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dc.contributor.author | San Martín Gutiérrez, Sonia | |
dc.contributor.author | Jiménez Torres, Nadia Huitzilin | |
dc.contributor.author | Camarero Izquierdo, María Carmen | |
dc.contributor.author | San José Cabezudo, Rebeca | |
dc.date.accessioned | 2024-11-13T09:20:40Z | |
dc.date.available | 2024-11-13T09:20:40Z | |
dc.date.issued | 2020-05 | |
dc.identifier.issn | 0718-1876 | |
dc.identifier.uri | http://hdl.handle.net/10259/9692 | |
dc.description.abstract | 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. | en |
dc.description.sponsorship | The 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.mimetype | application/pdf | |
dc.language.iso | eng | es |
dc.publisher | Universidad de Talca. Facultad de Ingeniería | es |
dc.relation.ispartof | Journal of theoretical and applied electronic commerce research. 2020, V. 15, n. 2, p. 59-75 | es |
dc.rights | Atribución 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
dc.subject | Game apps | en |
dc.subject | Self-efficacy | en |
dc.subject | Personality | en |
dc.subject | Shopping | en |
dc.subject | Big five | en |
dc.subject.other | Consumidores-Conducta | es |
dc.subject.other | Consumer behavior | en |
dc.subject.other | Comercio electrónico | es |
dc.subject.other | Electronic commerce | en |
dc.title | The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps | en |
dc.type | info:eu-repo/semantics/article | es |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es |
dc.relation.publisherversion | http://dx.doi.org/10.4067/S0718-18762020000200105 | es |
dc.identifier.doi | 10.4067/S0718-18762020000200105 | |
dc.identifier.essn | 0718-1876 | |
dc.journal.title | Journal of theoretical and applied electronic commerce research | en |
dc.volume.number | 15 | es |
dc.issue.number | 2 | es |
dc.page.initial | 59 | es |
dc.page.final | 75 | es |
dc.type.hasVersion | info:eu-repo/semantics/publishedVersion | es |