Study On Consumer Perception and Attitude Towards
Study On Consumer Perception and Attitude Towards
Study On Consumer Perception and Attitude Towards
Project Submitted By
Naseem Ahmad
2k14/MBA/514
Dr.Rajan Yadav
Associates Professor
Delhi School of Management
Delhi Technological University
I would like to sincerely thank to Delhi School of Management, DTU for giving me this
Opportunity of taking up such a challenging project which has enhanced my knowledge
About the Use of Mobile Wallet in India.
I am very grateful to Dr. Rajan Yadav, Faculty mentor, for his constant guidance
And encouragement since the beginning of the project .His enlightening words have
Always been a source of inspiration and have motivated me to build a positive outlook
And pursue the work with sincerity and passion.
I would also wish to express my gratitude to the entire faculty at DSM for providing
Guidance and support during the course of this project and its completion.
Naseem Ahmad
2K14/MBA/514
Delhi School of Management
Delhi Technological University
The selected topic for the research is “Study on Consumer perception and Attitude
Towards use of Mobile Wallet” .The study is conducted during the 20th April 2016
to 25th April 2016.
The main objective of the study is to understand the consumer perception and
attitude towards use of Mobile Wallet in Digital era.
To determine out the factors, which is most important in creating stimulus in
Indians? To understand the use of Mobile Wallet as a payment gateway for utilities
bill payment.
To figure out how Indian are comfortable in using digital payment gateway to
purchase a product. To understand post purchase behavior of Indian consumers
and the future of mobile wallet in India.
DECLARATION ----------------------------------------------------------------------------------- 2
ACKNOWLEDGEMENT--------------------------------------------------------------------------3
EXECUTIVE SUMMARY------------------------------------------------------------------------- 4
Index -----------------------------------------------------------------------------------------5 - 6
INTRODUCTION --------------------------------------------------------------------------------- 8
Purpose of a report:
The primary objective of this research is to understand about the consumer
adoption status of mobile wallet within the research area limited in India. It also
measures the market situation of mobile consumers toward mobile wallet.
Practically, this research will be useful for the business stakeholders of mobile
wallet who would like to expand the business to earn more market shares. It is also
helpful for individuals such as students to improve the knowledge of mobile wallet
which can possible lead to further research.
Research was designed in quantitative method using questionnaire which was sent
to potential respondents who reside in India. The findings illustrate clearly that the
adoption of mobile wallet among consumers in India is only at the beginning stages
of the Innovation-Decision Process. It also shows that consumers in India express
positive attitudes toward mobile wallet. The research includes several findings
which can benefit the stakeholders of mobile wallet.
Suggestions for future research include the studying of different aspects in mobile
wallet, in addition to the consumer behaviors toward mobile wallet in India using
specific case study.
In today-world, Smartphone has become important part of everyday life. As it has
become more affordable, the number of smartphone users has increased
dramatically. The quantity of Smartphone consumers surpassed 1 billion in 2012
and predictably it will reach 1.75 billion in 2014 (eMarketer, 2014) . Along with
smartphone production, plenty of services have been created to utilize the
possible functions of Smartphone. Not only smartphones are used as
communication devices, but also to be used as socialized tool, entertainment tool,
internet access tool, and even payment tool (Rajgopal, 2012) .Thanks to
technology, mobile users can nowadays use their smartphones to make money
transaction or payment by using applications installed in the phone. Besides
payment, people can also store receipts, coupons, business cards, bills…in their
smartphones. When smartphones can function as leather wallets, it is called
“Digital Wallet” or widely known as “Mobile Wallet”.
One view, expressed by Kevin Erickson (2013) - a technology blogger from Credera
(a technology consulting firm from the USA) is that mobile wallet tries to perform
these following features for single user (Erickson, 2013):
store coupons or account offers from businesses which users
subscribed or engaged with
location
This stakeholder is the companies who create the smartphones. Apple, Google,
Samsung, HTC, Microsoft…etc. are the mostly known manufacturers. They are
considered to be “the only ones that can really get consumers to pick their mobile
device over their leather wallet” (Stringer, 2014). In other words, they have a large
market adoption with embedded mobile payment application in their products
(Carr, 2008).
Most of these companies have tried to develop their own mobile devices so that
they can acquire a big amount of consumers. For instance, Google has successfully
developed Nexus smartphones; Amazon also had intention to create its own
phone, even Facebook had the same plan too (Bilton, 2012). The reason is that
mobile devices are the easiest tools to bind customers with the mobile wallet
brands. Moreover, one of the manufacturers’ advantages is that they are not
attached to only one payment type (Stringer, 2014). Hence, the companies can
adjust their products to give the consumers what they want.
The device that allows consumers to get what they want better than the others will
win, and the wallet that wins will be on that device” (Stringer, 2014).
For any business, it is undeniable that consumers are the most important factor.
The great and “cool” technology is not forceful enough to trigger the consumers to
use mobile wallet. Thus, it is very crucial to gain the adoption from consumers. The
interesting thing is that paying by mobile device does not have much attraction
toward consumers. The marketing and loyalty programs are (Stringer, 2014). When
we find the example, we should look at Starbucks’ successful mobile wallet
application. According to Forbes’ article written by Steven Bertoni, Starbuck’s
mobile wallet is used the most in America. “About 10 million customers pay for
their lattes with the app, making more than 5 million transactions per week”
(Bertoni, 2014). Its loyalty program had been designed excellently that enabled its
customers experiencing all the available marketing campaign directly from their
phones, which illustrated by “offers instant discounts for free coffee or food and
links to directly to Starbucks’ hot reward program in real time” (Bertoni, 2014).
This factor needs to be thought through carefully once companies would like to
launch mobile wallet for their business.
Knowing about the innovation does not mean that an individual will adopt and use
it. The characteristics of decision making unit will have effects on the adoption.
They are the social status, belief…such as individual might not find the new
innovation is useful for him or it does not fit into his current situation. To make the
information become relevant, the knowledge will continue going through the
innovation-decision process. This is where the persuasion stage takes place.
In this stage, the individual forms a favorable or non-favorable attitude toward
innovation (Rogers, 1983, p. 169). The information that individual has perceived
now will lead to psychological thinking. He will search for more information about
the innovation. Hence, it is important that where he finds the knowledge, what
messages he receives, and how he interprets those messages in favor of his own
understanding.
Innovation can be viewed as highly uncertain (Feldman, 1994). For that reason, it
generates certain uncertainty level in individual leading to the feeling of need for
social-reinforcement of his attitudes toward new idea (Rogers, 1983, p. 170). He
would like to compare his opinions to others to make sure he is “walking” on the
right track. Partly, mass media also plays some role in this reinforcement.
The consumers tend to ask these questions in this stage: “What are the
innovation’s consequences?”, “What will its advantages and disadvantages be in
my situation?” (Rogers, 1983, p. 170). Mobile wallet creators should be able to
answer those queries. The favorable or non-favorable attitude toward mobile
wallet depends heavily on this stage. The formation of these attitudes does not
result directly in adoption or rejection. Nevertheless, it does form a tendency. It is
undoubtedly that when someone tells us about the positive image of a new idea,
we are often motivated to adopt it (Rogers, 1983, p. 170). Yet in case the innovation is undesirable,
support for rejection will be sought [instead of adoption] (Seligman, 2006, p. 116).
Decision stage occurs when an individual (or other decision-making unit) involved
in activities that lead to adoption or rejection an innovation. Adoption is
understood as the decision to use an innovation. And rejection is a decision not to
adopt an innovation (Rogers, 1983, p. 172).
In reality, the innovation will not be adopted by consumers if they have not yet
tried to use it. Checking the innovation to see whether it is useful for one’s
situation is necessary. In some cases, the innovation cannot be put for trial.
Therefore, innovations that can be divided for testing will have a better chance to
be adopted in a more rapid speed of adoption (Rogers, 1983, p. 172). A similar
view is held by Seligman (2006) that “partial adoption and vicarious trial adoption
allow the individual to encounter new stimuli for further adjustment of
perceptions of the technology and for understanding how the innovation can be
incorporated into the individual’s environment” (p. 117). One of the suggestions to
facilitate the trial of innovation is distribution of free samples to consumers/clients
(Rogers, 1983). With mobile wallet, it is not an easy task to implement the trial due
to the fact that it relates to a number of stakeholders for the operation, which can
lead to high cost. It perhaps needs marketing departments to create brilliant and
innovative solutions to put mobile wallet on trial.
It is hard to forget that in this stage, an individual can reject the innovation for
various reasons. There are 2 different types of rejections developed by Eveland
(1979):
This is the last stage in the innovation-decision process model. The individual (or
other decision-making unit) seeks the reinforcement for the innovation decision
which he already made, but he may reverse this decision if he encounters
conflicting messages from the innovation (Rogers, 1983, p. 184). The individual
may be encouraged by dissonance and he may reverse his decision depending on
the information he receives (Seligman, 2006, p. 117).
"A large number of banking, financial services and insurance, and telecom companies have
entered into the mobile wallet market in India. Tier I cities such
as Delhi, Mumbai, Kolkata, Bangalore, Pune, etc., have been the early users of mobile wallet
market for shopping, money transfer, mobile recharge and payments, etc. The mobile wallet
trend is gaining momentum in Tier II cities such as Jaipur, Lucknow, Chandigarh, Indore, Patna,
etc., as well on account of rising smartphone and mobile internet penetration rates", said
Mr. Karan Chechi, Research Director with TechSci Research, a research based global
management consulting firm.
According to TechSci Research report, "India Mobile Wallet Market Opportunities &
Forecast, 2020", mobile wallet market in India is projected to reach US$ 6.6 billion by 2020.
The mobile wallet market in India is projected to exhibit exponential growth during the forecast
period, on account of rising smartphone penetration rate, growing mobile internet user base,
and increasing government support. In addition, mobile wallet companies operating inIndia are
also offering attractive deals and incentives to attract new users. In recent years, wallet
companies have increasingly formed collaborations with service providers and financial
institutions to offer a robust and seamless mobile wallet platform to the users. Usage of mobile
wallet is growing across various applications such as money or banking transactions, mobile
recharge & bill payments, ticket bookings, utility applications, etc. In addition, approval of
payment bank licences of major companies such as Paytm, Vodafone, Airtel, etc. is projected to
drive growth in the number of banking transactions through mobile wallet over the next five
years.
3. PayUMoney
PayUMoney, a Gurgaon-based company that provides online payment solutions launched its wallet service last
year. This e-wallet by PayUMoney enables the user to store cash and pay for various services and transactions.
In order to differentiate themselves from other players, they provide a wide range of benefits that include one-
touch check out and discounts / cashback offers on every transaction made. This e-wallet also provides instant
refunds on order cancellations and buyer protect to ensure the right purchase and customer satisfaction.
Number of installs: 100,000+
Operating since 2004, Oxigen services already has over 1,30,000 retail touch points with over 40
million monthly transactions. You can use the Oxigen Checkout Services by registering as a
merchant partner.
India, with 1,270,272,105 (1.27 billion) people is the second most populous country in the world, while
China is on the top with over 1,360,044,605 (1.36 billion) people. [10] The figures show that India
represents almost 17.31% of the world's population, which means one out of six people on this planet
live in India. Although, the crown of the world's most populous country is on China's head for decades,
India is all set to take the numerous positions by 2030. With the population growth rate at 1.58%, India
is predicted to have more than 1.53 billion people by the end of 2030. [11]
India is currently having online population of 213M, among them 60% are males
and 40% are females. In have 110 M mobile internet users, among them 80% are
males and 20% are females. 176M of the total internet population are part of
Social Medias. [11]
India has bypassed Japan to become the world’s third largest Internet user after
China and the United States, and its users are significantly younger than those of
other emerging economies, global digital measurement and analytics firm
comScore has said in a report. Riding on a 31% year-on-year increase, India’s
online population grew to 73.9 million. With an extended online universe in excess
of 145 million the market is at a tipping point for online businesses. The numbers
are lower than other recent estimates, possibly reflecting comScore’s methodology
that only factors in PC and laptop-based Internet usage.
Research report of InMobi showing the behavior mobile user in internet, 21% of
their total consumption is for Entertainment and Social Media, which followed by
Games, General Information Search and Email.
Paytm is the most popular mobile payment app among Android smartphone owners in
urban India, research from Nielsenreveals, with 39% of users with an internet
connection making use of the service for an average duration of 70 minutes a
month. Freecharge is the second most popular service with 26% reach and 40 minutes
of usage per month.
Mobikwik (17% reach and 29 minutes) is the next most popular service followed by My
Airtel (10% and 18 minutes), Oxigen Wallet (7% and 17 minutes), My Vodafone (6%
and 17 minutes), Paytm Wallet (5% and 14 minutes) and Pockets by ICICI (4% and 23
minutes).
Of those who downloaded Paytm in May 2015, however, only 25% were still using the
service in July. 20% of those who installed Mobikwik in May were still using it as of July,
and 14% were still using FreeCharge.
Eligibility
Banking & non-banking entities, current or planned are covered
Only banks, which have Mobile Banking approval are permitted to launch mobile
based prepaid instruments
Non Banks would be permitted to issue only closed system prepaid payment
instruments & semi-closed system prepaid payment instruments
Closed Instruments out of purview of guidelines
If that is indeed what you want to become then you don't need a RBI license. What
you need to do is negotiate with the bank whose service you are going to piggy
back and meet their requirements.
A few notes of advice - don't try and tie up only with one bank use multiple. You
8 - Research methodology
Research methodology is a way to systematically solve the research problem. It
may be under stood as a science of studying how research is done scientifically. It
is a system and in-depth study for any particular subject. Its purpose is to find out
answer to questions through the application of scientific methods. It involves
collection, analysis and interpretation of data. It deals with the application and
utilization of data.
8.1 - Topic
The selected topic for the research is “ Study on consumer perception and attitude
towards Use of Mobile Wallet
8.2 - Period of study
The study is conducted during the 20th April 2016 to 27th April 2016
8.3 - Objectives of the study
11 - Tools
Tools used for this research is an online questionnaire, which consist of 22
questions.
1) On a scale of 1 – 10 with 10 being the most positive, how would you describe the overall experience
of using Mobile wallet for Utility payment?
Interpretation for 1 - 75 % of the consumers are satisfy with the overall experience of the
mobile payment gateways only 25% consumer are not happy the mobile wallet payment
platform. Still payment gateways companies need to make more robust platform.
Interpretation for 2: 60 % of the consumer faced technical problems while using the mobile wallet
gateway for the payment. Mobile payments are gaining in popularity but they still have a way to go
before they reach critical mass, especially for the mobile wallet, a recent report shows.
3) On a scale of 1-10 with 10 being the strongest influence please rate the following factors as to their
likelihood of contributing in use of Mobile Wallet?
4) After Payment, what type of experience will you share with others?
5) How will you share your experience with others after using Mobile Wallet?
Interpretation for 7: All our respondents are very hopeful with the future of mobile wallets in India, But
only 10 % of financial institutions offer mobile payments, while 47 % plan to offer mobile payments within
the next 1-2 years and 43 % do not plan to offer mobile payments.
9) Will you use mobile wallet payment option in your next shopping?
12) How many times you make payments through Mobile Wallets in a month?
Interpretation for 10 -16 : 60 % respondent feel mobile payment is secure option for the utility payments
and they use mobile payment for cab booing , electricity , Mobile recharge , and DTH recharge , And 65%
17) In your opinion, which is your favorite payment gateway for utility bill payment?
Interpretation for 17: PayTM is the most favorite payment platform in India 80% peoples voted as most
favorite platform followed by MobiQuick.
Interpretation for 18 to 19: 85% peoples used cash back offer being offered by the mobile wallet
companies and 90% of respondents has been voted for good experience with mobile wallet.
Indian customers are highly information seekers. They collect more information about
quality, price and refer customer’s experiences before purchasing a product.
Advertisements have high impact for creating stimulus in Indian customers.
Indian consumers have high tendency to go for online purchase. They have high affinity
to go online for electronic products and apparels.
One of the current trends in Indian youth and young Indians are watching the T.V
programs via online portals. May be the main reason is convenience of time, they can
watch programs which they had skipped due to some reasons.
The same thing is happening for the newspaper also, people have more affinity towards
online news portals. Here's the reason may be they can get news updates very early; they
don’t need to wait for daily newspapers.
In both of these cases, one opportunity is lost for marketer and one opportunity is
emerging for them to reach their T.G.
More than 90% of the samples have a mobile or Smartphone and laptops or PC. 96% of
samples have an internet connection is any of these gadgets, this showing the penetration
of internet in India.
If we take tablet, penetration in Indian is low. But it doesn’t mean that no one is using
tabs. More than 30% of samples have tablet. For brands they are getting three more
platforms to reach their T.G and engage them.
33% of the samples are using these gadgets while they are with their friends, so just think
about the reach. If one person noticed something which is cool and awesome they will
surely communicate to others.
25% of the samples are using these gadgets while watching T.V; it’s again a barrier for
brands which use TVC only. 21% of the samples are using this gadget for chatting and
1) The Findings of this project indicates that the future of marketing is in the hands of
digital. Digital marketing is not only concerned with placing ads in portals, it consists
of integrated services and integrated channels. Marketers want to use these
components in an effective way to reach target groups and to build a brand. In this
digital era marketer is not the custodian for a brand, people who are connected across
the digital platforms are the custodians.
2) Brands want to build their presence over digital platform, because customers have
high affinity towards digital media than other media’s. More than that customers are
highly information seekers and digital media is the only platform for two way
communication between brands and customers.
3) Digital media is the best platform to convert a product to a brand. Because it is more
cost effective and it provide lot of touch points to marketer. Brands can able to
engage their target group in an effective way through digital platforms. Digital media
is not only for engagement, brands can increase their customers or they can retain
their existing customers. Digital platforms help to increase the impact of brand recall
in target groups.
4) The research focused on the consumer buying behaviour shows that, Indian
consumers are highly information seeker and they will do research about a product
before going to a retail shop. So brands want to give platforms to consumers to
understand their product or to get a really feel of that brand.
5) I conclude my research by quoting again that “Brands can’t sustain without digital
presence”.
2- )TOI,2014. Indian to have 243 million internet user by june 2014: IAMAI. [online]
Available from: http://timesofindia.indiatimes.com/tech/tech-news/India-to-have-243-
million-internet-users-by-June-2014-IAMAI/articleshow/29563698.cms [Accessed on 10
November 2015]