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dc.contributor.authorSan Martín Gutíerrez, Sonia
dc.contributor.authorJiménez Torres, Nadia
dc.contributor.authorCamarero Izquierdo, María Carmen 
dc.contributor.authorSan José Cabezudo, Rebeca 
dc.date.accessioned2019-11-06T13:54:44Z
dc.date.available2019-11-06T13:54:44Z
dc.date.issued2020
dc.identifier.citationJournal of Theoretical and Applied Electronic Commerce Research, May 2020, vol.15, Issue 2, p. 59-75es
dc.identifier.issnISSN 0718–1876es
dc.identifier.urihttp://uvadoc.uva.es/handle/10324/39062
dc.descriptionProducción Científicaes
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.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherUniversidad de Talca (Chile)es
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectconsumidores - conductaes
dc.subjectvideojuegoses
dc.subjectmercado electrónicoes
dc.subject.classificationaplicaciones de moviles
dc.subject.classificationvideojuegoses
dc.titleThe Path between Personality, Self-Efficacy, and Shopping Regarding Games Appses
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.holderUniversidad de Talca (Chile)es
dc.identifier.doi10.4067/S0718-18762020000200105es
dc.relation.publisherversionhttp://www.jtaer.com/portada.php?agno=2020&numero=2#es
dc.identifier.publicationfirstpage0es
dc.identifier.publicationissue2es
dc.identifier.publicationlastpage0es
dc.identifier.publicationtitleJournal of theoretical and applied electronic commerce researches
dc.identifier.publicationvolume15es
dc.peerreviewedSIes
dc.description.projectMinisterio de Economía y Competitividad (proyecto ECO2017-82107-R)es
dc.description.projectFondo europeo de desarrollo regional (proyecto VA112P17)es
dc.description.projectJunta de Castilla y León (proyecto VA112P17)es
dc.identifier.essn0718-1876es
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/submittedVersiones
dc.subject.unesco5311.05 Marketing (Comercialización)es


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