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

Producción Científica

Detalles Bibliográficos
Autores: San Martín Gutíerrez, Sonia, Jiménez Torres, Nadia, Camarero Izquierdo, María Carmen, San José Cabezudo, Rebeca
Tipo de recurso: artículo
Estado:Versión enviada para evaluación y publicación
Fecha de publicación:2020
País:España
Institución:Universidad de Valladolid
Repositorio:UVaDOC. Repositorio Documental de la Universidad de Valladolid
OAI Identifier:oai:uvadoc.uva.es:10324/39062
Acceso en línea:https://doi.org/10.4067/S0718-18762020000200105
http://uvadoc.uva.es/handle/10324/39062
Access Level:acceso abierto
Palabra clave:Consumidores - conducta
Videojuegos
Mercado electrónico
Aplicaciones móviles
5311.05 Marketing (Comercialización)
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spelling The Path between Personality, Self-Efficacy, and Shopping Regarding Games AppsSan Martín Gutíerrez, SoniaJiménez Torres, NadiaCamarero Izquierdo, María CarmenSan José Cabezudo, RebecaConsumidores - conductaVideojuegosMercado electrónicoAplicaciones móvilesVideojuegos5311.05 Marketing (Comercialización)Producción CientíficaThe 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.Ministerio de Economía y Competitividad (proyecto ECO2017-82107-R)Fondo europeo de desarrollo regional (proyecto VA112P17)Junta de Castilla y León (proyecto VA112P17)Universidad de Talca (Chile)2020info:eu-repo/semantics/articleinfo:eu-repo/semantics/submittedVersionapplication/pdfhttps://doi.org/10.4067/S0718-18762020000200105http://uvadoc.uva.es/handle/10324/39062reponame:UVaDOC. Repositorio Documental de la Universidad de Valladolidinstname:Universidad de ValladolidIngléshttp://www.jtaer.com/portada.php?agno=2020&numero=2#info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-nd/4.0/oai:uvadoc.uva.es:10324/390622026-06-13T12:44:47Z
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 Gutíerrez, Sonia
Consumidores - conducta
Videojuegos
Mercado electrónico
Aplicaciones móviles
Videojuegos
5311.05 Marketing (Comercialización)
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 Gutíerrez, Sonia
Jiménez Torres, Nadia
Camarero Izquierdo, María Carmen
San José Cabezudo, Rebeca
author San Martín Gutíerrez, Sonia
author_facet San Martín Gutíerrez, Sonia
Jiménez Torres, Nadia
Camarero Izquierdo, María Carmen
San José Cabezudo, Rebeca
author_role author
author2 Jiménez Torres, Nadia
Camarero Izquierdo, María Carmen
San José Cabezudo, Rebeca
author2_role author
author
author
dc.subject.none.fl_str_mv Consumidores - conducta
Videojuegos
Mercado electrónico
Aplicaciones móviles
Videojuegos
5311.05 Marketing (Comercialización)
topic Consumidores - conducta
Videojuegos
Mercado electrónico
Aplicaciones móviles
Videojuegos
5311.05 Marketing (Comercialización)
description Producción Científica
publishDate 2020
dc.date.none.fl_str_mv 2020
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/submittedVersion
format article
status_str submittedVersion
dc.identifier.none.fl_str_mv https://doi.org/10.4067/S0718-18762020000200105
http://uvadoc.uva.es/handle/10324/39062
url https://doi.org/10.4067/S0718-18762020000200105
http://uvadoc.uva.es/handle/10324/39062
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv http://www.jtaer.com/portada.php?agno=2020&numero=2#
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
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dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidad de Talca (Chile)
publisher.none.fl_str_mv Universidad de Talca (Chile)
dc.source.none.fl_str_mv reponame:UVaDOC. Repositorio Documental de la Universidad de Valladolid
instname:Universidad de Valladolid
instname_str Universidad de Valladolid
reponame_str UVaDOC. Repositorio Documental de la Universidad de Valladolid
collection UVaDOC. Repositorio Documental de la Universidad de Valladolid
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