Behaviour & Information Technology

Papers
(The median citation count of Behaviour & Information Technology is 2. 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 2020-11-01 to 2024-11-01.)
ArticleCitations
Measuring user competence in using artificial intelligence: validity and reliability of artificial intelligence literacy scale72
Fear of COVID-19, loneliness, smartphone addiction, and mental wellbeing among the Turkish general population: a serial mediation model68
A systematic review of immersive virtual reality for industrial skills training65
Too old for technology? Stereotype threat and technology use by older adults56
Effects of country and individual factors on public acceptance of artificial intelligence and robotics technologies: a multilevel SEM analysis of 28-country survey data47
Consumers’ purchase intention and decision-making process through social networking sites: a social commerce construct44
What we think we know about cybersecurity: an investigation of the relationship between perceived knowledge, internet trust, and protection motivation in a cybercrime context39
A taxonomy of prompt modifiers for text-to-image generation36
Correlation between psychological factors, academic performance and social media addiction: model-based testing32
Factors influencing students’ continuance usage intention with online learning during the pandemic: a cross-country analysis32
Understanding the challenges of rapid digital transformation: the case of COVID-19 pandemic in higher education31
‘Phubbing is happening to you’: examining predictors and effects of phubbing behaviour in friendships30
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 education29
An experimental study of consumers’ impulse buying behaviour in augmented reality mobile shopping apps28
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
Bridging the digital divide: the smart TV as a platform for digital literacy among the elderly27
Social influence and UTAUT in predicting digital immigrants’ technology use26
Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups26
Loneliness, life satisfaction, problematic internet use and security behaviours: re-examining the relationships when working from home during COVID-1926
A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase25
The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platforms25
The impact of the COVID-19 pandemic on the adoption of e-learning among academics in Saudi Arabia24
Examining continuance intention in business schools with digital classroom methods during COVID-19: a comparative study of India and Italy22
Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness21
Public awareness and attitudes towards search engine optimization21
Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions21
Social media on blended learning: the effect of rapport and motivation21
Leveraging Twitter data to analyze the virality of Covid-19 tweets: a text mining approach20
Examining user engagement and use of fitness tracking technology through the lens of technology affordances20
Instructor’s position affects learning from video lectures in Chinese context: an eye-tracking study20
Need frustration in online video games20
Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence20
How social media use is related to student engagement and creativity: investigating through the lens of intrinsic motivation19
Systematic review of determinants and consequences of bystander interventions in online hate and cyberbullying among adults19
Smartphone-based augmented reality for end-user creation of home automations18
The effect of short-form video addiction on users’ attention18
The effect of audio on the experience in virtual reality: a scoping review17
Evaluating users’ preference for the appearance of humanoid robots via event-related potentials and spectral perturbations17
Commercial video games as a resource for mental health: A systematic literature review17
AutismGuide: a usability guidelines to design software solutions for users with autism spectrum disorder17
The impact of excessive social media use at work: a usage experience–stressor–strain perspective17
Polarised social media discourse during COVID-19 pandemic: evidence from YouTube17
Examining users’ news sharing behaviour on social media: role of perception of online civic engagement and dual social influences17
Exploring barriers affecting eLearning usage intentions: an NLP-based multi-method approach17
Effects of social networking site overloads on discontinuous intentions of users: a moderated mediation analysis17
Collaborative learning with block-based programming: investigating human-centered artificial intelligence in education16
A meta-analysis of the efficacy of self-regulated learning interventions on academic achievement in online and blended environments in K-12 and higher education16
Global virtual teams coordination mechanisms: building theory from research in software development16
Smartphone uses and emotional and psychological well-being in China: the attenuating role of perceived information overload15
Travel behaviour prediction amid covid-19 underlaying situational awareness theory and health belief model15
Impacts of different interactions on viewers’ sense of virtual community: an empirical study of live streaming platform14
Collaboration in crowdsourcing contests: how different levels of collaboration affect team performance14
Sensitizing Netizen’s behavior through influencer intervention enabled by crowdsourcing – a case of reddit14
Predicting users knowledge contribution behaviour in technical vs non-technical online Q&A communities: SEM-Neural Network approach14
Exploring virtual reality for quality immersive empathy building experiences13
Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective13
Nudging users towards better security decisions in password creation using whitebox-based multidimensional visualisations13
Millennial’s perception on cyberloafing: workplace deviance or cultural norm?13
The influence of hardiness and habit on security behaviour intention13
What really matters?: characterising and predicting user engagement of news postings using multiple platforms, sentiments and topics13
Impact of negative emotions on violations of information security policy and possible mitigations12
Temporal perspective on the gender-related differences in online learning behaviour12
A quarter century of usable security and privacy research: transparency, tailorability, and the road ahead12
Does augmented reality augment user affordance? The effect of technological characteristics on game behaviour12
Technology readiness, mobile payments and gender- a reflective-formative second order approach12
Patients as health influencers: motivations and consequences of following cancer patients on Instagram12
Effect of emoji prime on the understanding of emotional words – evidence from ERPs12
Feeling excited and fluent: how consumers respond to the visual appeals of products in an online shopping environment12
The role of emotion in interactivity effects: positive emotion enhances attitudes, negative emotion helps information processing12
Digital security in families: the sources of information relate to the active mediation of internet safety and parental internet skills11
How did you feel during the navigation? Influence of emotions on browsing time and interaction frequency in immersive virtual environments11
Examining virtual meditation as a stress management strategy on college campuses through longitudinal, quasi-experimental research11
Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning11
Finding, getting and understanding: the user journey for the GDPR’S right to access11
The role of usability, aesthetics, usefulness and primary task support in predicting the perceived credibility of academic social networking sites11
Exploring the relationship between learner proactivity and social capital via online learner interaction: role of perceived peer support11
Research on user experience of the video game difficulty based on flow theory and fNIRS11
On the stress potential of an organisational climate of innovation: a survey study in Germany11
‘You’re still on mute’. A study of video conferencing fatigue during the COVID-19 pandemic from a technostress perspective11
How to improve creativity: a study of gamification, money, and punishment11
The influence of psychological language words contained in microblogs on dissemination behaviour in emergency situations – mediating effects of emotional responses11
Understanding the inward emotion-focused coping strategies of individual users in response to mobile malware threats11
Identity construction in social media: a study on blogging continuance11
Learning analytics for online game-Based learning: a systematic literature review10
Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players10
Social media and employee voice: a comprehensive literature review10
Motivations of collaborative obtainers and providers in Europe10
Antecedents influencing SNS addiction and exhaustion (fatigue syndrome): focusing on six countries10
User experience with conversational agent: a systematic review of assessment methods10
An on-site and remote study during the COVID-19 pandemic on virtual hand appearance and tactile feedback10
Conservation of resources theory perspective of social media ostracism influence on lurking intentions10
Can warnings curb the spread of fake news? The interplay between warning, trust and confirmation bias10
Examining the effects of power status of an explainable artificial intelligence system on users’ perceptions10
Exploring folk theories of algorithmic news curation for explainable design10
The shadows of digitisation: on the losses of health-oriented leadership in the face of ICT hassles10
Finding influential users in microblogs: state-of-the-art methods and open research challenges10
Digital accumulation behaviours and information management in the workplace: exploring the tensions between digital data hoarding, organisational culture and policy9
The effect of unmindfulness on impulse purchasing behaviours in the context of online shopping from a classical attitude theory perspective9
Evaluating instructional designs with mental workload assessments in university classrooms9
How using various platforms shapes awareness of algorithms9
Machine learning estimation of users’ implicit and explicit aesthetic judgments of web-pages9
A meta-analysis of M-commerce continuance intention: moderating impact of culture and user types9
The privacy protection behaviours of the mobile app users: exploring the role of neuroticism and protection motivation theory9
On the receptivity of employees to just-in-time self-tracking and eCoaching for stress management: a mixed-methods approach9
Exploring people’s perceptions and support of data-driven technology in times of COVID-19: the role of trust, risk, and privacy concerns9
Privacy risk in contact tracing systems9
Parental neglect and emotional wellbeing among adolescent students from India: social network addiction as a mediator and gender as a moderator9
How social media facilitate health knowledge sharing among physicians9
Using artificially generated pictures in customer-facing systems: an evaluation study with data-driven personas9
Survey of indoor location technologies and wayfinding systems for users with cognitive disabilities in emergencies9
‘A right to be forgotten’: retrospective privacy concerns in social networking services9
Dropout management in online learning systems9
XR in the era of COVID-198
Indian customers’ acceptance of service robots in restaurant services8
Passive resistance to health information technology implementation: the case of electronic medication management system8
What drives students to adopt m-learning apps? The role of e-WOM in signalling theory perspective8
The role of excessive social media content generation, attention seeking, and individual differences on the fear of missing out: a multiple mediation model8
Introducing digital technologies in the factory: determinants of blue-collar workers’ attitudes towards new robotic tools8
The co-creation design process of ‘You & I’: a serious game to support mentalizing and stress-regulating abilities in adults with mild to borderline intellectual disabilities8
Problematic smartphone use on mental health: a systematic mapping study and taxonomy8
Can virtuality be protective of team trust? Conflict and effectiveness in hybrid teams8
Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions8
Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce8
Towards a role-based authentication system based on SSVEP-P300 hybrid brain–computer interfacing8
Motivation-based approach for tailoring persuasive mental health applications8
Motivation of people with intellectual disabilities in technology design activities: the role of autonomy, competence, and relatedness8
Recommendations for creating trigger-action rules in a block-based environment8
Practitioner perspectives on the use of the experience sampling software in counseling and clinical psychology8
An empirical investigation of the Gamer’s Dilemma: a mixed methods study of whether the dilemma exists8
Visual design of dialogue flows for conversational interfaces8
Investigating the use of social media in intimate social relationships8
Antecedents of IS infusion behaviours: an integrated IT identity and empowerment perspective8
Relating university students’ online self-regulated English learning to motivational beliefs: a structural equation modelling analysis8
Nature imagery in user interface design: the influence on user perceptions of trust and aesthetics8
Machine learning in emotional intelligence studies: a survey8
Walking in the jungle with a machete: ICT leaders’ perspectives on user-Centred systems design7
Encouraging positive emotions to cope with technostress’s adverse effects: insights into the broaden-and-build theory7
Effects of online incivility and emotions toward in-groups on cross-cutting attention and political participation7
Contingent self-esteem, social interaction fears, and compulsive WeChat usage7
Trade-offs in the design of multimodal interaction for older adults7
Using activity theory to understand the impact of social networking sites and apps use by Saudi postgraduate students7
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 context7
Problematic behaviours and flow experiences during screen-based activities as opposite outcomes of the dual process of passion and basic needs7
Social media use in professional organizations: boosting and draining workforce7
Susceptibility to social influence strategies and persuasive system design: exploring the relationship7
Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention7
Comparing users' performance and game experience between a competitive and collaborative brain-computer interface7
Gamification of query-driven knowledge sharing systems7
How do students use digital technology to manage their university-based data: strategies, accumulation difficulties and feelings of overload?7
Immersive experience framework: a Delphi approach7
Social mechanisms in crowdsourcing contests: a literature review7
Understanding students’ effective use of data in the age of big data in higher education7
A problem-based approach to the advancement of heuristics for socio-technical evaluation7
Curtailing smartphone use: a field experiment evaluating two interventions7
Understanding the impact of self-regulation on perceived learning outcomes based on social cognitive theory7
Social networking for social capital: the declining value of presence for trusting with age7
Exploring lived experiences of agile developers with daily stand-up meetings: a phenomenological study7
Understanding the relationship between enterprise social media user adaptation, post-adoption use and employee performance7
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts7
Towards an understanding of the decision process of solvers’ participation in crowdsourcing contests for problem solving7
The effects of pretraining intervention in immersive embodied virtual reality cardiopulmonary resuscitation training6
Factors affecting MOOC teacher effectiveness from the perspective of professional capital6
Understanding how participating behaviours influenced by individual motives affect continued generating behaviours in product-experience-shared communities6
Understanding individual differences: factors affecting secure computer behaviour6
Investigating game attention using the Distraction Recognition Paradigm6
The link between online gaming behaviour and unethical decision-making in emerging adults: the mediating roles of game cheating and moral disengagement6
Disturbing aspects of smartphone usage: a qualitative analysis6
The effect of live streaming commerce quality on customers’ purchase intention: extending the elaboration likelihood model with herd behaviour6
Examining the antecedents and health outcomes of health apps and wearables use: an integration of the technology acceptance model and communication inequality6
Rejected or ignored?: the effect of social exclusion on Instagram use motivation and behaviour6
Learning with the heart or with the mind: using virtual reality to bring historical experiences to life and arouse empathy6
‘Into the wolves’ den: an investigation of predictors of sexism in online games’6
Socioeconomic status influences Turkish digital natives’ internet use habitus6
Understanding youths’ needs for digital societal participation: towards an inclusive Virtual Council6
The acceptance process of smart homes by users: a statistical meta-analysis6
Exploring the impact of a ‘confining’ imaginary of user-recommendation systems on platform usage and relationship development among dating app users6
Assistive digital technology to promote quality of life and independent living for older adults through improved self-regulation: a scoping review6
Is socially disruptive smartphone use detrimental to well-being? A systematic meta-analytic review on being phubbed6
Exploring attention on a retailer’s homepage: an eye-tracking & qualitative research study6
Hybrid password meters for more secure passwords – a comprehensive study of password meters including nudges and password information6
Active and passive social media usage and depression among the elderly during COVID-19: does race matter?6
The effects of observation in video games: how remote observation influences player experience, motivation, and behaviour6
Let the computer evaluate your idea: evaluation apprehension in human-computer collaboration6
Extending Rice et al. (2017): the measurement of social media affordances6
Selective avoidance as a cognitive response: examining the political use of social media and surveillance anxiety in avoidance behaviours6
What leads to cyberloafing: the empirical study of workload, self-efficacy, time management skills, and mediating effect of job satisfaction.6
Human beings and robots: are there any differences in the attribution of punishments for the same crimes?5
RETRACTED ARTICLE: Internet literacy and academic achievement among Chinese adolescent: a moderated mediation model5
Sequential UI behaviour prediction system based on long short-term memory networks5
Understanding the deep structure use of mobile phones – an attachment perspective5
User-centred multimodal authentication: securing handheld mobile devices using gaze and touch input5
Solvers' committed resources in crowdsourcing marketplace: do task design characteristics matter?5
Mobile cloud computing apps and information disclosure: the moderating roles of dispositional and behaviour-based traits5
Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study5
Does working memory capacity influence learning from video and attentional processing of the instructor’s visuals?5
Enhancing effects of value co-creation in social commerce: insights from network externalities, institution-based trust and resource-based perspectives5
Gender role stereotypes at work in humanoid robots5
Food choice and the epistemic value of the consumption of recommender systems: the case of Yuka’s perceived value in France5
Assistant nurses and orientation to care robot use in three European countries5
Prevalence of computer-gaming in the general population of adolescents: results from a Czech population-based survey5
Tangible interventions for office work well-being: approaches, classification, and design considerations5
Differences in muscle activity, kinematics, user performance, and subjective assessment between touchscreen and mid-air interactions on a tablet5
Two studies of the perceptions of risk, benefits and likelihood of undertaking password management behaviours5
Exploring the determinants affecting the usage of blockchain-based remittance services: an empirical study on the banking sector5
In authority, or peers we trust? Reviews and recommendations in social commerce5
Effects of button colour and background on augmented reality interfaces5
On improving the memorability of system-assigned recognition-based passwords5
In-Situ exploration of emotion regulation via smart clothing: an empirical study of healthcare workers in their work environment5
The impact of developmental dyslexia on workplace cognition: evidence from a virtual reality environment5
How do users’ feedback influence creators’ contributions: an empirical study of an online music community5
Outcomes of virtual reality technology in the management of generalised anxiety disorder: a systematic review and meta-analysis5
Adopting information systems at work: a longitudinal examination of trust dynamics, antecedents, and outcomes5
The influence of self-construal on frequency of user activities and advertising involvement in Msg-SN5
Fair compensation of crowdsourcing work: the problem of flat rates5
Understanding students’ adoption of the ChatGPT chatbot in higher education: the role of anthropomorphism, trust, design novelty and institutional policy5
The impact of motivations, health beliefs, and basic human needs on mobile self-management: an extension of the self-determination theory perspective5
Persuasive strategy implementation choices and their effectiveness: towards personalised persuasive systems5
The use of virtual reality to reduce mental health stigma among healthcare and non-healthcare students: a systematic review5
AI tools for debunking online spam reviews? Trust of younger and older adults in AI detection criteria5
Liked and shared tweets during the pandemic: the relationship between intrinsic message features and (mis)information engagement5
Advancing the presentation of IS certifications: theory-driven guidelines for designing peripheral cues to increase users’ trust perceptions5
GaitWear: a smartwatch application for in-the-wild gait normalisation based on a virtual field study assessing the effects of visual and haptic cueing4
No Likes – no control? Examining the role of coping deprivation and social anxiety in social media ostracism4
Attitudes towards gamification advertising in Vietnam: a social commerce context4
Effects of data preprocessing on detecting autism in adults using web-based eye-tracking data4
Nurturing academic enthusiasm and creativity among children from vulnerable communities: the role of computers4
How does AI use drive individual digital resilience? a conservation of resources (COR) theory perspective4
RETRACTED ARTICLE: Research on artificial intelligence learning system based on psychological knowledge to adjust anxiety and depression4
Supporting users in data disclosure scenarios in agriculture through transparency4
End-user development for democratising artificial intelligence4
The motivations of leaders to lead Facebook online groups: a case study of parenting groups4
How do end-users program the Internet of Things?4
The dissemination and impacts of deceptive eWOM: a dynamic process perspective4
The impact of conversational interaction on users’ cognitive absorption in mobile news reading context: evidence from EEG4
Striking the balance between fake and real: under what conditions can media literacy messages that warn about misinformation maintain trust in accurate information?4
How emotions and issue controversy influence the diffusion of societal issues with imagined audience on Facebook4
Cueing effects of colour on attention management in multiple-view visualisations: evidence from eye-tracking by using a dual-task paradigm4
Associations among workload dimensions, performance, and situational characteristics: a meta-analytic review of the Task Load Index4
Head-up displays in action video games: the effects of physical and semantic characteristics on player performance and experience4
Human–robot interface design – the ‘Robot with a Tablet’ or ‘Robot only’, which one is better?4
Service design through the emotional mechanics of gamification and value co-creation: a user experience analysis4
Considering lightness: how the lightness of app icon backgrounds affects consumers’ download intention through risk perception4
The effect of personal pronouns on users and the social role of conversational agents4
Multisensory integration effect of humanoid robot appearance and voice on users’ affective preference and visual attention4
Data cart – designing a tool for the GDPR-compliant handling of personal data by employees4
Minor and serious cyberloafing in the workplace: antecedents and effects on job satisfaction4
A scoping review of BCIs for learning regulation in mainstream educational contexts4
Social media enabled individual dynamic capabilities: the boundary spanning perspective4
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