Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10259/9692
Título
The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
Autor
Publicado en
Journal of theoretical and applied electronic commerce research. 2020, V. 15, n. 2, p. 59-75
Editorial
Universidad de Talca. Facultad de Ingeniería
Fecha de publicación
2020-05
ISSN
0718-1876
DOI
10.4067/S0718-18762020000200105
Resumen
The smartphone has made gaming more accessible and desirable for a wider market than ever before. Game apps are one of the most consumed and fastest growing products in the world today. Yet, few studies have thus far explored the implications of games apps consumption from a consumer perspective, addressing the transfer of abilities from one technological field to another. The main purpose of this paper is threefold: to ascertain the role of personality as a determinant of self-efficacy, to establish whether there is a transfer process from self-efficacy in video gaming with apps to online shopping and to analyze the impact of self-efficacy on the online purchase of game-related products. Results show that neuroticism, extraversion, and agreeableness determine the gaming self-efficacy that is transferred to online shopping self-efficacy and finally to the online purchase of game-related products. These insights provide interesting managerial implications that could affect video game marketing.
Palabras clave
Game apps
Self-efficacy
Personality
Shopping
Big five
Materia
Consumidores-Conducta
Consumer behavior
Comercio electrónico
Electronic commerce
Versión del editor
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