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 2022-05-01 to 2026-05-01.)
ArticleCitations
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects618
End-user engineering of ontology-based knowledge bases267
The techno-social turn: how digital technologies reshape minds, bodies, and relationships137
Learning, design and technology in the age of AI131
When I know how much you donated: the impact of donation information type on individual online donation intention125
Interplay of rationality and morality in using ChatGPT for academic misconduct118
Evaluating the emotional impact of virtual expressions: ERPs analysis of smart agent appearance87
Hybrid human–AI leadership: exploring the influence of leadership structure on leadership effectiveness and neural activation79
Physiological responses to the overview effect: a virtual reality study on awe71
Towards a model for understanding failures in health data protection: a mixed-methods study70
Often asserted, never confirmed: the role of attitude in the acceptance of mandatory technology use, let’s settle this question statistically for LMS use in the educational context64
Correction56
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress48
Statement of Retraction48
Designing for transparency: a web job board for e-recruitment to explore job seekers’ privacy behaviours44
Media violence exposure and aggressive behaviour among Chinese adolescents: the mediating role of rumination and the moderating role of trait empathy43
Strategies at the platform-train interface: in the pursuit of psychological comfort?43
Pilot study on virtual assistant design for new generation aircraft cockpit40
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours36
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction34
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level33
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective32
An exploration of motives that influence problematic smartphone use in young adults31
Anxiety scale for distance education: development and validation31
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?31
Mapping the complexity of learners’ attitudes toward ChatGPT: preliminary validation of a new scale30
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts29
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents29
Reversing the dark side of gamification: a study of the influence of interpersonal interaction gamification on ethical behaviour29
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