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

Argitalpen urtea: 2020

Alea: 15

Zenbakia: 2

Orrialdeak: 59-75

Mota: Artikulua

DOI: 10.4067/S0718-18762020000200105 DIALNET GOOGLE SCHOLAR lock_openSarbide irekia editor

Beste argitalpen batzuk: Journal of Theoretical and Applied Electronic Commerce Research


Jasotako aipamenak

  • Aipamenak Scopus atarian: 17 (15-05-2023)
  • Aipamenak 'Web of Science' atarian: 14 (20-05-2023)
  • Aipamenak Dimensions atarian: 16 (08-04-2023)

JCR (Journal Impact Factor)

  • Urtea 2020
  • Aldizkariaren eragin faktorea: 3.049
  • Aldizkariaren eragin faktorea auto-aipamenik gabe: 2.732
  • Article influence score: 0.336
  • Kuartil nagusia: Q3
  • Arloa: BUSINESS Kuartila: Q3 Postua arloan: 105/153 (Edizioa: SSCI)

SCImago Journal Rank

  • Urtea 2020
  • Aldizkariaren SJR eragina: 0.556
  • Kuartil nagusia: Q2
  • Arloa: Business, Management and Accounting (miscellaneous) Kuartila: Q2 Postua arloan: 93/391
  • Arloa: Computer Science Applications Kuartila: Q2 Postua arloan: 275/2240


  • Gizarte Zientziak: A

Scopus CiteScore

  • Urtea 2020
  • Aldizkariaren CiteScore-a: 4.4
  • Arloa: Business, Management and Accounting (all) Pertzentila: 84
  • Arloa: Computer Science Applications Pertzentila: 71

Journal Citation Indicator (JCI)

  • Urtea 2020
  • Aldizkariaren JCI eragina: 0.66
  • Kuartil nagusia: Q2
  • Arloa: BUSINESS Kuartila: Q2 Postua arloan: 142/285


(08-04-2023 datan eguneratutako datuak)
  • Aipamenak guztira: 16
  • Azken hitzorduak: 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.