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

Abstract: 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.

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Bibliographic Details
Main Authors: San-Martín,Sonia, Jimenez,Nadia, Camarero,Carmen, San-José,Rebeca
Format: Digital revista
Language:English
Published: Universidad de Talca 2020
Online Access:http://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-18762020000200105
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spelling oai:scielo:S0718-187620200002001052019-12-17The Path between Personality, Self-Efficacy, and Shopping Regarding Games AppsSan-Martín,SoniaJimenez,NadiaCamarero,CarmenSan-José,Rebeca Game apps Self-efficacy Personality Shopping Big five Abstract: 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.info:eu-repo/semantics/openAccessUniversidad de TalcaJournal of theoretical and applied electronic commerce research v.15 n.2 20202020-05-01text/htmlhttp://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-18762020000200105en10.4067/S0718-18762020000200105
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libraryname SciELO
language English
format Digital
author San-Martín,Sonia
Jimenez,Nadia
Camarero,Carmen
San-José,Rebeca
spellingShingle San-Martín,Sonia
Jimenez,Nadia
Camarero,Carmen
San-José,Rebeca
The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
author_facet San-Martín,Sonia
Jimenez,Nadia
Camarero,Carmen
San-José,Rebeca
author_sort San-Martín,Sonia
title The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
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 path between personality, self-efficacy, and shopping regarding games apps
description Abstract: 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.
publisher Universidad de Talca
publishDate 2020
url http://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-18762020000200105
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