 2 presents the significant
structural relationship among the research variables and the standardized path coefficients with their
respective significance levels. Only 2 of 17 hypotheses proposed are found insignificant (H1c, H7b).
In addition, the figure 2 shows the model explained substantial variance in both perceived
usefulness (R2=0.554) and intention to use (R
2 = 0.70, perceived ease of use (R
2=0.583), perceived
of playfulness (R2= 0.62) and m commerce usage (R
2 =0.66).
14
Table 8: Unstandardized structural paths
Hypothesis Construct Regression
estimate S.E C.R P-value
Accept/r
eject
H1a Personal Innovativeness
Perceived Usefulness .129 .056 2.315 .021 Accept
*
H1b Personal Innovativeness
Perceived Ease of Use .120 .055 2.179 .029 Accept
*
H1c Personal Innovativeness
Intention to Use .079 .053 1.485 .138 Reject
H2a System Quality Perceived
Usefulness .412 .107 3.866 .000 Accept
**
H2b System Quality Perceived Ease
of Use .671 .079 8.530 .000 Accept
**
H3a Content Quality Perceived
Usefulness .130 .063 2.058 .040 Accept
*
H3b Content Quality Perceived
Playfulness .379 .051 7.457 .000 Accept
**
H4 Service Quality Perceived Ease
of Use .139 .055 2.551 .011 Accept
*
H5a Perceived Ease of UsePerceived
Usefulness .250 .067 3.744 .000 Accept
**
H5b Perceived Ease of Use
Perceived Playfulness .571 .059 9.718 .000 Accept
**
H5c Perceived Ease of Use Intention
to Use .266 .071 3.739 .000 Accept
**
H6a Perceived UsefulnessIntention
to Use .527 .060 8.781 .000 Accept
**
H6b Perceived Usefulness
M-Commerce Usage .308 .077 3.994 .000 Accept
**
H7a Perceived PlayfulnessIntention
to Use .212 .056 3.804 .000 Accept
**
H7b Perceived Playfulness
M-Commerce Usage .084 .057 1.475 .140 Reject
H8 Perceived Cost
M-Commerce Usage .085 .043 1.991 .047 Accept
*
H9 Intention to Use
M-Commerce Usage .508 .079 6.442 .000 Accept
**
Note: *: significant at P <.05; **: significant at P <.000
15
Figure 2: Results of testing hypotheses
5.5. MODERATOR ANALYSIS
We used multi-group analysis to test moderator role of gender, hedonic and utilitarian tendencies in
intention to use and m- commerce adoption.
The chi-squared differences were compared between the two groups (models). In one model, the
path co-efficient was constrained to be equal across both groups and in the other, the path co-
efficient was left to be unconstrained (unconstrained model). The difference between the two
models is then tested again by Z-score to find exactly the differences among path coefficients.
Gender
Table 9 showed that for male, the perceived ease of use more affect intention to use than female
whereas for female, the perceived of usefulness more affect intention to use than male.
χ2 (437) = 875.069, CMIN/df=2.002, p = .000;
GFI = .909; CFI = .960; RMSEA = .043.
Personal innovativeness
System quality
Content quality
Service quality
Perceived cost
Perceived ease of use
Perceived usefulness
Perceived playfulness
Intention to use
M-Commerce usage
0.35**
0.58**
0.14*
0.24**
0.51**
0.47**
0.09*
0.15*
0.23**
0.49**
0.12*
0.11*
0.37**
0.21**
0.26**
R2=58.3%
R2=62%
R2=55.4%
R2=70% R
2=66%
16
Table9. Result of multi-group analysis for gender
Path coefficient male female
Estimate P Estimate P z-score
Intention to use <--- Perceived
playfulness 0.257 0.000 0.242 0.007 -0.137
Intention to use <--- Perceived ease of
use 0.423 0.000 0.209 0.007 -1.852*
Intention to use <--- Perceived
usefulness 0.382 0.000 0.577 0.000 2.131**
M-commerce
usage <--- Intention to use 0.571 0.000 0.555 0.000 -0.109
M-commerce
usage <--- Perceived cost 0.132 0.025 0.048 0.409 -1.003
M-commerce
usage <--- Perceived usefulness 0.279 0.002 0.295 0.002 0.117
Notes: *** p-value < 0.01; ** p-value < 0.05; * p-value < 0.10
Hedonic tendency
As shown in the table 10, for high hedonic group, perceived playfulness has significantly affect
intention to use by contrast the effect of perceived playfulness for the low hedonic group to
intention to use is insignificant. In addition, for high hedonic group, the perceived cost has
significantly affect m-commerce usage by contrast the effect of perceived cost for the low hedonic
group to m-commerce usage is insignificant.
Table 10. Result of multi-group analysis for hedonic tendency
Path coefficient Low hedonic High hedonic
Estimate P Estimate P z-score
Intention to use <--- Perceived playfulness 0.018 0.865 0.381 0.000 2.707***
Intention to use <--- Perceived ease of use 0.236 0.028 0.225 0.002 -0.078
Intention to use <--- Perceived usefulness 0.502 0.000 0.491 0.000 -0.089
M-commerce usage <--- Intention to use 0.604 0.000 0.515 0.000 -0.488
M-commerce usage <--- Perceived cost -0.096 0.245 0.219 0.000 3.181***
M-commerce usage <--- Perceived usefulness 0.443 0.003 0.244 0.004 -1.156
Notes: *** p-value < 0.01; ** p-value < 0.05; * p-value < 0.10
Utilitarian tendency
As illustrated in table 11, the perceived of use and perceived cost of high utilitarian group
significantly affect intention to use and m-commerce usage whereas the low utilitarian group has no
significant effect on high utilitarian group. In addition, perceived ease of use has an effect on
intention to use in the high utilitarian group while has no effect in the low utilitarian group.
17
Table 11: Result of multi-group analysis for utilitarian tendency
Path coefficient Low utilitarian High utilitarian
Estimate P Estimate P z-score
Intention to use <--- Perceived playfulness 0.207 0.016 0.296 0.000 0.725
Intention to use <--- Perceived ease of use 0.100 0.200 0.342 0.000 1.974**
Intention to use <--- Perceived usefulness 0.433 0.000 0.526 0.000 0.851
M-commerce usage <--- Intention to use 0.433 0.000 0.771 0.000 1.972**
M-commerce usage <--- Perceived cost -0.017 0.776 0.251 0.000 2.802***
M-commerce usage <--- Perceived usefulness 0.563 0.000 0.035 0.763 -3.317***
Notes: *** p-value < 0.01; ** p-value < 0.05; * p-value < 0.10
6. CONCLUSION
This research aims to discover the general drivers that can influence the m-commerce adoption
in Vietnam consumers. The results draw the following conclusions.
First, the current study demonstrates perceived usefulness is the most important factor that
affects individual’s intention to use m-commerce in comparison with perceived ease of use and
perceived playfulness, personal innovativeness and perceived cost. The perceived usefulness is
determined by personal innovativeness, system quality and content quality, particularly system
quality such as reliable service, fast response and instant transaction processing has strongest impact
on perceived of usefulness. In contrast, perceived content quality, presenting the various
information and services in M-Commerce such as services needed and the availability of the
services and contents, plays the most important role in perceived playfulness.
Second, in the light of the context of this study, the findings show that gender does significantly
have moderating effects in the current model. Apparently, this indicates that gender leads to
variation in consumers’ behavior toward adoption of a new technology such as m-commerce. The
current findings are in line with some of prior findings for example (Jayawardhena et al., 2009). As
a result, the gender gap in various mobile computing applications appears to rather wide in Vietnam.
Furthermore, hedonic and utilitarian tendencies have also moderating role to play in the
relationships between the perceived ease of use, perceived playfulness, perceived usefulness,
perceived cost and intention to use, m-commerce usage.
MANAGERIAL IMPLICATIONS
The research has also brought some implications for mobile commerce providers and operators
whose purpose is promoting m-commerce adoption of consumers.
First of all, managers should emphasize the usefulness and ease of use features offered by their
applications more heavily than playfulness function. Interestingly, the result implies that with the
female customers, service provider should focus on the usefulness feature whereas for the male
customers, they should emphasis the ease of use factor. Moreover, they should develop the friendly
application that can attract more users. M-commerce applications related to financial transactions
18
for example mobile banking, mobile purchasing of products should pass the message to consumer
that it is not only useful but also easy to use and safety.
Secondly, the results also show that across hedonic and utilitarian tendencies, Vietnam
consumers are conscious with the price. Therefore, managers should consider price strategy
carefully as well as develop creative promotion campaigns to attract more and more price-
conscious customers. The result is quite reasonable because the cost 3G Service is rather high in
comparison with other countries. Hence, there is likely that Vietnam consumers not willing to pay
for m-commerce even the service is easy to use and usefulness. This result is consistent with the
finding of previous studies in China and Malaysia which have the same developing country context
with Vietnam.
LIMITATIONS AND FUTURE RESEARCHS
There are several limitations in this study. Firstly, the study is restricted by investigating the
specific user group in developing country context, in Vietnam. Thus, caution must be taken when
generalizing our findings. A further study comparing between various developing and developed
countries could improve the generality of the model. Secondly, studies can consider the measuring
the diffusion of m-commerce across the time and identify the whether the factors that drives the m-
commerce adoption change over the time. Finally, there are some other factors that may be included
in the model for example self-efficacy that should be included in the future research models.
19
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