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

Any de publicació: 2020

Volum: 15

Número: 2

Pàgines: 59-75

Tipus: Article

DOI: 10.4067/S0718-18762020000200105 DIALNET GOOGLE SCHOLAR lock_openAccés obert editor

Altres publicacions en: Journal of Theoretical and Applied Electronic Commerce Research


Cites rebudes

  • Cites en Scopus: 19 (16-09-2023)
  • Citas en Web of Science: 15 (15-09-2023)
  • Cites en Dimensions: 16 (08-04-2023)

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


  • 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


(Dades actualitzats a data de 08-04-2023)
  • Cites totals: 16
  • Cites recents: 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.