Behaviour & Information Technology

Papers
(The H4-Index of Behaviour & Information Technology is 26. 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 2021-10-01 to 2025-10-01.)
ArticleCitations
Reversing the dark side of gamification: a study of the influence of interpersonal interaction gamification on ethical behaviour330
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective105
When I know how much you donated: the impact of donation information type on individual online donation intention96
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects85
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?71
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction70
Public awareness and attitudes towards search engine optimization59
Correction52
Mapping the complexity of learners’ attitudes toward ChatGPT: preliminary validation of a new scale50
Strategies at the platform-train interface: in the pursuit of psychological comfort?47
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents44
Media violence exposure and aggressive behaviour among Chinese adolescents: the mediating role of rumination and the moderating role of trait empathy40
The techno-social turn: how digital technologies reshape minds, bodies, and relationships39
Statement of Retraction37
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level35
End-user engineering of ontology-based knowledge bases34
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts32
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours28
Anxiety scale for distance education: development and validation27
Evaluating the emotional impact of virtual expressions: ERPs analysis of smart agent appearance27
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress27
Interplay of rationality and morality in using ChatGPT for academic misconduct26
Navigating the human-digital nexus: understanding consumer intentions with AI anchors in live commerce26
Posts and reviews in P2P online lending platforms: a sentiment analysis and cross-culture comparison26
Pilot study on virtual assistant design for new generation aircraft cockpit26
An exploration of motives that influence problematic smartphone use in young adults26
0.12650179862976