1. Introduction
The widespread coverage of 4G networks and the popularity of smart mobile terminal devices have impacted people’s daily life, social interaction, and entertainment. According to the 46th Statistical Report on China’s Internet Development Status, released by China Internet Network Information Center(CNNIC), as of June 2020, the number of internet users in China reached 940 million, an increase of 36.25 million from March 2020, with an internet penetration rate of 67.0%, compared with March 2020 (
Figure 1). The popularization of mobile internet and reduction in traffic charges have guaranteed users a faster internet access experience. Diversified segmentation becomes the new normal when people use online media to create and share a large amount of scattered information. The most popular form is the mobile short-video type of entertaining or informative content. Users can break time and space barriers to browse and watch these videos. During the COVID-19 pandemic, mobile short-video content has dominated with its ability to engage users in a virtual environment, its content diversity and vivid information. China is no exception to this trend, as most Chinese and global users cannot imagine a day without watching these short videos.
The development of China’s mobile short-video platform (MSVP) began in August 2013 with the built-in “Miaopai” short video sharing function launched by Micro-blog [
1]. Since them, many short-video platforms have emerged, such as TikTok (known as “DouYin” in China), and Kwai (KuaiShou).
Figure 2 shows that MSVP users’ growth rate exceeded 100% in 2017–2018. However, after 2018, this rate began to decline and was only 25% in 2019. With the market trend close to saturation, MSVPs are now facing the challenge of retaining existing users instead of planning expansion. For MSVPs, finding factors that influence users’ habit formation is the most important mission for future sustainable management, keeping users’ retention rate as high as possible. Why are MSVP users leaving these platforms, as shown in
Figure 2? During the COVID-19 pandemic, MSVPs could have emerged as an alternative to the more user-friendly online education platforms, and thus the appropriate evaluation of users’ post-adoption behavior is becoming key to sustainable management of online education. Sustainability is not only related to environmentally-friendly economic activity, but to continuous performance among participating economic agents. In this paper, we define sustainable management using the latter perspective. As shown in
Figure 2, China’s MSVP is still increasing its users, but the growth rate is rapidly dropping, and thus sustainable governance in the future is doubtful. If online education becomes the popular, MSVPs can be used during the Covid-19 pandemic era, and thus the sustainable governance of MSVPs could become much a much important issue in our society.
For this evaluation, we first clarify the difference between users’ pre-adoption and post-adoption behavior. The eventual success and long-term viability or sustainability of an information system (IS) depends on its continuous use rather than [its] first-time use [
1]. Prior research on MSVPs focused on users’ pre-adoption behavior [
2,
3,
4]. For example, Wang [
3] studied the impact of humor and camera views on people’s adoption of mobile short-video apps. However, China’s MSVP industry has reached saturation and requires a new approach for another take-off based on users’ loyalty. In addition, previous research on IS users ignored the special characteristics of different ISs, such as perceived usefulness, which is the most important factor in all IS-related studies [
5,
6]. Perceived usefulness interacts with confirmation and user satisfaction to determine users’ continuous usage [
7]. Unfortunately, people are in the “countdown era” for accessing information with characteristics of strong visualization, content entertainment, and high interactivity, due to the lack of habitual loyalty. Therefore, perceived enjoyment and perceived interactivity are increasingly important factors that may determine users’ post-adoption behavior, especially for mobile apps [
8,
9,
10]. This study attempts to incorporate perceived interactivity and perceived enjoyment into the previous continuous use theory to replace perceived usefulness, so as to understand the influencing factors exclusive to MSVPs in terms of habit formation (i.e., continuous usage).
This study contributes to the literature in the following ways. First, it examines users’ behavior from a post-adoption perspective; this provides a unique overview of users’ continuous use of MSVP instead of its pre-adoption, which is of significance to further improve the theoretical framework of IS user behavior. Second, the mobile short-video industry is attracting investment from major internet giants, and research on mobile video has strong practical significance for the diverse potential it holds in online education and other on-line businesses. Thus, we incorporate perceived enjoyment and perceived interactivity into the expectation–confirmation theory of information system continuance (ECT-IS) theory to analyze the influencing factors and their interaction in determining MSVP users’ habit formation. Third, since users’ loyalty to their habitual usage is the key for sustainable MSVP management, we offer practical suggestions to help mobile short video developers better understand users’ needs, so as to improve the existing design and ensure appropriate functional directions for the content of MSVPs.
The remainder of this paper is organized as follows. In
Section 2, we review previous research studies adopted in this study; in
Section 3, we define the key concepts in the study, propose hypotheses, and present our research model; in
Section 4, we analyze the questionnaire data of the model and its results; in
Section 5, we conclude the study offering practical implications and suggestions.
4. Data and Empirical Results
4.1. Data
To test the model and hypotheses, we employed an online questionnaire distribution platform—Wenjuanxing—to distribute our questionnaire and collect data in China for the period May–June, 2020 (Details on
Appendix A). This website is open to public response, and thus can avoid any bias in region, or other user-related characters. If the user responds correctly without any systematic error, he or she will get little remuneration, which will enhance the response rate. Thus, as shown in
Table 1, the distribution of the respondents is diverse, without any bias in the population. A total of 305 questionnaires were collected, but due to the lack of some missing values, only 219 valid questionnaires were finally obtained (effective recovery rate 71%).
Table 1 summarizes the demographic information of the respondents.
We adapted all measurement items, including the following five constructs: perceived enjoyment, satisfaction, confirmation, perceived interactivity, and habit formation. Measurement items were adopted for each construct, and all items were measured on a 7-point Likert scale ranging from “strongly disagree” (1) to “strongly agree” (7). As we require users with experience in using short video platforms, if a respondent selects “never used,” the survey is designed to drop the sample automatically.
The age distribution shows that the survey respondents were predominantly between 19–25 years old, with this group accounting for 78.36% of the total sample. Respondents aged 26–30 years accounted for 11.15%. The overall age of the respondents is relatively young, which is reasonable because young people are more inclined to accept MSVPs. From the perspective of educational attainment, 62.62% of the respondents possess a bachelor’s degree or above, indicating that highly educated people are more likely to accept new things. According to occupation distribution, most of the respondents were either students or office workers, which also conforms to the choice of MSVPs by these target users.
From the analysis of respondents’ use of MSVPs (
Table 2), 61.64% use mobile short videos every day, indicating a very high mobile short video usage frequency. Most of the respondents (36.07%) use MSVPs 10–30 min daily, followed by respondents (27.21%) with more than 60 min. The usage pattern conforms to fragmented usage habits. Many users generally open their mobile short videos during their leisure time, browse, like, comment, or share videos of interest.
4.2. Reliability and Validity
SPSS 25.0 and AMOS 24.0 were used to conduct structural equation modeling (SEM). First, reliability analysis was conducted to test the consistency and stability of the measurement results. The higher the consistency, the higher the reliability of the questionnaire. We assessed the reliability of the four constructs using Cronbach’s α.
Table 3 shows that each factor loading is above 0.7, which is the recommended value for Cronbach’s α [
54]. We also calculated composite reliability (CR), an alternative to Cronbach’s α. The results confirm the validity of the Cronbach’s α test, as all the CRs are higher than 0.7.
We tested the model for validity as shown in
Table 4. We first tested the construct validity of the model using average variance extracted (AVE). The results indicate that the model variables are accurate, as all AVEs are above 0.5. On this basis, we evaluated the discriminant validity of the latent variables, which indicates the extent to which independent evaluation methods show divergent measurements of different traits and whether concepts or measurements that are supposed to be unrelated are, in fact, unrelated. Discriminant validity of the factors was evaluated by comparing the square root of AVEs and construct correlations, as suggested by Fornell [
55].
Table 4 shows that the model is valid in the discriminant validity test.
Finally, we test the goodness-of-fit of our model. We used confirmatory factor analysis (CFA) to test the measurement model.
Table 5 shows the results. Most of the different overall goodness-of-fit indices meet the recommended criteria, indicating that the goodness-of-fit of the measurement model is acceptable.
4.3. Hypothesis Testing
Figure 7 shows the path analysis of the SEM. First, among the control variables, the impact of frequency of usage ((b = 0.2,
p < 0.001) on habit formation is significant. Chun-Hsiung et al. [
56] also reached the same conclusion in their study of habit formation in augmented reality (AR) games, although differences in gender, age, and platform have little effect on habit formation. It is noteworthy that the role of frequency of usage is significant for habitual use. Most users are not sensitive about brands such as “TikTok”; rather, they use the same MSVPs without much differentiation between these and others, implying that if the U.S. President Donald Trump bans TikTok from the U.S. market and/or global markets, users will not hesitate to transfer to other MSVPs because there is no psychological barrier about a specific MSVP brand.
Besides, as hypothesized, all standardized beta coefficients (b) are positive in the research model. Specifically, there is a discernable relationship between confirmation and perceived enjoyment (b = 0.602, p < 0.01) and perceived interactivity (b = 0.397, p < 0.001). Thus, H1 and H2 are supported, indicating that MSVP users will adjust their previous expectations for entertainment and interactivity according to their actual usage. Hypothesis 3 between expectation confirmation and satisfaction (b = 0.227, p < 0.01) is also supported. That is, when users’ expectation of MSVP is confirmed, their satisfaction with it will increase significantly. Perceived enjoyment also has a strong effect on users’ satisfaction (b = 0.41, p < 0.001) and habit formation (b = 0.30, p < 0.01); thus, H4 and H5 are also supported. Perceived interactivity also has a strong effect on users’ satisfaction (b = 0.476, p < 0.001), thereby H6 is supported. Surprisingly, the impact of perceived interactivity on habit formation is insignificant (b = 0.198, p > 0.05), and H7 is not supported. The rejection of a positive relationship between perceived interactivity and habit formation may be ascribed to the lack of interactivity mechanisms among MSVPs. Currently, main interactivity mechanisms are employed to check points such as the number of likes, comments, and shares, which may be ineffective in arousing users’ interests in actively using these functional designs and assisting in habit formation. Nonetheless, the settings of these interactive mechanisms can produce a pleasurable end-user experience. Thus, besides watching videos, users’ satisfaction can be improved to some extent, and this explains the significant relationship between perceived interactivity and satisfaction only via satisfaction. H8 is supported, indicating that user satisfaction positively influences user’s habit formation (b = 0.375, p < 0.01). In order to determine the primary reason for H7 being rejected, we examine the role of satisfaction as the mediator in our model in the next section.
4.4. Mediation Analysis
The path analysis only revealed the significance of the relationship between each pair of variables. However, given that there are several intermediate variables between confirmation and habit formation, the mediation effects of these intermediate variables are still unclear, especially in determining users’ habit formation. Therefore, we conduct a mediation effect analysis on the variables related to habit formation. Unfortunately, the traditional approach using path analysis for the role of the mediatory variable did not work well in our research, resulting in much lower goodness-of-fit indices. Hence, we adopted the more complex, but much more reliable coefficient estimates simulation approach.
To analyze the mediation effect, we adopted the bootstrapping and product-of-coefficients approach, as recommended by MacKinnon [
57], where the bootstrapping process is employed to simulate the distribution of the mediation effect estimation. If the bootstrapped confidence interval (CI) (both bias-corrected 95% CI and percentile 95% CI) of the point estimate of the indirect effect through the proposed mediator does not include zero, the mediation effect is significant [
58]. If the direct effect exists under the premise of this mediation effect, then the intermediate variable has a “partial mediation” effect; if no direct effect exists, the intermediate variable plays a role of “complete mediation.”
Table 6 shows the mediation effect analysis of all paths related to habit formation, where the total effect in path analysis is decomposed into indirect effect, which stands for the causality related to the mediation of an intermediate variable, and direct effect. First, we observe that satisfaction and perceived enjoyment are complete mediation variables between confirmation and habit formation. However, no mediation effect exists for perceived interactivity as an intermediate variable between confirmation and habit formation. In addition, satisfaction is also a complete mediation variable for the relationship between perceived interactivity and habit formation, but it is a partial mediation variable between perceived enjoyment and habit formation.
5. Discussion and Conclusions
With the saturation of the MSVP market, how to retain existing users is becoming a focal point for the sustainable management of MSVPs. To this end, this study has focused on the habit formation of MSVP users in China.
Our results show that perceived enjoyment and satisfaction have a significant and direct influence on users’ habit formation, whereas confirmation and perceived interactivity have no direct influence on habit formation; however, they can affect habit formation via user satisfaction. Nonetheless, perceived interactivity has no significant effect on satisfaction, implying that this variable is the Achilles’ heel for the sustainable management of MSVPs. Users are much more sensitive to a lack of “perceived” interactivity on the platform, and did not feel satisfied with the videos of a specific brand or company. This is also indicated in the evaluation results of the control variables, where frequency is the only variable showing a strong tendency toward habit formation. This implies that no specific company has market leadership due to a lack of “perceived” interactivity. Most users can easily switch from their habitual platform such as TikTok to another without any automatic reaction on reuse. Nonetheless, users showed a strong tendency to use MSVPs, implying that they are keen to continue watching short videos, but they want MVSPs to respond on feedback from the users. Without any market-oriented efforts on “perceived” interactivity, the current success of MSVPs is not sustainable, as shown in
Figure 2. At the initial stage, users were quite surprised with these short videos because most of the content is made by involving another user, and the videos seem more emotionally charged, with high levels of satisfaction. However, after initial use, MVSPs should obtain more market-oriented feedback from the users of MSVPs.
How can MVSPs improve their perceived interactivity? Three practical suggestions must be addressed while enhancing the entertainment aspect of users’ experience. First, diversifying the video content, that is, organizing video creation competitions on various topics in order to extend the scope of the video content to a specific field. Second, introducing professional content creators, such as actors, singers, athletes, professors, and folk artists. Professional content creators can diversify the content of MSVPs’ short-video databases while improving video quality. In addition, MSVPs can provide more incentives to mass video creators, such as coupons, special gifts, and even cash, so as to satisfy their sense of gain when they increase their interaction with the platform; MSVPs can also develop social-media-like small applications to arrange users into social groups centered on the short video content so as to enhance MSVPs’ social attributes. Third, MSVPs’ recommendation algorithms must be enhanced to accurately promote content that is tailored to the interests of individual users, and more artificial intelligence technologies may be used in accurate recommendations. In this way, MSVPs can be used to improve users’ satisfaction by increasing their perceived enjoyment. Moreover, they can be used in new blue ocean supplementary tools for online education.
Specifically, this seems important during the COVID-19 pandemic because remote teaching has become much more popular, but most of these online educational types of content represent a top-down approach adopted by lecturers, that is, without feedback from students. Students can be easily engaged in video content, rather than text-oriented information transfer from lecturers to students. Therefore, MVSPs can emerge as an impressive source of future online education if the platforms do better than listen to the voices of users and encourage open voluntary participation so that users can create their own educational content. We show that satisfaction is a complete mediation variable influencing the path of confirmation habit formation and perceived interactivity–habit formation. It is also a partial mediation variable influencing the perceived enjoyment–habit formation path. In this context, satisfaction is the most important factor in determining people’s habit formation in using MSVPs [
59].
In addition, it is interesting to find that, among the control variables, frequency of use ((b = 0.2, p < 0.001) is the only variable that has a significant impact on habit formation. Other variables such as gender, age, and even platforms such as TikTok have no significant effect on habit formation. This result explains why the wide-spread adoption of MSVPs occurred within such a short time, as the habit formation mechanism exhibits no difference between users with varying gender and age attributes. Moreover, it also explains the diversification of MSVP products in China—there are tens of MSVPs operating in China—as users are indifferent to any difference in platforms. The study result also questions the effectiveness of the wide-spread administrative prohibition in countries such as the US and India of Chinese TikTok. As users’ high frequency usage has caused heavy reliance on the MSVP, banning TikTok may have a short-term impact because most users do not demonstrate loyalty toward a single brand such as TikTok, and thus effortlessly transfer to another platform. Like a mouse hunt game, if the US hits one mouse, another mouse will be launched in the market without any difficulty.
This work may also be subject to some limitations. First, more factors that influence the habit formation process, such as perceived usefulness, need to be addressed to comprehensively examine the determinants of habit formation among users of MSVPs. In addition, perceived usefulness of a system or technology in improving users’ productivity may lead to biases in the conclusions of the hypothesis of perceived usefulness on emotional benefits, which need to be discussed in future studies. Second, while the survey users are all Chinese, MSVPs such as TikTok and Kwai are already in the process of globalization. It is worth studying whether different cultural backgrounds will affect user experience, which requires cross-country multi-sample research in the future. Finally, MSVP is still in continuous integration with other industries, and there may be more possibilities in the future, which require further theoretical research.