1 College of Business Administration and Accountancy, De La Salle University Dasmarinas. 4012.
2 Assistant Professor III, College of Business Administration in Pamantasan ng Lungsod ng Maynila (PLM).
3 Dean, College of Business Administration in Pamantasan ng Lungsod ng Maynila (PLM).
4 Assistant Professional Lecturer II at the Pamantasan ng Lungsod ng Maynila.
5 Faculty, College of Business Administration and Accountancy, De La Salle University Dasmarinas. 4012.
6 Faculty of College of Business and Public Administration in the Philippines. Eulogio "Amang" Rodriguez Institute of Science and Technology – Manila.
International Journal of Science and Research Archive, 2025, 14(02), 374-390
Article DOI: 10.30574/ijsra.2025.14.2.0348
Received on 25 December 2024; revised on 02 February 2025; accepted on 05 February 2025
This study examines the moderating effect of self-efficacy on the factors that affect consumers’ purchasing intentions toward virtual items from computer online video games. It explores how these factors (Enjoyment, flow, continuous playing gaming intention, and peer influence) impact the purchase intention of customers, having self-efficacy as the moderating effect. This study uses a quantitative approach. It was conducted via an online survey distributed to 600 respondents from the Philippines who are active players of computer online video games. The results reveal that all factors significantly impact purchase intentions, with self-efficacy moderating each factor’s relationship. The positive effect of Enjoyment and Flow on purchase intention is amplified by high levels of self-efficacy while alleviating peer pressure’s effect on purchase intention. Continuous Playing Intention’s relationship with self-efficacy holds across all levels, with higher levels showing consistently strong purchase intentions. This study underscores decision-making in digital consumerism by focusing on Filipino gamers, which offers culturally relevant insights that contribute to the expansion of gaming behaviors globally. Further, the insights gained from this research could offer marketers and game developers directions on enhancing their games' overall experience and profitability.
Purchase intention; Online gaming; Consumer behavior; Gaming industry; Digital consumerism
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Emmanuel P Paulino, Paulo Noel A Mazo, Bernard R Letrero, Lou-Rena S Boquila, Djhoana M Rington, Chona O Bautista and Michael F Gibaga. From play to pay: The moderating role of self-efficacy in the psychological and social drivers of virtual item purchases in online video games. International Journal of Science and Research Archive, 2025, 14(02), 374-390. Article DOI: https://doi.org/10.30574/ijsra.2025.14.2.0348.
Copyright © 2025 Author(s) retain the copyright of this article. This article is published under the terms of the Creative Commons Attribution Liscense 4.0