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

  1. Sonia San Martín Gutiérrez 1
  2. Nadia Huitzilin Jiménez Torres 1
  3. Carmen Camarero Izquierdo 2
  4. Rebeca San José Cabezudo 2
  1. 1 Universidad de Burgos

    Universidad de Burgos

    Burgos, España


  2. 2 Universidad de Valladolid

    Universidad de Valladolid

    Valladolid, España


Journal of Theoretical and Applied Electronic Commerce Research

ISSN: 0718-1876

Year of publication: 2020

Volume: 15

Issue: 2

Pages: 59-75

Type: Article

DOI: 10.4067/S0718-18762020000200105 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Journal of Theoretical and Applied Electronic Commerce Research


Cited by

  • Scopus Cited by: 19 (16-09-2023)
  • Web of Science Cited by: 15 (15-09-2023)
  • Dimensions Cited by: 16 (08-04-2023)

JCR (Journal Impact Factor)

  • Year 2020
  • Journal Impact Factor: 3.049
  • Journal Impact Factor without self cites: 2.732
  • Article influence score: 0.336
  • Best Quartile: Q3
  • Area: BUSINESS Quartile: Q3 Rank in area: 105/153 (Ranking edition: SSCI)

SCImago Journal Rank

  • Year 2020
  • SJR Journal Impact: 0.556
  • Best Quartile: Q2
  • Area: Business, Management and Accounting (miscellaneous) Quartile: Q2 Rank in area: 93/412
  • Area: Computer Science Applications Quartile: Q2 Rank in area: 276/2295


  • Social Sciences: A

Scopus CiteScore

  • Year 2020
  • CiteScore of the Journal : 4.4
  • Area: Business, Management and Accounting (all) Percentile: 84
  • Area: Computer Science Applications Percentile: 71

Journal Citation Indicator (JCI)

  • Year 2020
  • Journal Citation Indicator (JCI): 0.66
  • Best Quartile: Q2
  • Area: BUSINESS Quartile: Q2 Rank in area: 142/285


(Data updated as of 08-04-2023)
  • Total citations: 16
  • Recent citations: 13
  • Field Citation Ratio (FCR): 8.38


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.