Behaviour & Information Technology

Papers
(The TQCC of Behaviour & Information Technology is 7. 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
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
Anxiety scale for distance education: development and validation27
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
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
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 context24
Learning, design and technology in the age of AI24
Towards a model for understanding failures in health data protection: a mixed-methods study24
Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review24
Educating artificial intelligence following the child learning development trajectories23
First-person vs. third-person perspective in AI counselling: the role of immersion, self-disclosure, and social anxiety23
The motivations of leaders to lead Facebook online groups: a case study of parenting groups23
Designing for transparency: a web job board for e-recruitment to explore job seekers’ privacy behaviours23
What predicts patients’ satisfaction and continuous use of intelligent medical guidance? the moderating effect of consulting experience23
Understanding Human-Centred AI: a review of its defining elements and a research agenda23
Design and development of a mobile mental health application for individuals with depression and anxiety: design science research methods22
Device for controlling the phasic relationship between melodic sound and respiration and its effect on the change in respiration rate22
Unlocking green technology adoption: exploring influential factors and the moderating influence of environmentally responsible behaviour21
Identifying the predictors of four modes of using digital technologies at 8 years of age: limited, entertainment, creative and emergent21
Uncovering the role of optimism bias in social media phishing: an empirical study on TikTok20
The avatar face-off: a face(less) avatar facilitates adults’ reports of personal events20
Tangible interventions for office work well-being: approaches, classification, and design considerations20
Misleading information in crises: exploring content-specific indicators on Twitter from a user perspective20
Fair compensation of crowdsourcing work: the problem of flat rates19
Investigating user performance and preference for two magnitude levels of size and angle of bend on a smartphone-sized flexible device19
My avatar makes me feel good? The effect of avatar personalisation and virtual agent interactions on self-esteem18
Determining the causes of user frustration in the case of conversational chatbots18
Gender stereotypes and voice assistants: do users’ gender and conversation topic matter?18
Predicting online participation and adoption of autism unproven interventions: a case study of dietary interventions18
Human–robot interface design – the ‘Robot with a Tablet’ or ‘Robot only’, which one is better?18
How do older and young adults search for information during websites navigation: effects of prior domain knowledge and problem complexity18
Moral behaviour alters impressions of humans and AIs on teams: unethical AIs are more powerful while ethical humans are nicer18
Effects of meta-human characteristics on user acceptance: from the perspective of uncanny valley theory18
‘A right to be forgotten’: retrospective privacy concerns in social networking services18
Facial expression analysis in children with autism spectrum disorder using a refined Human-Robot-Game platform for active learning17
How scenery shapes virtual endorser effectiveness: the role of physical presence and pictorial distance17
From excavating user content engagement to establishing psychological ownership mechanisms for transforming citizenship behaviours on social media platforms17
Polarised social media discourse during COVID-19 pandemic: evidence from YouTube17
Patient influencer: the impact of homophily on value co-creation behaviour in online health communities17
Are we different? Analyzing the role of algorithmic curation and algorithmic literacy during online shopping from a gender differences perspective17
Effects of the number of strokes, components and usage frequency on the legibility of Chinese characters for optical head-mounted display17
Data cart – designing a tool for the GDPR-compliant handling of personal data by employees17
Transparency experience in remote teamwork – a sociomaterial approach16
Impacts of different interactions on viewers’ sense of virtual community: an empirical study of live streaming platform16
Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence16
Collaborative learning with block-based programming: investigating human-centered artificial intelligence in education16
Rejected or ignored?: the effect of social exclusion on Instagram use motivation and behaviour15
Examining the antecedents and health outcomes of health apps and wearables use: an integration of the technology acceptance model and communication inequality15
Is adding tangible augmentation contributing to virtual sensory engagement of people with dementia? Assessment on user engagement, agitation, and apathy15
Family needs and interaction patterns regarding the use of ICT in everyday life15
Le$bean or lesbian? A survey of marginalised users' motivations for obfuscation on TikTok15
AI tools for debunking online spam reviews? Trust of younger and older adults in AI detection criteria14
Personality and emotion based cyberbullying detection on YouTube using ensemble classifiers14
The role of conscientiousness and cue utilisation in the detection of phishing emails in controlled and naturalistic settings14
How is mobile task performance different? The case of information processing without information search14
Selective avoidance as a cognitive response: examining the political use of social media and surveillance anxiety in avoidance behaviours14
Fear of the dark: a cross-cultural study into how perceptions of antisocial behaviour impact the acceptance and use of Twitter14
Online victimisation and stress among high school students: prevalence and relationships14
Cyber incivility: the silent threat shattering teachers’ mental health and happiness at work. Does gender matter?14
Forest or trees? Evidence for global processing via an information board study into cues utilised in phishing identification14
No browsing, no donating: impact of image emotion and colour on browsing intention in online charitable fundraising14
Stitch incoming: political engagement and aggression on TikTok14
Seize the moment: the role of scrub nurses’ proactivity in microsurgical operating-room collaborations13
Unravelling the dynamics between smartphone use and psychological well-being: a two-wave panel study13
The co-occurrence between depressive symptoms and smartphone addiction: a network analysis13
Strategies for strengthening UX competencies and cultivating corporate UX in a large organisation developing robots13
The social dimension of consumer-AI interaction: alienation, anthropomorphism, and identity in AI-Mediated marketing13
The emotional impact of generative AI: negative emotions and perception of threat13
Heavy social networking and online compulsive buying: a moderated mediation model13
Curtailing smartphone use: a field experiment evaluating two interventions13
e-FeeD4Mi: human-centred design of personalised and contextualised feedback in MOOCs13
Measuring problematic smartphone use in adolescents: psychometric properties of the Mobile Phone Problem Use Scale (MPPUS-10) among Italian youth13
The role of feedback source and valence in crowdsourced idea innovation13
Transparency by design: the effect of privacy policies visualisation on brand trust and perceived intrusion13
How can level of trust in conditional driving automation vehicles be improved? Road condition feedback strategies and the mediating role of anxiety13
ProjectAnatomy : a handy tool for learning forearm anatomy with augmented physicalisations13
Analyzing factors influencing student engagement in an educative social media platform13
Motivation of people with intellectual disabilities in technology design activities: the role of autonomy, competence, and relatedness13
Botmorphosis in E-commerce: exploring the impact of chatbot eeriness on purchase intentions13
Let the computer evaluate your idea: evaluation apprehension in human-computer collaboration12
Enactive mastery experience improves attitudes towards digital technology via self-efficacy – a pre-registered quasi-experiment12
Improving big data governance in healthcare institutions: user experience research for honest broker based application to access healthcare big data12
Using AI chatbots in climate change mitigation: a moderated serial mediation model12
The link between online gaming behaviour and unethical decision-making in emerging adults: the mediating roles of game cheating and moral disengagement12
The impact of excessive social media use at work: a usage experience–stressor–strain perspective12
How does innovative teaching influence learning outcome via community of inquiry model? A time-lagged study11
Persuasive strategy implementation choices and their effectiveness: towards personalised persuasive systems11
From human–human to human–machine interaction: how self-service technologies change the service encounter script11
Building trust in remote attestation through transparency – a qualitative user study on observable attestation11
Enhancing wayfinding and route learning: a human-centred study of the route-defining locations algorithm11
Can smart technology make group members more creative? The effect of interactive feedback using sociometric badges on members’ creativity11
Generating voice user interfaces from web sites11
End-user development in industrial contexts: the paper mill case study11
Connecting for well-being: a role-based network analysis of online mental health communities11
Adaptive humanoid robot behaviour in a serious game scenario through reinforcement learning11
Exploring the design of physical artefacts to visualise household consumption for encouraging sustainable practices11
Voice assistant technology applied to populations with developmental and physical disabilities11
Extending the planned risk information seeking model (PRISM) in the context of artificial intelligence: from the perspective of individual differences11
Motivational determinants of continuance usage intention for generative AI: an investment model approach for ChatGPT users in the United States11
The influence of paradigm interface guided by different visual types on MI-BCI performance11
Choosing between remote and face-to-face features in a test setting: methodology used in two usability and user experience case studies11
A decade of apps for ADHD management: a scoping review11
Factors affecting continued purchase intention in live streaming shopping: parasocial relationships and shared communication networks10
Rushed to crack – On the perceived effectiveness of cybersecurity measures for secure behaviour under time pressure10
My perfectionism drives me to be a cyborg: moderating role of internal locus of control on propensity towards memory implant10
Multisensory integration effect of humanoid robot appearance and voice on users’ affective preference and visual attention10
The role of social media engagement in shaping parasocial connections10
Qudwa: STEM e-mentoring for young women in Saudi Arabia10
Time spent playing video games during periods of isolation has no effect on loneliness or mental health10
The pursuit of happiness: the power and influence of AI teammate emotion in human-AI teamwork10
‘How should my family assistant be?’: initial perceptions about prospective and anticipated use of in-home virtual assistants in an emerging context10
Effects of button colour and background on augmented reality interfaces10
The effect of personal pronouns on users and the social role of conversational agents10
Algorithm awareness in online dating: associations with mate-searching difficulty and future expectancies among U.S. online daters10
Exploring virtual reality for quality immersive empathy building experiences10
Computational musicking: music + coding as a hybrid practice10
Effects of fear of missing out, smartphone addiction, phubbing, and being phubbed on friendship satisfaction10
Exploring attention on a retailer’s homepage: an eye-tracking & qualitative research study10
Use of latent profile analysis to characterise patterns of participation in crowdsourcing10
Potential applications of humanoid robotic touch for social regulation of emotion: evidence from ECG and fNIRS10
Investigating the use of social media in intimate social relationships10
Personality traits, internet addiction, and phubbing among teens: a mediation analysis9
Examining users’ news sharing behaviour on social media: role of perception of online civic engagement and dual social influences9
Two lingering delays in a go/no-go task: mind wandering and caution/uncertainty slow down thought probe response times9
Technologically-rich computational activities in K–12 education: a systematic review of constructivist and constructionist interventions9
Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling9
Immersive experience framework: a Delphi approach9
Cognitive evaluation based on regression and eye-tracking for layout on human–computer multi-interface9
Improving repurchase behaviour based on relationship marketing: evidence from the message framing of airline in China9
Where inquiry-based science learning meets gamification: a design case of Experiverse9
The effect of fixed physical usage patterns on the engagement of physical activity apps: a real-world data analysis9
Considering lightness: how the lightness of app icon backgrounds affects consumers’ download intention through risk perception9
The double-edged sword effect of chatbot anthropomorphism on customer acceptance intention: the mediating roles of perceived competence and privacy concerns9
The second-stage moderating role of situational context on the relationships between eWOM and online purchase behaviour9
Technological work environment: instrument development and measurement9
A measurement model of online privacy cognitions in a sample of U.S. adolescents9
The effects of information and communication technology (ICT) implementation on psychophysiological markers of stress: a systematic review9
Leveraging mobile phones to improve malaria healthcare service delivery in Buhera rural communities: implications for practice and policy9
Chatting about the unaccepted: Self-disclosure of unaccepted news exposure behaviour to a chatbot9
A partial correlation network indicates links between wellbeing, loneliness, FOMO and problematic internet use in university students8
Effect of educational robotic applications on students’ cognitive outcomes8
Factors affecting user experience of contact tracing app during COVID-19: an aspect-based sentiment analysis of user-generated review8
Impulsivity and problematic smartphone use: mediating role of self-handicapping8
Privacy perceptions and the role of countermeasures on the usage of in-app commerce8
Machine learning estimation of users’ implicit and explicit aesthetic judgments of web-pages8
Gaming Toxicity Scale (GTOX): an assessment tool of toxic behaviours within online video games8
Tracking the evolution of crisis processes and mental health on social media during the COVID-19 pandemic8
Exploring people’s perceptions and support of data-driven technology in times of COVID-19: the role of trust, risk, and privacy concerns8
Privacy and political online microtargeting during the German Federal Election 2021*8
Time swipes when you’re having fun: reducing perceived waiting time while making it more enjoyable8
Understanding employees' responses to information security management practices: a person-environment fit perspective8
Sense of community, social support and social media use in the post-pandemic world of work8
Towards more trusted virtual physicians: the combinative effects of healthcare chatbot design cues and threat perception on health information trust8
A meta-analysis of the efficacy of self-regulated learning interventions on academic achievement in online and blended environments in K-12 and higher education8
Using digital storytelling in Rational Emotive Behavior Therapy: comparison of two online interventions8
A systematic analysis of learning analytics using multi-source data in the context of Spain8
Highlights from the 35th European conference on cognitive ergonomics (ECCE 2024)8
Building citizen trust to enhance satisfaction in digital public services: the role of empathetic chatbot communication8
Social media enabled individual dynamic capabilities: the boundary spanning perspective8
Can reflecting on smartphone screen time legitimacy increase college students’ study effort: a field experiment8
Using crisis text messaging service data to measure the impact of the COVID-19 Pandemic on mental health in Ireland8
A virtual ethnography study of Indonesian migrant domestic workers’ empowerment in online communities8
Moral judgements of errors by AI systems and humans in civil and criminal law8
‘I wish there was a f*** it app’: creative strategies of digital un-use in family settings8
Payment schemes in online labour markets. Does incentive and personality matter?7
Perceived risk and acceptance of automated vehicles users to unexpected hazard situations in real driving conditions7
You look so young, you look so cute. The relationship between physical appearance, age and mental abilities in social robots7
User experience with conversational agent: a systematic review of assessment methods7
Exploring the relationship between college students’ adaptability and nomophobia7
A two-sided matching method of resources and tasks in competitive crowdsourcing platform oriented to workers’ and employers’ satisfaction7
Visualising emotion in support of patient-physician communication: an empirical study7
Effects of signalling mechanisms on cognitive engagement with educational videos in informal learning on social media7
The advantage of videos over text to boost adolescents' lateral reading in a digital workshop7
Adopting information systems at work: a longitudinal examination of trust dynamics, antecedents, and outcomes7
Vitality and learning: the impact of mobile technology use across work–nonwork boundaries on job performance7
Exploring folk theories of algorithmic news curation for explainable design7
How do virtual influencers drive impulsive buying behaviour in e-commerce live streaming: the effects of parasocial relationship and influencer-product fit7
Cleaning house or quiet quitting? Large-scale analysis of account deletion behaviour on Tumblr7
Exploring the effect of green gamification on users’ low-carbon awareness: a cognitive dissonance perspective7
Minor and serious cyberloafing in the workplace: antecedents and effects on job satisfaction7
Indian customers’ acceptance of service robots in restaurant services7
A mobile messaging-based conversational agent-led stress mindset intervention for New Zealand small-to-medium-sized enterprise owner-managers: effectiveness and acceptability study7
Retraction: Internet literacy and academic achievement among Chinese adolescent: a moderated mediation model7
Mood matters: the interplay of personality in ethical perceptions in crowdsourcing7
Are sticky users less likely to lurk? Evidence from online reviews7
In the shadows of digitalisation: digital stressors as predictors of emotional exhaustion in Norwegian academia7
Protecting teenagers’ gaming privacy: the roles of parental mediation, platform protection, and risky encounters7
When algorithms and human experts contradict, whom do users follow?7
Human behaviour data analysis and noncommunicable diseases: a systematic mapping study7
Encouraging pro-environmental behaviour in a virtual reality serious game: the interplay between competition and prior knowledge7
Digital games for career guidance: a systematic review using PRISMA guidelines7
Consumers’ perceived value of Social IoT based online community: investigating social awareness processes surrounding smart kitchen robot appliances7
Running out of time(rs): effects of scarcity cues on perceived task load, perceived benevolence and user experience on e-commerce sites7
The search term ‘suicide’ is being used to lead web browsers to online casinos7
Content tracing: examining fact-checking via a WhatsApp group during the COVID-19 pandemic7
To answer or to ignore? The impact of questioners and questions on continuous knowledge contributions in virtual Q&A communities7
Google inject: increasing engagement with fact-checks through nudging*7
Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach7
Co-creation with service robots and employee wellbeing: a self-determination perspective7
‘What’s up with ur emotions?’ Untangling emotional user experience on Second Life and Facebook7
Evaluation of the gross motor abilities of autistic children with a computerised evaluation method7
Unveiling mechanism of SNSs addiction on wellbeing: the moderating role of loneliness and social anxiety7
What shapes your livestreaming e-commerce purchasing? Enjoying the social atmosphere of flourishing virtual social servicescapes7
0.26600694656372