4 research outputs found

    What Drives M-Shoppers to Continue Using Mobile Devices to Buy?

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    Producción CientíficaThe aim of this work is to offer a better understanding of consumer continued intentions to use mobile devices to shop. An integrated model is developed to identify the drivers that lead m-shoppers to repurchase. Specifically, navigation, safety and ubiquity are posited as stimuli guiding consumers’ affective (satisfaction) and cognitive (trust and convenience) reactions that will, in turn, increase repurchase intention. Results show the impact of ubiquity on m-convenience and safety m-experience on both affective and cognitive reactions. Finally, repurchase intention is explained directly by m-satisfaction and m-convenience and indirectly by m-trust. This article contributes to the fields of mobile marketing literature and practitioner management.Ministerior de Educación y ciencia (proyecto ECO2017-8217-R)Junta de Castilla y León (proyecto VA001B10-1)Fondo europeo de desarrollo regional (proyecto VA112P17

    What kind of video gamer are you?

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    Producción CientíficaPurpose.- This paper attempts to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality). Design/Methodology.- Information was collected from 511 Spanish video game consumers. Structural equation modeling, clustering, and multi-group analysis were then conducted to compare results between segments of gamers. Findings.- Results show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, we identify a typology of gamer that gives rise to differences in motivations-purchase intention links: (1) Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; (2) Socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and (3) Sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions. Originality.- There are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.Ministerio de Economía y Competetitividad (proyecto ECO2017-82107-R)Junta de Castilla y León (proyecto VA112P17

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

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    Producción CientíficaThe 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.Ministerio de Economía y Competitividad (proyecto ECO2017-82107-R)Fondo europeo de desarrollo regional (proyecto VA112P17)Junta de Castilla y León (proyecto VA112P17

    El proceso de decisión relacional del consumidor

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    A pesar del creciente interés que ha adquirido el marketing relacional como vía para promover y mantener relaciones duraderas con los clientes, la mayor parte de la investigación no se ha preocupado por el estudio del comportamiento relacional que orienta la actuación del consumidor. Esto se une a la escasez de trabajos que contemplan las relaciones a largo plazo desde una vertiente dinámica, esto es, como todo un proceso que concluye en la consolidación o la disolución del vínculo entre la empresa y el cliente. En este contexto, el trabajo que se presenta trata de analizar cómo transcurre el proceso de desarrollo y mantenimiento de la relación que entabla el consumidor final con la empresa, el vendedor o la marca
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