Behaviour & Information Technology

Papers
(The H4-Index of Behaviour & Information Technology is 25. 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 2020-09-01 to 2024-09-01.)
ArticleCitations
How livestreaming increases product sales: role of trust transfer and elaboration likelihood model80
Fear of COVID-19, loneliness, smartphone addiction, and mental wellbeing among the Turkish general population: a serial mediation model67
Measuring user competence in using artificial intelligence: validity and reliability of artificial intelligence literacy scale67
A systematic review of immersive virtual reality for industrial skills training64
Too old for technology? Stereotype threat and technology use by older adults55
Effects of country and individual factors on public acceptance of artificial intelligence and robotics technologies: a multilevel SEM analysis of 28-country survey data44
Consumers’ purchase intention and decision-making process through social networking sites: a social commerce construct43
Understanding continuance intention to play online games: roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk39
What we think we know about cybersecurity: an investigation of the relationship between perceived knowledge, internet trust, and protection motivation in a cybercrime context37
Factors influencing students’ continuance usage intention with online learning during the pandemic: a cross-country analysis32
Correlation between psychological factors, academic performance and social media addiction: model-based testing32
A taxonomy of prompt modifiers for text-to-image generation30
‘Phubbing is happening to you’: examining predictors and effects of phubbing behaviour in friendships30
Understanding the challenges of rapid digital transformation: the case of COVID-19 pandemic in higher education30
Perspective-Taking of Non-Player Characters in Prosocial Virtual Reality Games: Effects on Closeness, Empathy, and Game Immersion29
Escaping the cell: virtual reality escape rooms in biology education28
An experimental study of consumers’ impulse buying behaviour in augmented reality mobile shopping apps28
Cultural differences in the effects of contextual factors and privacy concerns on users’ privacy decision on social networking sites28
Can social media-based brand communities build brand relationships? Examining the effect of community engagement on brand love28
Fake news detection and social media trust: a cross-cultural perspective27
Loneliness, life satisfaction, problematic internet use and security behaviours: re-examining the relationships when working from home during COVID-1927
Bridging the digital divide: the smart TV as a platform for digital literacy among the elderly27
Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups26
The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platforms25
Adoption, completion and continuance of MOOCs: a longitudinal study of students’ behavioural intentions25
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