Consumo y ocio de la Generación Z en la esfera digital

  1. Del Moral Pérez, María Esther 1
  2. Guzmán Duque, Alba Patricia 2
  3. Bellver Moreno, M. Carmen 3
  1. 1 Universidad de Oviedo
    info

    Universidad de Oviedo

    Oviedo, España

    ROR https://ror.org/006gksa02

  2. 2 Unidades Tecnológicas de Santander
  3. 3 Universitat de València
    info

    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

Journal:
Prisma Social: revista de investigación social
  1. Núñez Gómez, Patricia (coord.)
  2. Mañas Viniegra, Luis (coord.)
  3. Abuín Vences, Natalia (coord.)

ISSN: 1989-3469

Year of publication: 2021

Issue Title: Jóvenes y Nuevas Formas de Comunicación y Marketing

Issue: 34

Pages: 88-105

Type: Article

More publications in: Prisma Social: revista de investigación social

Abstract

Generation Z stands out for its digital competence, high mobility and use of networks and social media (SM). This research analyses the activities of online consumption and digital leisure that these young people develop by using digital applications, networks or SM and leisure platforms. Specifically, this research shows the trend in the habits of Spanish and Colombian university students (N=500) in relation to their preferred practices in terms of consumption and digital leisure. The results highlight the prevalence of online consumption significantly linked to buying and selling personal products in this sector of the population. By gender, Spaniards stand out in terms of booking hotels and plane or train tickets, while Colombians purchase show tickets. Women book transport and men deal with online banking. Regarding digital leisure activities, Spaniards primarily arrange trips and Colombians watch TV series. There is a greater presence of men in leisure platforms –they stand out as gamers in e-sports or as video game testers and they place bets online–. The women participate in video game communities as observers. Undoubtedly, the growing social digitalization requires training to balance virtual and face-to-face practices and help conciliate the duality of youth intervention contexts.

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