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
Datum der Publikation: 2020
Ausgabe: 15
Nummer: 2
Seiten: 59-75
Art: Artikel
Andere Publikationen in: Journal of Theoretical and Applied Electronic Commerce Research
Indikatoren
Zitate erhalten
JCR (Journal Impact Factor)
- Jahr 2020
- Impact Factor der Zeitschrift: 3.049
- Impact Factor ohne Selbstzitierung: 2.732
- Article influence score: 0.336
- Höchstes Quartil: Q3
- Bereich: BUSINESS Quartil: Q3 Position im Bereich: 105/153 (Ausgabe: SSCI)
SCImago Journal Rank
- Jahr 2020
- Impact SJR der Zeitschrift: 0.556
- Höchstes Quartil: Q2
- Bereich: Business, Management and Accounting (miscellaneous) Quartil: Q2 Position im Bereich: 93/391
- Bereich: Computer Science Applications Quartil: Q2 Position im Bereich: 275/2240
CIRC
- Sozialwissenschaften: A
Scopus CiteScore
- Jahr 2020
- CiteScore der Zeitschrift: 4.4
- Bereich: Business, Management and Accounting (all) Perzentil: 84
- Bereich: Computer Science Applications Perzentil: 71
Journal Citation Indicator (JCI)
- Jahr 2020
- JCI der Zeitschrift: 0.66
- Höchstes Quartil: Q2
- Bereich: BUSINESS Quartil: Q2 Position im Bereich: 142/285
Dimensions
(Aktualisierte Daten ab 08-04-2023)- Gesamtzitate: 16
- Letzten Termine: 13
- Field Citation Ratio (FCR): 8.38
Zusammenfassung
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.