
The Effect of Instant Messaging Social Media Platform Characteristics on Consumers' Purchase Intention: An Empirical Study of WeChat
Yi HUANG, Zhuo SUN, Adam PILOT, Hong ZHAO, Zongshui WANG
Journal of Systems Science and Information ›› 2022, Vol. 10 ›› Issue (1) : 65-83.
The Effect of Instant Messaging Social Media Platform Characteristics on Consumers' Purchase Intention: An Empirical Study of WeChat
With the rapid development of mobile communication equipment, the significant role of social media platforms is realized in social media marketing. To determine the effect of instant messaging social media platform characteristics on consumers' purchase intention, we collected WeChat user data and designed an empirical model based on the technology acceptance theory. Analysis of 388 qualified surveys revealed significant positive effects of instant messaging social media platform characteristics, such as social presence, media richness, immediacy of communication, privacy protection, and entertainment on customers' purchase intention. This study aims to extend the scope of technology acceptance theory, providing practical ideas for firms and highlighting the prominent role of instant messaging social media platforms in marketing activities.
social media / instant messaging / purchase intention / technology acceptance model {{custom_keyword}} /
Table 1 Questionnaire items |
Construct | Item | Reference | |
Social presence | SP1 | I can feel the confidentiality of interactive communication with others when I use WeChat. | Zhu, Benbasat and Jiang[ |
SP2 | When I use WeChat to connect with others, I always feel that it makes our relationship closer than before. | ||
Media richness | MR1 | WeChat can help me to receive information and feedback on time. | Tseng, et al.[ Cable and Yu[ |
MR2 | I can use different languages on WeChat. | ||
Immediacy of communication | IC1 | WeChat enables me to quickly reach communication partners. | Perez-Vega, Waite and O'Gorman[ Brown, Dennis and Venkatesh[ |
IC2 | When I communicate with someone using WeChat, they usually respond quickly. | ||
IC3 | When someone communicates with me using WeChat, I try to respond immediately. | ||
Privacy protection | PP1 | I'm concerned that companies are collecting too much personal information about me. | Jozani, et al.[ Ayaburi and Treku[ Hui, Teo and Lee[ |
PP2 | Companies should never sell the personal information in their computer databases to other companies. | ||
PP3 | When companies ask me for my personal information, I sometimes think twice before providing it. | ||
Entertainment | E1 | The content on WeChat is visually attractive. | Sheth and Kim[ Mckinney, Yoon and Zahedi[ |
E2 | I think WeChat is an interesting and fun social media platform to navigate. | ||
E3 | In general, WeChat is an entertaining social media platform. | ||
Perceived usefulness | PU1 | WeChat is very useful for obtaining product and service information. | Maranguni and Grani[ |
PU2 | WeChat is very useful for obtaining promotional information and help me to save money. | Marsh and Yeung[ | |
PU3 | Using WeChat can not only improve the efficiency of shopping but also save my time. | ||
Perceived ease of use | PEU1 | WeChat is easy to use. | Al-Qaysi, Mohamad-Nordin and Al-Emran[ Awad and Ragowsky[ |
PEU2 | WeChat is a convenient platform to communicate with others. | ||
PEU3 | WeChat can help me to get useful information about buying goods or services anytime and anywhere. | ||
Subjective norms | SN1 | I will respect the social rules on WeChat. | Bock, et al.[ |
SN2 | I will follow the essential rules on WeChat to purchase goods or services. | ||
Purchase intention | PI1 | I would like to do online shopping through WeChat. | Gunawan and Huarng[ Pennington, Wilcox and Grover[ |
PI2 | I will consider that buying something from WeChat. |
Table 2 The test of reliability and validity |
Variables | Items | SFL | VIA | Cronbach | Rho_A | CR | AVE |
Social presence | SP1 | 0.883 | 1.455 | 0.717 | 0.717 | 0.876 | 0.870 |
SP2 | 0.883 | 1.455 | |||||
Media richness | MR1 | 0.892 | 1.441 | 0.712 | 0.716 | 0.874 | 0.776 |
MR2 | 0.870 | 1.441 | |||||
Immediacy of communication | IC1 | 0.827 | 1.541 | 0.781 | 0.873 | 0.874 | 0.696 |
IC2 | 0.811 | 1.605 | |||||
IC3 | 0.864 | 1.845 | |||||
Privacy protection | PP1 | 0.834 | 1.709 | 0.803 | 0.805 | 0.884 | 0.717 |
PP2 | 0.845 | 1.646 | |||||
PP3 | 0.862 | 1.920 | |||||
Entertainment | E1 | 0.882 | 2.184 | 0.814 | 0.839 | 0.890 | 0.730 |
E2 | 0.811 | 1.605 | |||||
E3 | 0.864 | 1.845 | |||||
Perceived usefulness | PU1 | 0.914 | 2.717 | 0.894 | 0.896 | 0.934 | 0.825 |
PU2 | 0.899 | 2.519 | |||||
PU3 | 0.912 | 2.848 | |||||
Perceived ease of use | PEU1 | 0.863 | 1.961 | 0.821 | 0.825 | 0.893 | 0.736 |
PEU2 | 0.851 | 1.859 | |||||
PEU3 | 0.860 | 1.741 | |||||
Subjective norms | SN1 | 0.947 | 2.691 | 0.887 | 0.716 | 0.874 | 0.776 |
SN2 | 0.870 | 1.441 | |||||
Media richness | MR1 | 0.892 | 1.441 | 0.712 | 0.716 | 0.874 | 0.776 |
MR2 | 0.870 | 1.441 |
Table 3 Discriminant validity matrix |
Variables | Social presence | Media richness | Immediacy of communication | Privacy protection | Entertainment | Perceived usefulness | Perceived ease of use | Subjective norms | Purchase intention |
Social presence | 0.883 | ||||||||
Media richness | 0.673 | 0.881 | |||||||
Immediacy of communication | 0.712 | 0.763 | 0.834 | ||||||
Privacy protection | 0.595 | 0.689 | 0.71 | 0.847 | |||||
Entertainment | 0.623 | 0.678 | 0.693 | 0.677 | 0.854 | ||||
Perceived usefulness | 0.726 | 0.785 | 0.794 | 0.745 | 0.765 | 0.908 | |||
Perceived ease of use | 0.693 | 0.782 | 0.782 | 0.718 | 0.701 | 0.79 | 0.858 | ||
Subjective norms | 0.650 | 0.797 | 0.718 | 0.656 | 0.657 | 0.745 | 0.769 | 0.948 | |
Purchase intention | 0.596 | 0.686 | 0.649 | 0.586 | 0.608 | 0.661 | 0.766 | 0.809 | 0.947 |
Table 4 Demographics statistics ( |
Variables | Category | Frequency | Percent |
Gender | Female | 179 | 46.13% |
Male | 209 | 53.87% | |
Age | Under 18 years | 205 | 52.84% |
19 | 133 | 34.28% | |
26 | 25 | 6.44% | |
31 | 19 | 4.90% | |
40 | 4 | 1.03% | |
More than 60 years | 2 | 0.51% | |
Education | Below high school | 9 | 2.32% |
College | 285 | 73.45% | |
Bachelor | 54 | 13.92% | |
Master | 32 | 8.25% | |
Doctor | 8 | 2.06% | |
Income (per month, in RMB) | Below 5000 | 312 | 80.41% |
5000 | 27 | 6.96% | |
8000 | 9 | 2.32% | |
10000 | 16 | 4.12% | |
More than 20000 | 24 | 6.19% | |
Time of engagement(per login) | Less than 10 minutes | 64 | 16.49% |
10 | 124 | 31.96% | |
More than 30 minutes | 200 | 51.55% | |
Purpose of engagement (multiple choice) | Get information | 192 | 49.48% |
Communication | 165 | 42.53% | |
Entertainment | 87 | 22.42% | |
No reason | 12 | 3.10% | |
Others | 4 | 1.03% |
Table 5 Factor loadings |
Variables | Social presence | Media richness | Immediacy of communication | Privacy protection | Entertainment | Perceived usefulness | Perceived ease of use | Subjective norms | Purchase intention |
SP1 | 0.883 | ||||||||
SP2 | 0.883 | ||||||||
MR1 | 0.892 | ||||||||
MR2 | 0.870 | ||||||||
IC1 | 0.827 | ||||||||
IC2 | 0.811 | ||||||||
IC3 | 0.864 | ||||||||
PP1 | 0.834 | ||||||||
PP2 | 0.845 | ||||||||
PP3 | 0.862 | ||||||||
E1 | 0.882 | ||||||||
E2 | 0.907 | ||||||||
E3 | 0.768 | ||||||||
PU1 | 0.914 | ||||||||
PU2 | 0.899 | ||||||||
PU3 | 0.912 | ||||||||
PEU1 | 0.863 | ||||||||
PEU2 | 0.851 | ||||||||
PEU3 | 0.860 | ||||||||
SN1 | 0.947 | ||||||||
SN2 | 0.947 | ||||||||
PI1 | 0.946 | ||||||||
PI2 | 0.949 |
Table 6 Model fitness |
Fitting indicators | SRMR | d_ULS | d_G | NFI | RMS-theta |
value | 0.054 | 0.818 | 0.631 | 0.792 | 0.190 |
Table 7 Path coefficients |
Path relation | Standized path coefficient | Conculsion | ||
H1a Social presence | 0.169 | 3.994 | 0.000 | Support |
H1b Social presence | 0.134 | 2.749 | 0.002 | Support |
H2a Media richness | 0.227 | 3.424 | 0.000 | Support |
H2b Media richness | 0.298 | 5.332 | 0.000 | Support |
H3a Immediancy of communication | 0.207 | 3.731 | 0.000 | Support |
H3b Immediancy of communication | 0.251 | 3.908 | 0.000 | Support |
H4a Privacy protection | 0.178 | 3.416 | 0.000 | Support |
H4b Privacy protection | 0.168 | 3.476 | 0.001 | Support |
H5a Entertainment | 0.242 | 4.973 | 0.000 | Support |
H5b Entertainment | 0.128 | 3.035 | 0.006 | Support |
H6 Perceived usefulness | 0.294 | 4.309 | 0.000 | Support |
H7 Perceived ease of use | 0.160 | 2.175 | 0.003 | Support |
H8 Subjective norms | 0.493 | 8.269 | 0.000 | Support |
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