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IMPACT OF AGE ON USAGE OF MOBILE APPS (EMPERICAL STUDY OF RELATIONSHIP BETWEEN MOBILE APP USAGE AND AGE FACTOR)

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International Research Journal of Management and Commerce Vol. 4, Issue 6, June 2017 Impact Factor- 5.564

ISSN: (2348-9766)

© Associated Asia Research Foundation (AARF)

Website: www.aarf.asiaEmail : [email protected] , [email protected]

IMPACT OF AGE ON USAGE OF MOBILE APPS

(EMPERICAL STUDY OF RELATIONSHIP BETWEEN MOBILE APP

USAGE AND AGE FACTOR)

Swati Agarwal

Research Scholar, CCS University, Meerut, Uttar Pradesh, India

& Vinod Soni

Assistant Professor, IIHS, Indirapuram, Ghaziabad Uttar Pradesh, India

ABSTRACT

India is an emerging economy which is affecting world statistics when it comes to consumption of

latest technology or embracing latest changes in the world. With a growing middle class population

which has improved standard of living, advent of internet, exposure to the world platform, the

Indian population is outshining many developed countries in its consumption patterns. Mobile

phone and mobile app industry is no exception to this trend. Let it be gaming apps, social

networking apps, entertainment apps, banking apps, educational apps or any other categories,

Indian consumer of every age group is trying hands on these apps with different apps and common

apps being used by different age categories simultaneously.

Key Words: Mobile apps, age, gaming apps, entertainment, social networking apps, banking apps

Introduction

The advent of internet severely affected the brick and mortar world with people moving from real

places to the virtual domains. When things were possible at a click, the concept of searching,

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market place to the comforts of the computer room and transactions became easier. The long queues

at the railway counters or at the banks became shorter and the waiting time reduced from hours to

minutes. The internet and laptop brought in massive changes into the lifestyle and the working

pedagogy, with the advent of e-commerce.

The laptop than changed its size and most of its features became available on devices that would fit

into the pocket in the form of smart phones, the beginning from Apple‟s iphone in early 2007. This

brought in the new industry of the mobile apps and the world changed its face from e-commerce to

m-commerce with mobile apps in all categories flooding in the market and bringing most of the

work to be done to the comforts of stretched legs in the bedroom. This smartly dressed smartphone

and the associated accessories in the form of mobile software “applications” or “apps” is becoming

increasingly ubiquitous in our daily life. Looking into the growth of this industry the mobile

communication companies have also invested overwhelmingly in the deployment of the

infrastructure which has further added fuel to fire. With a huge tech-savvy population having

affordability of smart phones, and supported by mobile communication industry, developing

countries like India have become a profit haven for companies in this field.

As per the report available about the usage of mobile apps, India has been a forerunner in the global

industry and usage of mobile applications in India grew 43% in 2016, with entertainment and

finance categories witnessing maximum transactions. The reports also indicate that messaging and

social apps remain one of the most used categories in Asia and India wherein the time spent on

messaging and social apps grew by an impressive 52% in India as compared to a global increase of

44%. As quoted in news papers the top three categories of apps which saw growth were music,

media and entertainment followed by business and finance, and utilities and productivity apps, in

India.

As per global statistics, year 2016 saw China becoming the largest market in terms of iOS App

Store revenue and mature markets experienced strong growth patterns. But the most impressive

was the growth visible in the emerging markets, including India, Indonesia, Mexico and Brazil,

which saw even more gains. The devices which have screens between 5” and 6.9” have emerged as

a new market and have created a new segment for themselves in the name of „Phablet‟ and have

become the fastest growing mobile device globally. While the growth of Phablets in the US market

is 48 percent in terms of market share, India has outshined it with a market share of 61 percent.

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the global mobile usage six months back and India‟s mobile usage looks a lot like same as per

March 2017 statistics with India‟s usage still ascending on the growth curve but at a faster rate that

was seen the year prior.

While the mobile phone usage has increased multifold, the mobile app usage is not only picking up

but at a much faster rate with one mobile phone becoming home to many apps. While the apps are

available in various categories, people are using them differently in different age groups. Some of

the most common categories of apps being used are - gaming apps, social networking apps,

entertainment apps, banking apps, educational apps, travel and tourism apps, medical apps, personal

utility apps, shopping apps, fooding apps etc, though the list is endless and increasing. The choice

of apps being downloaded by different aged people is seemingly different but the usage of mobile

apps is increasing day by day. Some out of curiosity, some out of usage, some out of fun while

some out of interest and learning, everybody who has a smart phone is using mobile apps for his or

her own personal reasons. The question that really needs to be answered is that: One of the most

important demographic factors which affect the consumer behaviour – Age – is it affecting this

market in choice of apps only or the number of apps used also?

Objectives Of The Study

The current study tries to identify

 the usage of mobile apps by different age groups

 the different types of apps being used by people of different age groups  the relationship between the mobile app usage in different age groups

Hypothesis

This study will test the following three hypotheses:

Hypothesis 1

Ho: Equal number of Mobile Apps is used by Young and Mature.

H1: Equal number of Mobile Apps is not used by Young and Mature. (Young are using

more apps than Mature)

Hypothesis 2

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H1: Equal number of Mobile Apps is not used by Young and Senior. (Young are using more

apps than Senior.)

Hypothesis 3

Ho: Equal number of Mobile Apps is used by Mature and Senior.

H1: Equal number of Mobile Apps is not used by Mature and Senior. (Mature are using

more apps than Senior)

Research Methodology

Research is based on primary data collected with the help of questionnaire. Objective of study is to

find out the relation of age factor and number of mobile apps used by the people. The Study will

prove itself useful in making strategies for product planning and identification of target group of

customer of various products. Z-Test is used for analysis of data. Significance level of tabulated

value of z is set at 95%. The usage of mobile apps has been categorized into 3 categories i.e usage

of 1 to 3 apps, 4 to 6 apps and 7 to 9 apps. The age categories defined for study have been classified

as Young (upto 25 years of age), Mature (from 26 to 50) and Seniors (from 51 and above). Formula

for Z-test is used as under:

where and are the means of the two samples, Δ is the hypothesized difference between the

population means (0 if testing for equal means), σ 1 and σ 2 are the standard deviations of the two

populations, and n1 and n2 are the sizes of the two samples.

The tabulated value of z at significance level of 95 % is:

Z(0.05) = 1.96

Data Presentation and Analysis

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No. of Apps / Age Group Young (X) Mature (Y) Total

1 to 3 2 5 7

4 to 6 14 19 33

7 to 9 48 48 96

Total 64 72 136

As per the hypothesis 1 considered for the study, null hypothesis states that young (upto 25 years of

age) and mature (26 to 50 years of age) people are using equal number of mobile apps while the

alternate hypothesis states that young and mature people do not use same number of apps and that

young people use more apps in comparison to mature people. Data Calculations for this hypothesis

are as under:

Z = (7.15 – 6.79 – 0) / (2.4025/64 + 3.4225/72)1/2

Z = (0.36) / (0.0375 + 0.0475)1/2

Z = (0.36) / (0.085)1/2

Z = (0.36) / (0.2915)

Z = 1.2915

As Z (calculated) is less than the Z (tabulated), therefore Ho is accepted and it is concluded that

there is no significant difference of usage of mobile apps between young and mature people and

that both young and mature use the mobile apps with similar excitement and thus similar pattern.

(B) For Hypothesis 2

No. of Apps / Age Group Young (X) Seniors (Z) Total

1 to 3 2 28 30

4 to 6 14 20 34

7 to 9 48 25 73

Total 64 73 137

Mean of X 7.15 Mean of Y 6.79

S.D. of X 1.55 S.D. of Y 1.85

Variance of X 2.4025 Variance of Y 3.4225

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As per the hypothesis 2 considered for the study, the null hypothesis states that young (upto 25

years of age) and senior (above 51 years of age) people are using equal number of mobile apps

while the alternate hypothesis states that young and senior people do not use same number of apps

and that young people use more apps in comparison to senior people. Data Calculations for this

hypothesis are as under:

Z = (7.15 – 4.88 – 0) / (2.4025/64 + 6.52/73)1/2

Z = (2.27) / (0.0375 + 0.0893)1/2

Z = (2.27) / (0.1268)1/2

Z = (2.27) / (0.3560)

Z = 6.3764

As Z (calculated) is more than the Z (tabulated), therefore Ho is rejected and it is concluded that

there is significant difference of usage of mobile apps between young and senior people and that

young people use more number of apps in comparison to senior people.

(C) For Hypothesis 3

No. of Apps / Age Group Mature (Y) Seniors (Z) Total

1 to 3 5 28 33

4 to 6 19 20 39

7 to 9 48 25 73

Total 72 73 145

Mean of Y 6.79 Mean of Z 4.88

S.D. of Y 1.85 S.D. of Z 2.55

Variance of Y 3.4225 Variance of Z 6.52

N(Y) 72 N(Z) 73

Mean of X 7.15 Mean of Z 4.88

S.D. of X 1.55 S.D. of Z 2.55

Variance of X 2.4025 Variance of Z 6.52

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As per the hypothesis 3 considered for the study, null hypothesis states that mature (26 to 50 years

of age) and senior (above 51 years of age) people are using equal number of mobile apps while the

alternate hypothesis states that mature and senior people do not use same number of apps and that

mature people use more apps in comparison to senior people. Data Calculations for this hypothesis

are as under:

Z = (6.79 – 4.88 – 0) / (3.4225/72 + 6.52/73)1/2

Z = (1.91) / (0.0475 + 0.0893)1/2

Z = (1.91) / (0.1368)1/2

Z = (1.91) / (0.3698)

Z = 5.1649

As Z (calculated) is more than the Z (tabulated), therefore Ho is rejected and it is concluded that

there is significant difference of usage of mobile apps between mature and senior people and that

mature people use more number of apps in comparison to seniors.

Interpretations

1. The mobile app industry is growing very fast and influencing every age segment though the

kind of apps that are being used by different age groups are different.

2. Though there is no significant difference between the number of apps used by young and

mature people but the kind of apps being used are different. On the other hand there is

significant difference between the number of apps used by young and seniors people and

also between mature and senior people, and again the type of apps being used are different.

3. While the young are using apps out of curiosity, the mature and seniors are using apps more

based on requirement along with curiosity. The schemes available on downloading the app

for the first time and passing on the benefit to others and earning points is helping create

positive word of mouth about the convenience of mobile app usage.

4. As per the study, the younger generation is using apps related to gaming, social networking,

entertainment, and to a good extent the shopping apps. The mature and senior generations

are using banking apps, booking apps, social networking apps and shopping apps to a very

large extent along with the other apps. A remarkable difference has been found in the app

usage of seniors who were slightly more in age (towards 65 or more) as they are using much

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5. As became evident from the study, the „fear of unknown and distrust‟ factor plays an

important role in the apps usage industry. The people who start using the apps and become

aware of their functioning are very easily trying these apps in any numbers, be in whatever

age group, while the people who are yet to overcome these blocks are using very less apps.

But even with these people who are less savvy with apps, the social networking and gaming

apps are popular.

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psychographics, Routledge, London

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14.

http://timesofindia.indiatimes.com/trend-tracking/app-usage-in-india-grows-43-study/articleshow/57823591.cm

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