Behaviour & Information Technology

Papers
(The H4-Index of Behaviour & Information Technology is 29. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2022-08-01 to 2026-08-01.)
ArticleCitations
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress401
Strategies at the platform-train interface: in the pursuit of psychological comfort?160
Pilot study on virtual assistant design for new generation aircraft cockpit159
Correction150
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours149
Anxiety scale for distance education: development and validation102
Differential gaze patterns in facial attractiveness and beauty evaluation of virtual characters: an eye-tracking study97
Hybrid human–AI leadership: exploring the influence of leadership structure on leadership effectiveness and neural activation79
Clarity and acceptance of cold LCD screens in vehicles – psychophysical evaluation63
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective62
Towards a model for understanding failures in health data protection: a mixed-methods study60
Designing for transparency: a web job board for e-recruitment to explore job seekers’ privacy behaviours49
When AI is wrong: the limits of human oversight in AI-assisted diagnostic decision-making49
Mapping the complexity of learners’ attitudes toward ChatGPT: preliminary validation of a new scale43
Learning, design and technology in the age of AI42
The techno-social turn: how digital technologies reshape minds, bodies, and relationships38
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects38
Reversing the dark side of gamification: a study of the influence of interpersonal interaction gamification on ethical behaviour37
When I know how much you donated: the impact of donation information type on individual online donation intention37
Statement of Retraction36
Interplay of rationality and morality in using ChatGPT for academic misconduct36
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level36
Physiological responses to the overview effect: a virtual reality study on awe35
Evaluating the emotional impact of virtual expressions: ERPs analysis of smart agent appearance33
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents33
Navigating the human-digital nexus: understanding consumer intentions with AI anchors in live commerce33
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?31
Media violence exposure and aggressive behaviour among Chinese adolescents: the mediating role of rumination and the moderating role of trait empathy30
An exploration of motives that influence problematic smartphone use in young adults29
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction29
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