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
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1
Universidad de Burgos
info
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2
Universidad de Valladolid
info
ISSN: 0718-1876
Ano de publicación: 2020
Volume: 15
Número: 2
Páxinas: 59-75
Tipo: Artigo
Outras publicacións en: Journal of Theoretical and Applied Electronic Commerce Research
Indicadores
Citas recibidas
JCR (Journal Impact Factor)
- Ano 2020
- Factor de impacto da revista: 3.049
- Factor de impacto sen autocitas: 2.732
- Article influence score: 0.336
- Cuartil maior: Q3
- Área: BUSINESS Cuartil: Q3 Posición na área: 105/153 (Edición: SSCI)
SCImago Journal Rank
- Ano 2020
- Impacto SJR da revista: 0.556
- Cuartil maior: Q2
- Área: Business, Management and Accounting (miscellaneous) Cuartil: Q2 Posición na área: 93/391
- Área: Computer Science Applications Cuartil: Q2 Posición na área: 275/2240
CIRC
- Ciencias Sociais: A
Scopus CiteScore
- Ano 2020
- CiteScore da revista: 4.4
- Área: Business, Management and Accounting (all) Percentil: 84
- Área: Computer Science Applications Percentil: 71
Journal Citation Indicator (JCI)
- Ano 2020
- JCI da revista: 0.66
- Cuartil maior: Q2
- Área: BUSINESS Cuartil: Q2 Posición na área: 142/285
Dimensions
(Datos actualizados na data de 08-04-2023)- Total de citas: 16
- Citas recentes: 13
- Field Citation Ratio (FCR): 8.38
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.