The Path between Personality, Self-Efficacy, and Shopping Regarding Games Apps
- Sonia San Martín Gutiérrez 1
- Nadia Huitzilin Jiménez Torres 1
- Carmen Camarero Izquierdo 2
- Rebeca San José Cabezudo 2
-
1
Universidad de Burgos
info
-
2
Universidad de Valladolid
info
ISSN: 0718-1876
Any de publicació: 2020
Volum: 15
Número: 2
Pàgines: 59-75
Tipus: Article
Altres publicacions en: Journal of Theoretical and Applied Electronic Commerce Research
Indicadors
Cites rebudes
JCR (Journal Impact Factor)
- Any 2020
- Factor d'impacte de la revista: 3.049
- Factor d'impacte sense autocites: 2.732
- Article influence score: 0.336
- Quartil major: Q3
- Àrea: BUSINESS Quartil: Q3 Posició en l'àrea: 105/153 (Edició: SSCI)
SCImago Journal Rank
- Any 2020
- Impacte SJR de la revista: 0.556
- Quartil major: Q2
- Àrea: Business, Management and Accounting (miscellaneous) Quartil: Q2 Posició en l'àrea: 93/412
- Àrea: Computer Science Applications Quartil: Q2 Posició en l'àrea: 276/2295
CIRC
- Ciències Socials: A
Scopus CiteScore
- Any 2020
- CiteScore de la revista: 4.4
- Àrea: Business, Management and Accounting (all) Percentil: 84
- Àrea: Computer Science Applications Percentil: 71
Journal Citation Indicator (JCI)
- Any 2020
- JCI de la revista: 0.66
- Quartil major: Q2
- Àrea: BUSINESS Quartil: Q2 Posició en l'àrea: 142/285
Resum
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.