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PAGE 184 j YOUNG CONSUMERS j VOL. 24 NO. 2 2023, pp. 184-202, © Emerald Publishing Limited, ISSN 1747-3616 DOI 10.1108/YC-03-2022-1491
igitalisation, especially during the COVID-19 pandemic, has changed the way
1. RO1. explore the attitudes of Gen Zers towards mobile applications, and what factors
affect these;
2. RO2. ascertain the behaviour of Gen Zers towards mobile applications and what factors
affected this behaviour;
3. RO3. ascertain the factors contributing towards Gen Zers downloading mobile
applications; and
4. RO4. identify any other conditions that affected the attitudes and behaviour of Gen Zers
towards branded mobile applications.
Theoretical framework
The unified theory of acceptance and use of technology model 2 (Venkatesh et al., 2012)
provided the theoretical lens through which the students’ attitudes and behaviours with
branded mobile applications were explored (Figure 1).
The first four factors, namely, performance expectancy, effort expectancy, social influence
and facilitating conditions came from the original UTAUT model (Venkatesh et al., 2003),
while the other factors were added for the revised model, UTAUT2 (Venkatesh et al., 2012).
Performance expectancy is defined as, “the degree to which an individual believes that
using the system will help him or her to attain gains in job performance” (Venkatesh et al.,
2003, p. 447). This included factors such as the perceived usefulness of the new
technology (mobile apps) and the extrinsic motivation derived from the mobile app. This
study explored performance expectancy as a possible reason for Gen Zers attitudes and
behaviours towards mobile apps, including the adoption of branded apps.
Venkatesh et al. (2003, p. 450) defined effort expectancy as “the degree of ease associated
with the use of the system”. This study explored whether expectations about the effort required
Figure 1 Unified theory of acceptance and use of technology model 2 (Venkatesh et al.,
2012, p. 160)
Apps are also convenient in the time that we live in, as it’s so much easier to socialise on apps,
than face-to-face. So it gives you a wide variety of things to do at one time.
This study supported the findings of the theoretical framework, the UTAUT model by
Venkatesh et al. (2003, p. 453) which suggested that effort expectancy was a determinant
of new technology intention and usage. In particular, apps that were easy to use, convenient
and enjoyable lead to a more positive attitude and increased behaviour of the participants’
usage towards the apps in this study. However, this study has identified in particular the most
important factor contributing towards young consumer’s (Gen Z) positive attitudes towards
branded mobile apps, i.e. convenience of an app. Furthermore, the participants recommended
that the apps be efficient in the way they complete their function as quickly as possible for the
user. This included having features such as simple instructions at login, simple and organised
layout and use of a universal standard of symbols within the app. These are critical factors to
consider when marketing a mobile app to young consumers.
Staying connected was the second highest mentioned benefit of mobile apps to the
participants. The participants felt that mobile applications made staying in touch much more
accessible and convenient. Particularly the social media apps were highlighted as the branded
mobile applications most used to stay connected. One of the participants felt that Facebook and
Instagram let:
You know what everyone is doing, posting up pictures of what you’re doing, saving your memories.
Staying connected with their distant or overseas friends and family through a mobile app
was also a communication benefit:
What I like about Snapchat and Instagram, like if you have friends that don’t stay near you, then
you can keep track on what they doing, how they doing. Especially with Snapchat as you know
what they doing on that day.
Often the participants remarked that they prefer connecting with their peers via mobile apps
as opposed to face-to-face contact. One participant stated:
Instead of going downstairs and knocking on my friend’s door, I can just WhatsApp her. So that
makes my life easier.
With compatibility and functionality being some of the influences of facilitating conditions and
performance expectancy proposed by the UTAUT model by Venkatesh et al. (2003, p. 453),
all the participants of this study enjoyed mobile apps that were compatible and functional with
their student lives. This included banking apps, social media and storage apps. This was also
supported by Puriwat and Tripopsakul, (2021) and Wut et al. (2021) who found that facilitating
conditions significantly contributed to affecting actual app user behaviour. Therefore, this
study supported the findings of the theoretical framework the UTAUT model by Venkatesh
et al. (2003, p. 453) which suggested that facilitating conditions and performance expectancy
were determinants of new technology intention and usage. Even though social media apps
were most important to them, this study highlighted that apps that were compatible to the
everyday lives and tasks of young consumers were also favourable.
Many of the participants commented on the benefit of mobile apps saving them time for
day-to-day activities. For example, the following two quotes:
A banking app, you don’t have to go into the bank to make a transaction or pay for something.
You can do it right on your phone and it takes only a few minutes to do it.
Apps are more time efficient than going and buying a newspaper.
Once again, this supported the findings of the UTAUT2 model that effort expectancy, i.e. in
this study that time efficiency of mobile apps were a direct influence on the attitudes and
behaviour of the participants. Similarly, Puriwat and Tripopsakul (2021) found that effort
expectancy significantly positively impacted behavioural intention, for example, the use of
social media apps to do business was clear and understandable. Therefore, this study
highlights the importance of functional apps that are able to maximise young consumers’ time.
Finally, entertainment was highlighted as another major benefit of branded mobile
applications. Entertainment was also highlighted as a contributing factor to the popularity of
branded mobile apps by the youth in two separate studies, i.e. Potgieter (2015) in South Africa
and Ruiz-Del-Olmo and Belmonte-Jimenez (2014) in Spain. This also supports Hass et al.
(2021, p. 368) who found that university students have positive attitudes towards gamification
in mobile apps and Wut et al. (2021) who recommend adding gamification to “consumption-
related mobile apps to increasing usage behavior”. As one participant said:
Mobile apps were downloaded to overcome boredom and keep participants entertained as
stated by two participants:
Apps are also a nice way to kill time. When you sitting somewhere and you bored, it passes time
quickly.
Just to push time. You know at sometimes at like 2o’clock when you have nothing to do, you just
play on apps to do something.
Of the participants who responded, 90,6% were more favourable towards fun and enjoyable
branded mobile apps, which would subsequently lead them to using the app more. One
participant suggested that fun and enjoyable apps were popular due to the short attention
span of Generation Z. Some of the branded mobile applications mentioned as being fun
and enjoyable were Facebook, Instagram, Picolo, Pinterest, Pokemon GO, Snapchat, Stick
Cricket and YouTube. Therefore, this study supported the findings of the theoretical
framework, the UTAUT2 model by Venkatesh et al. (2012, p. 174) which suggested that
hedonic motivation influenced new technology usage. However, this study contributes to
literature on the importance of fun mobile apps for young consumers in particular.
Although the 106 positive mentions outweighed the 57 negatives, there were some negative
attitude themes towards branded mobile applications. Some of these negative attitudes
included mobile branded apps being time consuming, having adverts that were annoying,
high usage of data, large memory space required for apps, high pricing and updates and
notifications. These findings also supported the study performed by Ruiz-Del-Olmo and
Belmonte-Jimenez (2014), who also found that mobile applications were disliked due to
their high usage of data, which was a financial burden on the users. In addition, Bhave et al.
(2013) also discovered that consumers become annoyed when an advert appeared while
they were actively involved with the mobile application, particularly when they were
communicating with friends or playing games (Bhave et al., 2013). However, the participants
expressed more positive attitudes towards branded mobile applications than negative
attitudes, thereby providing insight into the overall views of young consumers towards
branded mobile apps.
The second objective (RO2) aimed to ascertain the behaviour of Gen Zers towards mobile
applications and what factors affected this behaviour. The participants were asked to look
at their smartphones and call out the apps they presently had on their phones and this was
then compiled into a list on the whiteboard in the classroom. In total, 213 branded mobile
applications were recorded on their smartphones. The five most popular branded mobile
applications among the sample were WhatsApp, Instagram, Facebook, Uber and
Snapchat. This supports the study by Potgieter (2015) who found Facebook and WhatsApp
to be the most popular branded mobile applications among university students in South
Africa. The number of branded mobile applications on the participant’s smartphones
ranged from 5 to 42. The majority (52.5% of participants) had between seven and ten
branded mobile applications on their phone. There were however, 21.2% of participants
that had more than 15 apps on their phone. These findings differ from the findings of CB
Staff (2014) who revealed that the average Generation Z student has more than ten
branded mobile applications on their smartphones. In this study, the most popular mobile
apps used daily (ranked in popularity) were WhatsApp, Instagram, Snapchat, Facebook
and Facebook Messenger. Every participant in the focus groups had WhatsApp on his or
her smartphone.
The five most common factors contributing to participants deleting branded mobile applications
were: Lack of storage on the smartphone, when an app is no longer useful or relevant, when an
app is no longer entertaining, when an app becomes too addictive and when an app is used
Well if I’m extremely bored I download an app just to try it out because it looks entertaining, but if
it’s not then I just delete it. Or if it’s not useful then I will delete it.
Me and Angry Birds kind of divorced, because it’s too addictive. You know how they say “too
much of a good thing is bad”, yeah well you just know. I need to study now.
This study supported the findings of the UTAUT2 model that also found that hedonic
motivation, such as entertainment of a new technology (like a mobile app) influenced
technology acceptance and use directly (Venkatesh et al., 2012 and Wut et al., 2021).
Furthermore, this study supported the findings of the theoretical framework, the UTAUT2
model by Venkatesh et al. (2012, p. 174) which suggested that habit influenced technology
usage. The participants in this study felt more favourable and used an app more when they
gained experience with the app and checked them regularly. This was of critical importance
to young consumers.
The fourth and last objective (RO4) aimed to identify any other conditions that affected the
attitudes and behaviour of Gen Zers towards branded mobile applications. This objective
was included to explore the research gap of the UTAUT2 model and if there were any
additional constructs that impacted the attitudes and behaviour towards a new technology,
such as branded mobile apps.
Privacy emerged as the main condition that impacted the attitudes and behaviour of the
participants towards branded mobile applications. Privacy was also found to be a factor
that impacted negatively on consumers’ attitudes towards mobile applications by Beneke
et al. (2010). Previously, Chopdar et al. (2018) also proposed privacy as an additional
element to the UTAUT2 framework, in relation to their study on mobile shopping apps in
India and the US. The UTAUT2 model did not include privacy as a variable that can
influence behavioural intention and use behaviour, and therefore, this study recommends
an extension of the UTAUT2 model to include privacy as an eighth component of the
UTAUT2 model. Some of these remarks on privacy were as follows:
The one reason why I don’t want Facebook is I don’t want everyone to know what’s going on in
my life, for example who I’m sitting with. So privacy is an issue.
On the negative side, like personal accounts being hacked on apps. Then you got to question
the app’s security. I wouldn’t put my personal stuff on an app that has been hacked six times in
the last few weeks.
There is a misconception that because young consumers, such as Gen Zers love social
media apps and sharing and connecting with others, that they do not regard privacy to be
as important as previous generations do or do that they do not have much awareness of
privacy (Musdalifah et al., 2021). However, this study disproves that perception by finding
that privacy settings of a mobile app represent the difference between them keeping or
deleting a mobile app.
Other issues that negatively affected the participants’ attitudes and behaviour towards apps
were the adverts, charging for an app, the large amount of data and memory space
required to run the app and notifications. Some participants also revealed that they felt
negative towards apps as they have led to anti-social behaviour among their friends and
increased cyber bullying. Furthermore, the participants felt that certain apps (such as
Facebook) were only available in some countries and this impacted their attitude and
behaviour towards those branded mobile applications, by not downloading them if they
could not be connected to their friends across the world. All of these additional influences to
the UTAUT2 model could be further researched in future.
When downloading apps, the participants looked at the media, reactions to posts, reviews
and ratings and trends when formulating their attitudes and behaviour towards apps.
Syncing of apps made participants more positive towards the apps. In other words, when
one post could be uploaded to three different apps at the same time (such as Facebook,
Instagram and Twitter). This saved time for the user and they enjoyed the apps more. An
additional issue that impacted the participants’ attitudes and behaviour towards branded
mobile application in a positive way was nostalgia. Pokemon GO in particular, was
downloaded due to nostalgia. The participant who had downloaded Pokemon GO had
watched the TV series when they were a child and thus they already had a positive attitude
towards the brand so they downloaded the gaming mobile app. One participant felt that the
reactions received on social media posts made them either like or dislike the mobile app.
Often when a user received many likes, positive comments and followers they liked the app
more and used the app more often. Lifestyle and personality were also factors mentioned
by the participants to change their behaviour around apps, by downloading certain apps
(such as sports and music apps) that matched their lifestyle. With regards to reviews and
ratings of an app, one participant mentioned they would examine the comments and
reviews before downloading a mobile app. Potgieter (2015) also discovered that reviews
and ratings of an app were deemed as an important issue connected to attitudes and
behaviour of mobile applications. A final factor discussed was that trends led to positive
attitudes towards branded mobile apps and downloading. For example, when most of their
friends started downloading Snapchat, it led to a participant downloading it because it was
a trend with the app having fun filters.
Theoretical implications
This study contributes to the existing literature by providing an extension of the UTAUT2
framework, with specific reference to privacy as a driver affecting attitudes and behaviour of
a new technology, with reference to branded mobile applications. This study showed that
young consumers are acutely aware of privacy issues and that the participants emphasised
that they would only download and keep mobile apps that were able to assure them of their
privacy. This study showed that young consumers were fearful of their personal profiles on
the apps being hacked. Thus, a key theoretical contribution of the study is that while the
UTAUT2 model seems applicable in a Gen Z context, it is advised that the model be
extended to include privacy as a determining factor. Furthermore, this study specifically
focuses on an emerging market, South Africa, with previous studies on branded mobile
Practical implications
This paper contributes to three industries: the marketer of branded mobile apps, the app
developers and researchers.
Conclusion
This qualitative study set out to explore the attitudes and behaviour of Gen Zers towards
branded mobile applications in an emerging market. This research was needed as there is
limited literature on the Generation Z market, as most mobile marketing studies have
focused on Generation X and Generation Y and on developed markets, yet Generation Z is
the largest consumer market, particularly in emerging markets such as Sour Africa. This
research makes contributions for marketers, researchers and app developers seeking to
innovate in a digital economy to create value for the youngest, but most digitally astute,
consumer cohort. Firstly, it extends the research of the UTAUT2 model and proposes
privacy as an additional direct determinant of new technology adoption. Secondly, it
provides valuable information to marketers on the relatively unknown Generation Z market
and the factors positively and negatively affecting their attitudes and behaviour towards
branded mobile applications. Thirdly, this research provides guidelines to app developers
on how to better create value through building innovative apps suitable for the youth of
South Africa. The consumer should be the focus of attention for both the marketer and the
app developer, to ensure a more positive attitude towards and increased usage of, the app.
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