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THE BUCHAREST UNIVERSITY OF ECONOMICS STUDIES
PHD THESISPresented and publicly defended by the author:
Gabriel Gh. Jipa
Title of the PhD Thesis:
Modeling and research of the motivation influence on buying behaviour
PhD Supervisor: Prof. Univ. Dr. NICOLAE TEODORESCU
July 18th, 2019, Bucharest
MARKETING DOCTORAL SCHOOL
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Motivation modeling and research
To understand the interactions
and effects of motivation with other
processes in mobile application
buying behaviour context.
Public Transportation, Singapore 2019, Personal archive
First Iphone launched 2007, aiming to transform lives*
*Source: https://www.youtube.com/watch?v=wGoM_wVrwng
Pokémon Go, a mobile app game,
reached 2 Billion USD revenue.
(Forbes, 2018)
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Decisional problem
Choice
TargetAudience
AppstoresDistribution
Vendors
Buyer/ Consumer
•Difficult choice•Free versus paid• Instant accessibility
• Difficult Search
https://www.apple.com/ios/app-store/
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Research subquestions
Identification of paths of effect between motivation
and other processes.
Propose a conceptual model that explores the effects of
motivation ,exogenous ,endogenous factors, behavioral intention
Empirical validation of the proposed model.
Can we explore buyers’ opinions to identify potential
needs and motives?
Motivation
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Motivation: Historical perspective
• Theories concerned with the content /
classification
• Theories concerned with the process
• Motivation in isolation or integrated in a process
• Contemporary approach in motivation – positive/
flow / wellbeing. Call for another grand theory.
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Motivation and buyer behavior
Motivational research rise
and abandonment
Grand theories and their critiques and support
Too generic versus too specialized
research
Lack of taxonomy and ontology acceptance -
including terminology
Motivation in e-commerce/
mobile buyer behavior
Technology adoption influences buyer
behavior ?
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Modern needs from research – Why mobile apps
App-driven society: 30 hours per month
Apps downloads: 205.4 billion in 2018 1. Buyer and consumer difference
2. Application stores = apps supermarket
1. Digital substitutes of goods and services
2. Digital ecosystem
3. Universal instant coverage
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Buyer’s challenge – Which mobile app?
• Control of distribution
• Entry of new players – LINE,
Wechat, Kakao
App Store generated 93% more revenue than Google Play in Q3, 2018
Projected market revenue for 2020 is 188.9
Billion USD
• Google’s Android open source mobile operating
system, 73.24%
• Apple IOS recording 25.3%, with a user base of
1.4Bn smart mobile devices
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Vendor’s challenge
What are the Needs that
top revenue generating
apps satisfies?
Difference in profiles
based on appstores
activity
Rank Overall
revenue
Apple Appstore
revenue
Google App Store
revenue
1 Netflix Netflix Tinder
2 Tinder Tencent Video Google drive
3 Tencent Video Tinder Pandora
4 iQIYI iQIYI LINE
5 Pandora Kwai BIGO Live
6 Kwai Youtube Netflix
7 Youtube Pandora Azar
8 LINE Youku Kakao Talk
App-driven society: 30 hours per month
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Downloads
Difference in
generating
revenue:
1. Behavioral
Data
2. Charges
Rank Overall downloads
Apple Appstore
Downloads
Google App Store
Downloads
1 WhatsApp Tiktok (musik.ly) WhatsApp2 Messenger Youtube Messenger 3 Facebook WhatsApp Facebook4 Tiktok (musik.ly) Instagram Tiktok (musik.ly)5 Instagram Messanger Instagram6 UC Browser Facebook SHAREit7 SHAREit Google Maps UC Browser8 Youtube Netflix Vigo Video9 Snapchat Gmail Snapchat
No utilitarian, productivity or efficiency apps are in TOP 9 ranking
(that excludes the Gaming category).
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Research Methodology
1. Qualitative
2. Quantitative
3. Mixed methods -
exploratory
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Methodology: Data Collection and Analysis
Target population
definition: • White collar worker
(Prinz, 2015)
• Age: 21-70 years
• Guidelines from
ESOMAR and GDPR
• International research
Control variables:
• Experience
• Age
• Gender
• Country of residence
Qualitative research:
Interviews
Qualitative research: WAT
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Projective techniques, Interviews
Word Association TestN=10
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Results- projective techniques, N=10
StimulusReason Useful Easier
ValueTime
Response
(extract)
money good simpler money consuming
money benefits simple benefits resources
Satisfaction Trust, help Comfort Satisfaction Fun
Appreciation Needed Simple Appreciation Life
money get simplify time is money
Money or
return
Help Simple Benefit Value
Money Helpful Shortcut Worth Money
Money Helpful Doesn’t mean
best
Money Freedom
Money Good Simplification impact No patience
money good simpler money consuming
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The conceptual model
1. Constructs common to TAM, TAM2,
TAM3, UTAUT and Howard-Sheth,
EKB, Newman and Gross Theory of
consumption values. Mobile
adoption research.
2. Constructs leveraged the grand
theories of buyer behavior
3. Construct leveraged from
psychology (knowledge
accessibility and information
retrieval, perceptual distortion )
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Motivation in validated model
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Data Collection: validated N=360, 577 total responses
• Self managed online survey instrument, no
parceling per item (LimeSurvey), 57 items.
• Challenge to estimate the total population size
(smartphone users being estimated at 2.71Bn)
• Judgment non-probabilistic sampling method
• Individuals contacted: 2731
• Response rate= 21.11% (total)
• Response rate = 13.21% (complete)
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Data analysis flow
Based on (Gaskin, 2019; Arbuckle, 2012; Byrne, 2000) and own research
Modeling technique is SEM ;Tools: SPSS Statistics and SPSS AMOS ; Dataiku DSS; Pythion3.5
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Data Analysis quantitative research. Geocoding. N=360
1. Romania, # respondents 242 (100
females, 142 males),
2. United States # respondents 10,
3. Poland # respondents 9,
4. United Kingdom # respondents 9,
5. Russia # respondents 8,
6. Canada # respondents 8,
7. Czech Republic # respondents 8,
8. Germany # respondents 8,
9. Croatia # respondents 7
• 1 respondent : Jordan, Netherlands,
Qatar, Singapore, Switzerland, Taiwan,
Belgium, Brazil, Cyprus, Greece,
Indonesia Map: Country of survey filling based on reverse geo-coding (IP)
N=34 countries and 1 untraceable
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Data Analysis, quantitative research N=360
Respondents:
• Delete apps when they need,
• Look for alternative when the app they want is not compatible or supported.
The respondents are able to explain why they install apps:
• utilitarian services because of their convenience.
• Curiosity, information search, stay informed, and leisure are also drivers.
• Getting skillful using mobile apps is easy , proficient in using apps; the user experience is
positive, helping them to be efficient and achieve tasks.
They realize that selective attention affects them due to the
volume of information and they do not hesitate to install
app once motivated.
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EFA and CFA , quantitative research N=360
• Measurement model (EFA) to be
confirmed in SPSS AMOS
• CFA suggest that a second order
factor SOF– Perception (KA +
MB) should be proposed . This is
aligned with literature. Proposed SOF: (KA + MB)
For N size, factor loadings > .3 are relevant
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Results – Structural Model and its variants
Model A: Initial model derived from theoretical constructs and hypothesis
Model F: Selected Model, derived from Model A
Model B: Male. Model based on gender. Female model is not stable statistically because N=117
Model C: Romania Model based on Country of residency (N=241). The other cluster (all countries,
excluding Ro) are not stable statistically (N=119 <min sample size)
Model D TAM. Reduced model, without perceptual second order factor
Model D TAM Significant. Reduced model, without perceptual second order factor (Perception, KA, MB)
Model E (with Control) Model F with control variables added
Optional
Model F-optimized: a model was optimized to correct the CFI deviation based on factor loading, resulting a
simplified factors structure:; CMIN/DF 1.580 Between 1 and 3 Excellent; CFI 0.907 >0.90 Acceptable; SRMR 0.062
<0.08 Excellent; RMSEA 0.025 <0.06 Excellent; PClose 1.000 >0.05 Excellent.
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Validated model (F)
1. The model proposes direct effects
between motivation categories states
and other endogenous and
exogenous factors
2. The model proposes a feedback loop
from behavioral intention and
perceptual factors
3. Motivational states (a Gestaltist
view) are derived form TAM
(Technology Acceptance Model) and
its variants
4. Howard Sheth problem solving
context: Routinized (RPS), Limited
(LPS), Extensive (EPS).
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Selected Structural Model F: N =360, “white collars”
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Results: Motivation
1. Motivation latent factors includes Communication, Entertainment And Social Utility
Motivation; Only Social utility (SUM) has a significant positive effect on Behavioral
Intention, being activated by Direct Inhibitors (time, contextual, value for money).
2. Entertainment motivation are highly influenced by Social (Exogenous) and linked
(EM→CM)
3. Perceived Ease of Use (Intrinsic motivation type) is not generating a strong effect on
Perceived usefulness or Behavioral Intention as expected in TAM based literature.
That suggests that “productions” are created instead of declarative knowledge. Still is
highly influenced by Perception while direct inhibitors have a significant negative
effect.
4. Perceived Usefulness generates a positive effect on Behavioral intention and
accumulates effects from Exogenous, activated by Direct Inhibitors and SUM
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Results: Motivational states and categories
Social Utility Motivation factor is determined by Services, News, Brand Trust
and Curiosity-leisure (highest effect, intrinsic motivation). Factor loadings in [0.7-
0.91] interval.
Communication Motivation is determined by Competitiveness, Communicate
care and Meet new people (highest), with [0.67:73] factor loadings
Entertainment Motivation is determined by hedonic, kill time and boredom
(highest), with [0.75:0.87] factor loadings
Perceived Usefulness, extrinsic motivation is measured by Reward,
Productivity and Quality of life (highest) with effects [0.66:0.75]
Perceived Ease of Use, intrinsic motivation is measured by Skillful and
Mobile app use (highest) with effects [0.83:0.84]
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Results: Exogenous factors
Exogenous – Social factor is described by by Reference Groups
(Highest), Social and Subjective Norm- influencers with loadings of
[0.69:0.80].
Direct inhibitors as Time Pressure, Unexpected situational (highest
effect) and Value for money, with loadings in [0.54:0.72] interval.
Unexpected situational requires intensive cognitive effort from
perception and knowledge accessibility.
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Results: Perception and its latent factors
Sensitivity - Distortion Bias or MB factor is measured by
Ambiguous evidence- heuristic processing, Need for cognitive closure-
decisiveness, H-based filtering, Anchoring (Highest) and Perceptual
vigilance loadings of [0.33:0.57].
Knowledge Accessibility is measured by Information Salience,
Inferences (Productions), Information Frequency (highest effect),
Information recency and First supporting evidence with loadings in
[0.39:0.68] interval.
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Results: controls and sub-groups
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Male, N=241
Romanian, N=243
Sub-group shows slight differences of effects, weaker than Model F between
Perceived Usefulness and Intention but stronger Social Utility Motivation
effect on Intention. They have the strongest effect of Direct Inhibitors on SUM,
that suggest a strong contextual activation path for Intention. Also the Direct
Inhibitors have the weakest effect on Perceived Ease of Use (-0.16) but Highest
on Perceived Usefulness (0.62)
Supports the F Model findings but indicates stronger effect of Perceived
Usefulness →Behavioral Intent and weaker Social Utility Motivation →
Behavioral intent. Direct Inhibitors effect on Social Utility Motivation is
reduced. Direct Inhibitors have a very negative high influence on Perceived
Ease of Use
Others
The feedback loop from intention to perception is strong in all models, weakest
being the Male only. Female and Non-Romanian respondents sample size is too
small
Results: Sub-groups
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Results: Controls
• Age and Gender do not significantly influence the model’s morphology, based
on current data. Age and Experience are not necessarily corelated (based on the
current dataset and target population).
• Self-assessed experience influences the behavioral intention (seen as a
motivation state, strong antecedent of behavior ) but is not correlated with
Exogenous factors.
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Results: exploratory analysis using NLP
Open-ended answers
analyzed using
machine learning.
Tools: • Python/ word2vec
embedding (Mikolov,
2013) at Google using
Gensim (Rehurek and
Sojka, 2010 )
• Glove vectors pre-trained
on Wikipedia for
comparison
• Tensorboard projection
visualization/ tensorflow
model
• Unsupervised machine
learning
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Results: exploratory analysis using NLP
Can we analyze opinions (attitudes) with alternative content analytics approach?
Question: “Please write down the
reasons why you would pay for a for
mobile application and also why you
would not pay for a mobile application”
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Exploratory analysis using word embedding (vector)
• N=231 respondents.
• Respondents’ distribution is:
32.41% Female and 67.59
Male.
• Largest participation was
recorded for Romania
67.04%, followed by United
States 2.77%, Poland
2.49% and UK 2.49% from
34 countries.
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WAT-like analysis using word embedding
*Glove Stanford NLP is a pretrained vector modelhttps://nlp.stanford.edu/pubs/glove.pdf
N=231 respondents,
cluster belonging.
Term ' similar', cluster #1
-Glove* Top3 [('example',0.901),
('instance',0.890), ('such',0.886)]
-Own Corpus Top3 [('free',0.963),
('charge',0.963), ('available',0.958)]
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Sentence completion – next word prediction using word embedding
Sentence to
probe
Related words or concepts and cosine distance
Interpretation
I pay if I
see
value.???
[('but',0.006), ('helps',0.006), ('just',0.006), ('really',0.006), ('because',0.005),
('something',0.005), ('s',0.005), ('install',0.005), ('bring',0.005), ('useless',0.005)]
Interpretation:
The outcome indicates related words or concepts as utilitarian motivation as well as very close distance.
Word “Useless” is surprisingly found.
Time is
…???
[('no',0.007), ('money',0.006), ('help',0.006), ('work',0.006), ('very',0.006),
('helps',0.006), ('then',0.006), ('at',0.005), ('expensive',0.005), ('way',0.005)]
Interpretation:
Is interesting to note “that time is” money or expensive, work, help can be generated out of unsupervised
machine learning process from vector numerical representationSentence completion test (similar to Next word prediction)., predict_output_word method in Gensim using word2vec
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Exploratory analysis using word embedding
N=231, Association prediction, using nearest_similarity_cosmul() method
Terms related Interpretation and predicted word
("useful", "value",
"features"); ?
“useful is related to value, as features is related to
applications”
("time", "money",
"value"); ?
” time is related to money, as clear is related to
value
Relational similarity provides association (called semantic similarity) by using the computed
distance between word vectors. As in Paris is related to France as ….? is related to Italy. A
corpus strained on Wikipedia content will identify Rome as one of the predicted words.
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Exploratory analysis using chatbot
N=231, Association prediction, using TFIDF similarity in Python
-A chatbot is a software program that
implements a conversational interface
- The model was built on TF/ IDF
vectors created using NLTK and
Scikit-learn
-Retrieves the most significant
respondent sentence based on the
question asked
- [Q: do you like games? TFDIDF-MODEL: i will not pay for
games. ]
- [Q: will you pay for fun? TFDIDF-MODEL: i will not pay for
fun or to kill the time.]
- [Q: do you like to spend money for entertainment? TFDIDF-
MODEL: i'll not pay for entertainment applications (like
games).]
.
- [Q: do you pay or look for free alternatives? TFDIDF-
MODEL: i would not pay if it is free.]
- [Q: are apps expensive? TFDIDF-MODEL: if it's not too
expensive then i can pay.]
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Exploratory analysis: Latent Topics
N=231, topic keywords, using trained LDA Gensim Model in Python
• Topic 1: • Hedonic and entertainments
• Topic 2 • Value for money (or free)
• Topic 3 • Utilitarian
The sentence “i pay for value of the games” generates the following
distribution:
[(Topic 3: 0.166), (Topic 2: 0.166), (Topic 1: 0.666)]
Topic 3: ('0.059*"need" + 0.027*"help" + 0.024*"valu" + 0.022*"dont" +
0.020*"realli" + 0.019*"provid" + 0.018*"get" + 0.015*"servic" + 0.013*"solv"
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Motivation
activation
Social
factorsEvaluation
of OptionsBehaviora
s intent
Motivation (Social
Utility) has a
significant positive
effect on Behavioral
Intent and is
influenced by
situational
circumstances (DI)
and a weak positive
effect on the
Perceived Usefulness,
a motivational state.
Social factors
remains a key
influencing factors
of perceived
usefulness, as well
as information
recency, frequency
and salience giving
the challenges in
problem solving
for finding new
apps.
There are interactions
between motivational
categories and
exogenous factors, and
motivation cannot be
simply reduced but
studied in context.
White collars and
“production ”like
behavioral change in
managing the
application lifecycle
Conclusions
Perceptual processes
( knowledge
accessibility and
perceptual
distortions) are
highly influenced by
situational factors, as
unexpected situations
and through a
feedback loop by
Behavioral intention
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Personal contribution
1. Development and Proposal of an original, multi disciplinary TAM-extended
model to include Perception with effects from Howard Sheth Model and
principles of knowledge accessibility (Wyer)
2. Development ( based on the critical literature review) of new scales for
measuring the proposed constructs (knowledge accessibility and perceptual
bias
3. Applying the idea of using multiple domain techniques (from NLP, a subset
of Artificial Intelligence) for supporting the exploratory analysis (similar to
projective techniques) with natural language processing, developing own code
using academic recognized libraries.
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Thesis’s Significant Original Contribution to Knowledge
• Combine ideas from old grand theories across multiple disciplines
(Psychology, Marketing and IT) into a new proposed cognitive model.
• Bring new perspective of applicability of Howard-Sheth,
EKB, TAM and Learning theories
• Has a generalization potential by extending the target population from
“White collars” or limit to a geography
• Proposes new scales for a series of factors
• Identified that Perceived Ease of Use do not influence the Perceived
Usefulness or Behavioral intention - Suggesting a behavioral change or
“productions” from effort-aware declarative knowledge memory
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Conclusions: Managerial implications
1. Understand the social influence, information accessibility
(recency, frequency, awareness) importance to support
mobile app discovery and adoption.
2. Improve the marketing mix or pricing strategy
3. Understand users’ opinions and reviews
4. Prepare for more disruption and digital substitute services and
a more globalized economy
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Future research directions
1. Different target population’s definition (with different experience or
profile) or to study narrower categories of mobile apps.
2. Future extension to understand behavior in “supermarket “type of
apps as Facebook, Line in Japan and Taiwan or Kakao Friends in
Korea
3. A deeper understanding of relationship between perception, learning
and means-end chain in active memory.
4. Extending the motivational categories and studying mobile phone
addiction and flow states (Csikszentmihalyi, 2014)
5. While active search generates cognitive effort, a future research
direction would be to extend the proposed model to understand how
and where users search for a mobile app
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Closing remarks