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dc.contributor.authorSan Martín Gutiérrez, Sonia 
dc.contributor.authorJiménez Torres, Nadia Huitzilin 
dc.contributor.authorCamarero Izquierdo, María Carmen
dc.contributor.authorSan José Cabezudo, Rebeca
dc.date.accessioned2024-11-13T09:20:40Z
dc.date.available2024-11-13T09:20:40Z
dc.date.issued2020-05
dc.identifier.issn0718-1876
dc.identifier.urihttp://hdl.handle.net/10259/9692
dc.description.abstractThe 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.en
dc.description.sponsorshipThe authors would like to thank the support provided by the Ministry of Economy and Competitiveness (ECO2017-82107-R) and the European Regional Development Fund (ERDF) and Junta de Castilla y León (Spain) (VA112P17).es
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherUniversidad de Talca. Facultad de Ingenieríaes
dc.relation.ispartofJournal of theoretical and applied electronic commerce research. 2020, V. 15, n. 2, p. 59-75es
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectGame appsen
dc.subjectSelf-efficacyen
dc.subjectPersonalityen
dc.subjectShoppingen
dc.subjectBig fiveen
dc.subject.otherConsumidores-Conductaes
dc.subject.otherConsumer behavioren
dc.subject.otherComercio electrónicoes
dc.subject.otherElectronic commerceen
dc.titleThe Path between Personality, Self-Efficacy, and Shopping Regarding Games Appsen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttp://dx.doi.org/10.4067/S0718-18762020000200105es
dc.identifier.doi10.4067/S0718-18762020000200105
dc.identifier.essn0718-1876
dc.journal.titleJournal of theoretical and applied electronic commerce researchen
dc.volume.number15es
dc.issue.number2es
dc.page.initial59es
dc.page.final75es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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