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

Año de publicación: 2020

Volumen: 15

Número: 2

Páginas: 59-75

Tipo: Artículo

DOI: 10.4067/S0718-18762020000200105 DIALNET GOOGLE SCHOLAR lock_openAcceso abierto editor

Otras publicaciones en: Journal of Theoretical and Applied Electronic Commerce Research


Citas recibidas

  • Citas en Scopus: 17 (15-05-2023)
  • Citas en Web of Science: 14 (20-05-2023)
  • Citas en Dimensions: 16 (08-04-2023)

JCR (Journal Impact Factor)

  • Año 2020
  • Factor de impacto de la revista: 3.049
  • Factor de impacto sin autocitas: 2.732
  • Article influence score: 0.336
  • Cuartil mayor: Q3
  • Área: BUSINESS Cuartil: Q3 Posición en el área: 105/153 (Edicion: SSCI)

SCImago Journal Rank

  • Año 2020
  • Impacto SJR de la revista: 0.556
  • Cuartil mayor: Q2
  • Área: Business, Management and Accounting (miscellaneous) Cuartil: Q2 Posición en el área: 93/391
  • Área: Computer Science Applications Cuartil: Q2 Posición en el área: 275/2240


  • Ciencias Sociales: A

Scopus CiteScore

  • Año 2020
  • CiteScore de la revista: 4.4
  • Área: Business, Management and Accounting (all) Percentil: 84
  • Área: Computer Science Applications Percentil: 71

Journal Citation Indicator (JCI)

  • Año 2020
  • JCI de la revista: 0.66
  • Cuartil mayor: Q2
  • Área: BUSINESS Cuartil: Q2 Posición en el área: 142/285


(Datos actualizados a fecha de 08-04-2023)
  • Citas totales: 16
  • Citas recientes: 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.