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Título
The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
Autor
Año del Documento
2020
Editorial
Universidad de Talca (Chile)
Descripción
Producción Científica
Documento Fuente
Journal of Theoretical and Applied Electronic Commerce Research, May 2020, vol.15, Issue 2, p. 59-75
Resumo
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.
Materias (normalizadas)
Consumidores - conducta
Videojuegos
Mercado electrónico
Materias Unesco
5311.05 Marketing (Comercialización)
Palabras Clave
Aplicaciones móviles
Videojuegos
ISSN
ISSN 0718–1876
Revisión por pares
SI
Patrocinador
Ministerio de Economía y Competitividad (proyecto ECO2017-82107-R)
Fondo europeo de desarrollo regional (proyecto VA112P17)
Junta de Castilla y León (proyecto VA112P17)
Fondo europeo de desarrollo regional (proyecto VA112P17)
Junta de Castilla y León (proyecto VA112P17)
Version del Editor
Propietario de los Derechos
Universidad de Talca (Chile)
Idioma
eng
Tipo de versión
info:eu-repo/semantics/submittedVersion
Derechos
openAccess
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