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How perceived competence-predominant and self-focus framing influence young consumers' satisfaction with nutritional apps

  • Jingjing Guo
  • , Yi Meng*
  • , Kara Chan
  • *Corresponding author for this work

Research output: Contribution to journal › Journal article › peer-review

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Abstract

Purpose – As nutrition apps increasingly shape young consumers’ daily health management, sustaining customer satisfaction remains a challenge. This study aims to examine how perceived competence predominance relative to warmth influences satisfaction with nutrition apps and whether this effect is strengthened by self-focus framing. Design/methodology/approach – Three popular nutrition apps, MyFitnessPal, Lose It! and Fitbit, were identified through a preliminary survey of 305 young consumers aged 18–26. A total of 146, 661 user reviews of these apps were collected over a 30-month period. Using a data-mining approach, a balanced subsample of 18, 000 reviews was analysed. Linguistic Inquiry and Word Count software was used to extract language-based constructs, followed by regression analyses to test the hypotheses. Findings – Customer satisfaction is higher when nutrition apps are perceived as competence- predominant rather than warmth-predominant. This positive relationship is stronger among consumers who adopt a self-focus framing of their app experiences. Research limitations/implications – This research contributes to the literature on the stereotype content model and customer satisfaction in the context of consumer–technology-enabled health service interactions. Practical implications – The findings provide practical guidance for designing and marketing nutrition apps targeting young consumers, indicating that emphasising competence-related cues and self-focused framing in apps can enhance customer satisfaction. Originality/value – By integrating the stereotype content model with construal level theory, this research clarifies the role of social cognition and psychological framing in shaping satisfaction with nutrition apps.

Original languageEnglish
Pages (from-to)20-35
Number of pages16
JournalYoung Consumers
Volume27
Issue number9
Early online date25 Mar 2026
DOIs
Publication statusE-pub ahead of print - 25 Mar 2026

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being
  2. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure
  3. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

User-Defined Keywords

  • Innovation adoption
  • UX/UI design
  • Mobile health
  • Computer-mediated communication
  • Consumer perception

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