The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps

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, ad...

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Detalles Bibliográficos
Autores: San Martín Gutiérrez, Sonia, Jiménez Torres, Nadia Huitzilin, Camarero Izquierdo, María Carmen, San José Cabezudo, Rebeca
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2020
País:España
Institución:Universidad de Burgos (UBU)
Repositorio:Repositorio Institucional de la Universidad de Burgos (RIUBU)
OAI Identifier:oai:riubu.ubu.es:10259/9692
Acceso en línea:http://hdl.handle.net/10259/9692
Access Level:acceso abierto
Palabra clave:Game apps
Self-efficacy
Personality
Shopping
Big five
Consumidores-Conducta
Comercio electrónico
Consumer behavior
Electronic commerce
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spelling The Path between Personality, Self-Efficacy, and Shopping Regarding Games AppsSan Martín Gutiérrez, SoniaJiménez Torres, Nadia HuitzilinCamarero Izquierdo, María CarmenSan José Cabezudo, RebecaGame appsSelf-efficacyPersonalityShoppingBig fiveConsumidores-ConductaComercio electrónicoConsumer behaviorElectronic commerceThe 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.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).Universidad de Talca. Facultad de Ingeniería202420242020info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10259/9692reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)instname:Universidad de Burgos (UBU)InglésJournal of theoretical and applied electronic commerce research. 2020, V. 15, n. 2, p. 59-75http://dx.doi.org/10.4067/S0718-18762020000200105Atribución 4.0 Internacionalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:riubu.ubu.es:10259/96922026-05-28T07:56:11Z
dc.title.none.fl_str_mv The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
title The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
spellingShingle The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
San Martín Gutiérrez, Sonia
Game apps
Self-efficacy
Personality
Shopping
Big five
Consumidores-Conducta
Comercio electrónico
Consumer behavior
Electronic commerce
title_short The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
title_full The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
title_fullStr The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
title_full_unstemmed The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
title_sort The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
dc.creator.none.fl_str_mv San Martín Gutiérrez, Sonia
Jiménez Torres, Nadia Huitzilin
Camarero Izquierdo, María Carmen
San José Cabezudo, Rebeca
author San Martín Gutiérrez, Sonia
author_facet San Martín Gutiérrez, Sonia
Jiménez Torres, Nadia Huitzilin
Camarero Izquierdo, María Carmen
San José Cabezudo, Rebeca
author_role author
author2 Jiménez Torres, Nadia Huitzilin
Camarero Izquierdo, María Carmen
San José Cabezudo, Rebeca
author2_role author
author
author
dc.subject.none.fl_str_mv Game apps
Self-efficacy
Personality
Shopping
Big five
Consumidores-Conducta
Comercio electrónico
Consumer behavior
Electronic commerce
topic Game apps
Self-efficacy
Personality
Shopping
Big five
Consumidores-Conducta
Comercio electrónico
Consumer behavior
Electronic commerce
description 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.
publishDate 2020
dc.date.none.fl_str_mv 2020
2024
2024
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/10259/9692
url http://hdl.handle.net/10259/9692
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Journal of theoretical and applied electronic commerce research. 2020, V. 15, n. 2, p. 59-75
http://dx.doi.org/10.4067/S0718-18762020000200105
dc.rights.none.fl_str_mv Atribución 4.0 Internacional
http://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Atribución 4.0 Internacional
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidad de Talca. Facultad de Ingeniería
publisher.none.fl_str_mv Universidad de Talca. Facultad de Ingeniería
dc.source.none.fl_str_mv reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)
instname:Universidad de Burgos (UBU)
instname_str Universidad de Burgos (UBU)
reponame_str Repositorio Institucional de la Universidad de Burgos (RIUBU)
collection Repositorio Institucional de la Universidad de Burgos (RIUBU)
repository.name.fl_str_mv
repository.mail.fl_str_mv
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