Modern Economy, 2017, 8, 1484-1498 
http://www.scirp.org/journal/me 
ISSN Online: 2152-7261 
ISSN Print: 2152-7245 
 
 
 
Research on Influence of Shopping APP’s 
Characteristic on Consumer’s Impulse Buying 
Zhichao Liu, Zhouwei Lu* 
South China University of Technology, Guangzhou, China 
 
 
 
How to cite this paper: Liu, Z.C. and Lu, 
Z.W.  (2017)  Research  on  Influence  of 
Shopping  APP’s  Characteristic  on  Con-
sumer’s  Impulse  Buying.  Modern Econo-
my, 8, 1484-1498.   
https://doi.org/10.4236/me.2017.812099   
 
Received: November 6, 2017 
Accepted: December 9, 2017 
Published: December 12, 2017 
 
Copyright © 2017 by authors and   
Scientific Research Publishing Inc. 
This work is licensed under the Creative 
Commons Attribution International   
License (CC BY 4.0). 
http://creativecommons.org/licenses/by/4.0/   
Open Access
 
 
Abstract 
Based on the SOR theory, this study examined the influence of the knowledge, 
convenience and entertainment of APP on the consumer’s intention to buy, 
with 624 consumers who had APP shopping experience. The mediating varia-
ble of this study was the sense of pleasure and arousal of psychological emo-
tion. The study findings showed that: 1) shopping APP’s knowledge, conven-
ience  and  entertainment  represented  the  most  obvious  features  of  shopping 
APP; 2) pleasure was completely mediated by the shopping APP’s knowledge 
and entertainment on impulse buying intention, partly mediated by the con-
venience on impulse buying intention; 3) arousal was completely mediated by 
the shopping APP’s knowledge and convenience on impulse buying intention, 
partly mediated by the entertainment on impulse buying intention. 
 
Keywords 
Psychological Emotion, Impulse Buying, Eating Role, Sopping APP 
 
1. Introduction 
With the rise of e-commerce and the popularity of mobile terminals, consumer 
shopping  channels  in  China  have  gone  through  several  stages:  entity  sales,  pc 
e-commerce and mobile e-commerce. Mobile e-commerce has become the most 
important retail scene at this stage. Since the advent of e-commerce in the 1990s, 
China’s online retail market has grown rapidly, whose transactions of 2016 have 
reached 532.88 billion, accounting for the nearly 15% of total social retail sales. 
The  growth  of  mobile  e-commerce  is  obvious.  Its  market  transactions  have 
reached 447.26 billion, which have become an important way of shopping. The 
rapid growth of mobile e-commerce is due to the rapid spread of mobile termin-
als and the mobile Internet users. By the end of 2016, China’s mobile phone us-
ers have reached 1.32 billion, and mobile phone’s shipments have reached up to 
 
DOI: 10.4236/me.2017.812099    Dec. 12, 2017 
 
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560 million. With the popularity of Internet, China’s mobile phone users have 
reached 724 million, accounting for 96.3% of the total number of Internet us-
ers, which account for 52.35% of the total population. More than half of the 
people use mobile to surf. CNNIC’s report pointed out that 514 million of in-
ternet users have experience in online shopping, in which 480 million use mo-
bile  shopping.  Mobile  shopping  has  gradually  becoming  the  most  frequent 
pattern  of  consumption.  In  this  context,  the  relationship  between  mobile 
e-commerce  and  consumer  psychology  has  gradually  become  a  hot  topic  of 
academic interest. 
Impulse buying is a common and unique way of consumption in the daily life 
[1],  which  involves  many  cross  disciplines,  such  as  psychology  and  consumer 
behavior. Because of its complexity, there is no  standardized definition of im-
pulse  buying.  But  there  is  a  high  proportion  of  impulse  buying  in  daily  con-
sumption. Hausman [2] research showed that 90% of people have had impulse 
buying  behavior.  And  in  all  shopping  processes,  30%  to  50%  of  the  behavior 
could be considered impulse buying. Scholars have conducted in-depth research 
on  the  causes  of  impulse  buying  and  its  application  in  various  fields.  The  re-
search showed that the main causes of impulse buying include three aspects: ex-
ternal environment stimulation, purchase situation and personality characteris-
tics  of  consumers  [3].  Because  mobile  products  are  social,  it  is  more  likely  to 
produce  impulsive  buying.  The  mobile  e-commerce  is  more  prone  to  impulse 
buying. And the impulse buying of some products has accounted for 80%. The 
academic circles also begin to focus on online  shopping  especially mobile ter-
minal impulse buying. Tan Zhu summed up three research modes of online im-
pulse buying: based  on SOR mode, online impulse buying process  model, im-
pulse  buying  value  decision  model.  This  study  investigated  the  influence  and 
transmission mechanism of impulse buying intention and shopping APP’s cha-
racteristics. And the study referenced the perspective of environmental psychol-
ogy. 
Many shopping platforms make shopping APP as a tool for consumers shop-
ping on the mobile terminal. There are thousands of shopping apps on the mar-
ket, including comprehensive e-commerce, group purchase e-commerce, vertical 
e-commerce, special selling e-commerce and so on. How to stand out from so 
many apps and let consumers eventually purchase are the focus of the academia 
and commercial circles. Previous studies tucked in the relationship between tra-
ditional shopping and online shopping with impulsive buying, but did not deep 
into the shopping APP, which is a specific and representative shopping scene. 
The popularity of APP shopping makes it possible to study its relationship with 
impulse buying intention, and then from the perspective of empirical research to 
reference  for  shopping  APP’s  design  and  marketing  has  a  significant  practical 
and theoretical meaning. 
This  study  referred  to  the  “stimulus-organism-response  (SOR)  model”  and 
“impulsive buying influencing factor model”. This study took the characteristics 
as independent variable, the “pleasure” and “arousal” of the consumer’s psycho-
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Z. C. Liu, Z. W. Lu 
 
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logical mood as mediation variable, the “intention of impulse buying” as the de-
pendent variable. The aim was to explore the transmission mechanism between 
the characteristics of the shopping APP and the consumer’s impulse buying be-
havior. 
2. Literature Review and Research Hypothesis 
2.1. The Relationship between the Characteristics of Shopping 
APP and Impulse Buying Intention 
In  the  traditional  consumption  process,  the  purchase  intention  and  behavior 
would be affected by the environment, so the merchants attach great importance 
to the design of the shop environment in order to achieve the final purchase be-
havior. In the context of the Internet, especially mobile Internet, strong informa-
tion technology support has created a new shopping experience for consumers. 
Shopping APP is a mobile terminal shopping platform based on mobile network 
and mobile phone, which has both shopping and entertainment properties. This 
study selects the following dimensions to describe the characteristics of shopping 
APP. 
1) Knowledge 
When using APP shopping, whether the APP provides a wealth of informa-
tion to help consumers looking for specific goods, querying commodity prices 
and  making  efficiently  screening,  comparing  products  and  obtaining  enough 
high  reliability  information  is  the  first  step  on  the  shopping  decisions.  Wu 
Zhaoming divided the information provided by the website into “subject infor-
mation” and “peripheral information”. Kim and Letmon [4] research indicated 
that  the  more  information  the  store  provides,  the  lower  the  perceived  risk  of 
consumers, and the higher the willingness of shopping. In the mobile side, con-
sumers and stores can’t communication face to face, shopping APP’s knowledge 
would affect the consumer’s awareness of goods and services. The richer infor-
mation is, the more quickly requirement matched. And then consumer will ena-
ble to produce impulsive buying behavior. So, this study proposes the following 
assumptions: 
H1a: Shopping APP’s knowledge will impact impulse buying intention posi-
tively. 
2) Convenience 
Davis’s research [5] pointed out that convenience referred to the user ease of 
operation of the system for users. When users think that a system is difficult to 
operate,  it  will  affect  their  acceptance.  Because  of  the  limitations  of  shopping 
APP  interface,  the  APP’s  page  structure  design  and  user  interaction  require  a 
higher interaction. There are many  factors that affect usability, such as search 
function, page navigation, operation interaction, payment process and so on. A 
complete  user  behavior  loop  can  be  formed  only  if  the  consumer  is  given  the 
necessary  information  in  order  to  complete  the  final  purchase.  It  also  allows 
consumers to feel respected, resulting in impulse to buy. So, this study proposes 
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the following assumptions: 
H1b: Shopping APP’s convenience will impact impulse buying intention posi-
tively. 
3) Entertainment 
With the development of the times, the mobile terminal shopping has become 
an important way for consumers to spend their fragmentation time in daily life. 
With  the  development  of  modern  information  technology,  businesses  can  use 
gravity  sensing,  speed  sensing,  pressure  sensing  and  LBS  positioning  in  the 
shopping APP to achieve a variety of operating activities, increasing the fun of 
shopping activities. ICLICK research pointed out that a more interesting mobile 
shopping virtual environment can increase the impulse of visitors to shop. Liu & 
Arnett [6] research showed that “entertainment” is one of the important factors 
that affect the quality of customer evaluation websites. Most consumers want to 
meet their hedonic needs in the course of shopping. Therefore, shopping web-
site’s entertainment will affect the consumer’s purchase experience, and an in-
teresting shopping would let consumer produce buying impulse. So, this study 
proposes the following assumptions: 
H1c: Shopping APP’s entertainment will impact impulse buying intention po-
sitively. 
2.2. The Relationship between Shopping APP Characteristics and 
Impulsive Buying Intention 
Individuals  will  experience  immediate,  intense  emotional  responses  and  influ-
ence subsequent behavior when stimulated by the environment. Dube [7] syn-
thesized the previous research results and hold that psychological emotion was 
an extremely complex physiological phenomenon caused by internal and exter-
nal  factors.  Mehrabian  and  Russell  [8]  presented  the  emotion  model  PAD,  P 
(pleasure) denoted happy, contented, relaxed state; A (arousal) denoted arousal 
and  excitement;  D  (dominance)  denoted  mastery,  control,  and  self-command. 
Mehrabian  [9]  found  that  the  PA  model  had  been  able  to  better  describe  the 
psychological mood of the consumer shopping process. And PA for the mobile 
side of the behavior could accurately explain the shopping process of psycholog-
ical response. 
In addition to the final purchase results, the customer will pursue emotional 
satisfaction in the process of APP shopping, so consumers’ psychological emo-
tion has a positive impact on their buying intention. When consumers are in a 
more exciting state, they will enlarge their demand and be too optimistic about 
their economic ability, so they are more likely to have shopping impulse in the 
cheerful state. Rook [10] believed that the desire to buy, as a result of the product 
and related stimuli, was difficult to resist if positive emotions are created during 
the shopping process. And pleasure and  arousal were  positively related to im-
pulse buying. Impulse buying is accompanied by a strong mental and emotional 
fluctuation. Consumers feel very strong emotional swings before they make their 
shopping,  resulting  in  impulse  buying  intention.  Willingness  is  an  important 
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forward-looking indicator of behavior. This study believes that the influence of 
psychological emotion on impulsive buying intention is mostly from the positive 
promotion  of  psychological  emotion.  Impulsive  buying  intention  is  related  to 
psychological emotion transfer. 
APP or the site provides a wealth of information is an important reason for 
people to choose online shopping. Childers et al. [11] believed that the rich con-
tent of the site would enable consumers to have a sense of enjoyment, which af-
fected their shopping experience. Wulf et al. [12] pointed out that online shop-
ping had access to the website to obtain timely information. When the informa-
tion is matched, it will affect shopping experience and make consumer feel hap-
py. High load information also makes individuals feel stimulated and excited, in 
which impulse buying will be more intense. 
Mobile devices are one of the essential things that people carry around any-
time. They can use mobile devices to do shopping anytime and anywhere. Mo-
bile  shopping  allows  consumers  to  consume  the  lowest  energy  costs  and  gain 
shopping experience. Jarvenpaa [13] empirical studies showed that 40% of indi-
viduals have had negative emotions during online shopping, and APP was more 
demanding  for  convenience  due  to  its  unique  operating  environment.  A  con-
venience  mobile  shopping  website  allows  consumers  to  browse  goods  without 
burden, helps them to generate positive emotions, and ultimately leads consum-
ers to buy. 
APP  UI  design,  music  and  animation  and  other  forms  can  bring  entertain-
ment to consumers. “A shake, a red envelope” and other marketing methods al-
low  consumers  to  experience  the  entertainment  of  shopping,  enrich  the  emo-
tional  experience  of  consumers  during  shopping,  and  bring  forward  positive 
emotions. Positive emotional stimulation can lead to impulse buying. 
The  SOR  model  proposed  by  Mehrabian  and  Russel  is  used  to  explain  the 
causes of human behavior, and the application in the consumer domain shows 
that the purchasing behavior of consumers is caused by various stimulate. Under 
the influence of a variety of factors, individual emotions are affected, causing the 
desire to buy, so as to make a purchase decision and generate purchasing beha-
vior. Eroglu [14] applied SOR to the online shopping environment, and online 
shopping could enrich shopping experience through multimedia technology. In 
the  reaction  mechanism  of  mobile  virtual  environment  shopping,  the  know-
ledge, convenience, entertainment of virtual environment can be used as envi-
ronmental  stimulus,  and  the  arousal  and  pleasure  of  individual  psychological 
emotion are psychological changes, Impulse buying intention is the reaction of 
individuals, which is an important prospective variable of impulsive buying be-
havior. In the process of shopping, the customer’s psychological emotion will be 
affected by the environmental characteristics of mobile websites, which will di-
rectly influence the generation of unplanned impulse buying intention. 
So, this study proposes the following assumptions: 
H2a: A sense of pleasure plays a completely mediating role in the relation be-
tween the shopping APP’S knowledge and impulse buying intention. 
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H2b: A sense of pleasure plays a completely mediating role in the relation be-
tween the shopping APP’S convenience and impulse buying intention. 
H2c: A sense of pleasure plays a completely mediating role in the relation be-
tween the shopping APP’S entertainment and impulse buying intention. 
H3a: A sense of arousal plays a completely mediating role in the relation be-
tween the shopping APP’S knowledge and impulse buying intention. 
H3b: A sense of arousal plays a completely mediating role in the relation be-
tween the shopping APP’S convenience and impulse buying intention. 
H3c: A sense of arousal plays a completely mediating role in the relation be-
tween the shopping APP’S entertainment and impulse buying intention. 
3. Research Methods 
3.1. Research Samples and Procedures 
In this study, questionnaires were used to distribute questionnaires to consum-
ers in Guangdong, Hunan and Hubei provinces, who had online shopping expe-
rience and APP shopping experience. In this study, a questionnaire was issued to 
700 consumers, and 624 valid questionnaires were collected (the effective recov-
ery rate was 89.14%). Among them, 500 questionnaires were sent in Guangdong 
Province and  367 valid questionnaires were collected; 150 questionnaires were 
sent in Hunan Province and 123 valid questionnaires were collected; 150 ques-
tionnaires were sent in Hubei Province and 134 valid questionnaires were col-
lected.  In  the  valid  sample,  male  accounted  for  46.2%,  female  accounted  for 
53.8%;  age  20  and  below  accounted  for  2.9%,  21  -  30  years  old  accounted  for 
95.5%, more than 30 years old accounted for 1.6%; education was high school 
and below, accounted for 1.9%, college accounted for 10.3%, undergraduate ac-
counted for 50%, graduate students and above accounted for 37.8%; the average 
daily shopping APP time in 1 hours or less accounted for 72.1%, 1 - 2 hours ac-
counted for 18.9%, 2 - 3 hours accounted for 5.4%, more than 3 hours accounted 
for 3.5%; 1 years of online shopping experience accounted for 2.6%, 1 - 2 years 
accounted for 6.1%, 2 - 3 years accounted for 9.9%, more than 3 years accounted 
for 81.4%. From the overall distribution of the sample, the subjects’ gender, age, 
educational  background,  shopping  experience,  and  the  time  of  browsing 
matched shopping APP user characteristics, and the sample had a certain repre-
sentation. 
3.2. Variable Measurement 
In this study, we used the Likert 7 point scale for scoring, and “1” means “very 
disagree”, and “7” means “very agree”. In order to ensure the reliability and va-
lidity of the variable measurement, this study made use of the mature scale al-
ready used in the existing literature at home and abroad. As part of the original 
scale was an English scale, this study was further revised on the basis of the ex-
isting  localization  studies  and  the  translation  of  scales.  The  pre-test  (N  =  80) 
were  conducted  to  evaluate  the  reliability  and  validity  of  each  item,  and  the 
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questionnaire was tuned according to the pre-test result. Finally, a definite ques-
tionnaire was formed. 
3.2.1. The Characteristics of Shopping APP 
Shopping APP’s knowledge, convenience and entertainment were made accord-
ing  to  the  scales  designed  by  Wan  (2004),  Wang  Zhongli  (2003),  Lin  Zhenxu 
(2007).  There  were  12  items  in  the  scale;  among  them,  there  were  4  items  of 
knowledge, such as “the shopping APP shows a wide variety of goods and a rea-
sonable classification”. There were 4 items of convenience, such as “I can easily 
find the information I want in the shopping APP”. There were 4 items of enter-
tainment, such as “The shopping APP interface design is vivid and interesting”. 
The  Cronbach’s α  of  knowledge,  convenience  and  entertainment  were  0.709, 
0.740  and  0.727  respectively.  The  results  of  CFA  showed  that  the  indexes  of 
knowledge (χ2/df = 5.44, RMSEA = 0.07, CFI = 0.98, TLI = 0.94), convenience 
(χ2/df = 4.73, RMSEA = 0.07, CFI = 0.96, TLI = 0.92) and entertainment (χ2/df = 
5.32, RMSEA = 0.07, CFI = 0.96, TLI = 0.95) reached acceptable levels. 
 
 
3.2.2. Psychological Emotion 
This  study  used  psychological  mood  measurement  scale  developed  by  Mehra-
bian  and  Russell.  There  were  6  items  in  the  scale;  among  them,  there  were  3 
items of pleasure, such as “shopping in the APP made me feel happy”; there are 
3  items  of  arousal,  such  as  “shopping  in  the  APP  made  me  feel  excited”.  The 
Cronbach’s α of pleasure and arousal were 0.90 and 0.86 respectively. The results 
of CFA showed that the indexes of pleasure (χ2/df = 4.56, RMSEA = 0.07, CFI = 
0.98, TLI = 0.97) and arousal (χ2/df = 5.93, RMSEA = 0.08, CFI = 0.95, TLI = 
0.92) reached acceptable levels. 
3.2.3. Impulse Buying Intention 
This study used the impulse purchase intention scale developed by Beatty and 
Ferrel. There were 5 items in the scale, such as “In the course of APP shopping, I 
suddenly  had  the  desire  to  buy  certain  goods”.  The  Cronbach’s α  of  Impulse 
buying intention was 0.94. The results of CFA shows that the indexes of Impulse 
buying intention (χ2/df = 5.05, RMSEA = 0.07, CFI = 0.86, CFI = 0.85) reached 
acceptable levels. 
3.2.4. Control Variables 
Previous studies had showed that demographic variables (gender, age, and edu-
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cational background) influence the predictive variables. And Browsing shopping 
APP time and shopping experience also had an impact  on these relationships. 
Therefore, control variables were gender, age, educational background, shopping 
experience and browsing shopping APP time. 
4. Findings 
4.1. Common Method Biases 
The data of this study mainly come from college students, which might lead to 
common method bias. Therefore, this study controlled the common method bias 
on multiple programs: 1) Through the Chinese and English translation, expert 
revision,  pre-test  and  other  methods  to  make  the  scale  easy  to  understand;  2) 
Ensure the anonymity of the questionnaire, and try to make the research objects 
express their true ideas; 3)  Reverse the  score of the questionnaires; 4) The re-
search object is from different regions and different schools to increase the spa-
tial difference of data sources. After the data collection, the Harman single factor 
test was used to diagnose the common method bias. The results showed that the 
eigenvalues of 5 factors were greater than 1, and the variance explained by the 
first factor was 30.83%. In the critical standard of 40%, the common method bias 
of this study was not obvious. 
4.2. Related Analysis 
The  mean,  standardization  and  correlation  coefficients  of  each  variable  were 
shown in Table 1. The results showed that the knowledge of shopping APP had 
a  significant  positive  correlation  with  impulse  buying  intention  (r  =  0.27,  p  < 
0.001). The results showed that the convenience of shopping APP had a signifi-
cant positive correlation with impulse buying intention (r = 0.33, p < 0.001). The 
results showed that the entertainment of shopping APP had a significant positive 
correlation with impulse buying intention (r = 0.37, p < 0.001). H1a, H1b, H1c 
were established. 
4.3. Hypothetical Test 
The  data  was  analyzed  by  multilevel  linear  regression,  and  the  predictive  va-
riables were dealt with before the analysis. The results were shown in Table 2 
and Table 3. 
1) The mediating role of pleasure on shopping APP’s knowledge and impul-
sive buying intention. 
①  Shopping  APP’s  knowledge  had  a  significant  effect  on  impulsive  buying 
intention,  which  H1a  results  had  supported;  ②  Shopping  APP’s  Knowledge 
had a significant effect on the sense of pleasure(model 2, β = 0.49, P < 0.001);  ③ 
The  sense  of  pleasure  had  a  significant  effect  on  impulsive  buying  intention 
(model 9, β = 0.40, P < 0.001);  ④  With impulsive buying intention as depen-
dent variable, APP’s  knowledge and pleasure  at the  same time entered the re-
gression  model,  the  effect  of  pleasure  on  impulsive  buying  intention  was  still   
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