RT info:eu-repo/semantics/article T1 The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps A1 San Martín Gutíerrez, Sonia A1 Jiménez Torres, Nadia A1 Camarero Izquierdo, María Carmen A1 San José Cabezudo, Rebeca K1 Consumidores - conducta K1 Videojuegos K1 Mercado electrónico K1 Aplicaciones móviles K1 Videojuegos K1 5311.05 Marketing (Comercialización) AB 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. PB Universidad de Talca (Chile) SN ISSN 0718–1876 YR 2020 FD 2020 LK http://uvadoc.uva.es/handle/10324/39062 UL http://uvadoc.uva.es/handle/10324/39062 LA eng NO Journal of Theoretical and Applied Electronic Commerce Research, May 2020, vol.15, Issue 2, p. 59-75 NO Producción Científica DS UVaDOC RD 20-abr-2024