Behaviour & Information Technology

Papers
(The TQCC of Behaviour & Information Technology is 5. 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 2021-05-01 to 2025-05-01.)
ArticleCitations
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction195
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level94
An exploration of motives that influence problematic smartphone use in young adults76
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours64
Anxiety scale for distance education: development and validation60
Correction47
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?47
Designing for transparency: a web job board for e-recruitment to explore job seekers’ privacy behaviours45
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective45
Posts and reviews in P2P online lending platforms: a sentiment analysis and cross-culture comparison44
Navigating the human-digital nexus: understanding consumer intentions with AI anchors in live commerce44
Learning, design and technology in the age of AI39
When I know how much you donated: the impact of donation information type on individual online donation intention35
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 context34
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects34
Strategies at the platform-train interface: in the pursuit of psychological comfort?32
Understanding Human-Centred AI: a review of its defining elements and a research agenda32
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents31
Interplay of rationality and morality in using ChatGPT for academic misconduct31
End-user engineering of ontology-based knowledge bases31
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts30
Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review30
Public awareness and attitudes towards search engine optimization29
Identifying the predictors of four modes of using digital technologies at 8 years of age: limited, entertainment, creative and emergent29
First-person vs. third-person perspective in AI counselling: the role of immersion, self-disclosure, and social anxiety29
Effects of meta-human characteristics on user acceptance: from the perspective of uncanny valley theory29
Misleading information in crises: exploring content-specific indicators on Twitter from a user perspective27
Fair compensation of crowdsourcing work: the problem of flat rates27
‘A right to be forgotten’: retrospective privacy concerns in social networking services25
What predicts patients’ satisfaction and continuous use of intelligent medical guidance? the moderating effect of consulting experience25
The motivations of leaders to lead Facebook online groups: a case study of parenting groups24
Human–robot interface design – the ‘Robot with a Tablet’ or ‘Robot only’, which one is better?24
Device for controlling the phasic relationship between melodic sound and respiration and its effect on the change in respiration rate22
Tangible interventions for office work well-being: approaches, classification, and design considerations21
Statement of Retraction21
Educating artificial intelligence following the child learning development trajectories21
The avatar face-off: a face(less) avatar facilitates adults’ reports of personal events20
Content creation intention in digital participation based on identity management on Twitch20
Design and development of a mobile mental health application for individuals with depression and anxiety: design science research methods20
Investigating user performance and preference for two magnitude levels of size and angle of bend on a smartphone-sized flexible device20
Uncovering the role of optimism bias in social media phishing: an empirical study on TikTok19
Determining the causes of user frustration in the case of conversational chatbots19
Gender stereotypes and voice assistants: do users’ gender and conversation topic matter?19
Moral behaviour alters impressions of humans and AIs on teams: unethical AIs are more powerful while ethical humans are nicer18
Collaborative learning with block-based programming: investigating human-centered artificial intelligence in education18
XR in the era of COVID-1918
My avatar makes me feel good? The effect of avatar personalisation and virtual agent interactions on self-esteem18
From excavating user content engagement to establishing psychological ownership mechanisms for transforming citizenship behaviours on social media platforms18
Data cart – designing a tool for the GDPR-compliant handling of personal data by employees17
Predicting online participation and adoption of autism unproven interventions: a case study of dietary interventions17
Effects of the number of strokes, components and usage frequency on the legibility of Chinese characters for optical head-mounted display17
Are we different? Analyzing the role of algorithmic curation and algorithmic literacy during online shopping from a gender differences perspective17
Polarised social media discourse during COVID-19 pandemic: evidence from YouTube16
Facial expression analysis in children with autism spectrum disorder using a refined Human-Robot-Game platform for active learning16
Statement of Retraction16
Transparency experience in remote teamwork – a sociomaterial approach15
Impacts of different interactions on viewers’ sense of virtual community: an empirical study of live streaming platform15
Fear of the dark: a cross-cultural study into how perceptions of antisocial behaviour impact the acceptance and use of Twitter15
Patient influencer: the impact of homophily on value co-creation behaviour in online health communities15
Stitch incoming: political engagement and aggression on TikTok15
Online victimisation and stress among high school students: prevalence and relationships15
Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence15
ProjectAnatomy : a handy tool for learning forearm anatomy with augmented physicalisations15
Family needs and interaction patterns regarding the use of ICT in everyday life15
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
Personality and emotion based cyberbullying detection on YouTube using ensemble classifiers14
Rejected or ignored?: the effect of social exclusion on Instagram use motivation and behaviour14
Selective avoidance as a cognitive response: examining the political use of social media and surveillance anxiety in avoidance behaviours14
Unravelling the dynamics between smartphone use and psychological well-being: a two-wave panel study14
No browsing, no donating: impact of image emotion and colour on browsing intention in online charitable fundraising13
AI tools for debunking online spam reviews? Trust of younger and older adults in AI detection criteria13
Cyber incivility: the silent threat shattering teachers’ mental health and happiness at work. Does gender matter?13
Understanding the inward emotion-focused coping strategies of individual users in response to mobile malware threats13
Examining the antecedents and health outcomes of health apps and wearables use: an integration of the technology acceptance model and communication inequality13
Tailoring eHealth design to support the self-care needs of patients with cardiovascular diseases: a vignette survey experiment12
The role of feedback source and valence in crowdsourced idea innovation12
The link between online gaming behaviour and unethical decision-making in emerging adults: the mediating roles of game cheating and moral disengagement12
Strategies for strengthening UX competencies and cultivating corporate UX in a large organisation developing robots12
Curtailing smartphone use: a field experiment evaluating two interventions12
Statement of Retraction12
Susceptibility to social influence strategies and persuasive system design: exploring the relationship12
Using AI chatbots in climate change mitigation: a moderated serial mediation model12
Leveraging Twitter data to analyze the virality of Covid-19 tweets: a text mining approach11
Motivation of people with intellectual disabilities in technology design activities: the role of autonomy, competence, and relatedness11
Analyzing factors influencing student engagement in an educative social media platform11
A problem-based approach to the advancement of heuristics for socio-technical evaluation11
How can level of trust in conditional driving automation vehicles be improved? Road condition feedback strategies and the mediating role of anxiety11
The emotional impact of generative AI: negative emotions and perception of threat11
User performance on laptops vs. tablets: an experiment in the field11
Let the computer evaluate your idea: evaluation apprehension in human-computer collaboration11
The impact of excessive social media use at work: a usage experience–stressor–strain perspective11
Enactive mastery experience improves attitudes towards digital technology via self-efficacy – a pre-registered quasi-experiment11
The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platforms11
Seize the moment: the role of scrub nurses’ proactivity in microsurgical operating-room collaborations11
Measuring problematic smartphone use in adolescents: psychometric properties of the Mobile Phone Problem Use Scale (MPPUS-10) among Italian youth11
e-FeeD4Mi: human-centred design of personalised and contextualised feedback in MOOCs11
Can smart technology make group members more creative? The effect of interactive feedback using sociometric badges on members’ creativity10
End-user development in industrial contexts: the paper mill case study10
Understanding students’ effective use of data in the age of big data in higher education10
Effects of button colour and background on augmented reality interfaces10
Exploring the design of physical artefacts to visualise household consumption for encouraging sustainable practices10
Problematic behaviours and flow experiences during screen-based activities as opposite outcomes of the dual process of passion and basic needs10
A decade of apps for ADHD management: a scoping review10
Rushed to crack – On the perceived effectiveness of cybersecurity measures for secure behaviour under time pressure10
Improving big data governance in healthcare institutions: user experience research for honest broker based application to access healthcare big data10
Building trust in remote attestation through transparency – a qualitative user study on observable attestation10
Motivational determinants of continuance usage intention for generative AI: an investment model approach for ChatGPT users in the United States10
Adaptive humanoid robot behaviour in a serious game scenario through reinforcement learning10
‘How should my family assistant be?’: initial perceptions about prospective and anticipated use of in-home virtual assistants in an emerging context9
Time spent playing video games during periods of isolation has no effect on loneliness or mental health9
Generating voice user interfaces from web sites9
My perfectionism drives me to be a cyborg: moderating role of internal locus of control on propensity towards memory implant9
Connecting for well-being: a role-based network analysis of online mental health communities9
Computational musicking: music + coding as a hybrid practice9
Enhancing wayfinding and route learning: a human-centred study of the route-defining locations algorithm9
Exploring attention on a retailer’s homepage: an eye-tracking & qualitative research study9
The influence of paradigm interface guided by different visual types on MI-BCI performance9
Choosing between remote and face-to-face features in a test setting: methodology used in two usability and user experience case studies9
Voice assistant technology applied to populations with developmental and physical disabilities9
Effects of fear of missing out, smartphone addiction, phubbing, and being phubbed on friendship satisfaction8
Millennial’s perception on cyberloafing: workplace deviance or cultural norm?8
The pursuit of happiness: the power and influence of AI teammate emotion in human-AI teamwork8
Chatting about the unaccepted: Self-disclosure of unaccepted news exposure behaviour to a chatbot8
Personality traits, internet addiction, and phubbing among teens: a mediation analysis8
Where inquiry-based science learning meets gamification: a design case of Experiverse8
A measurement model of online privacy cognitions in a sample of U.S. adolescents8
Considering lightness: how the lightness of app icon backgrounds affects consumers’ download intention through risk perception8
Liar, liar, pants on fire! Social desirability bias in software piracy research8
Two lingering delays in a go/no-go task: mind wandering and caution/uncertainty slow down thought probe response times8
Persuasive strategy implementation choices and their effectiveness: towards personalised persuasive systems8
Technological work environment: instrument development and measurement8
Improving repurchase behaviour based on relationship marketing: evidence from the message framing of airline in China8
Qudwa: STEM e-mentoring for young women in Saudi Arabia8
Algorithm awareness in online dating: associations with mate-searching difficulty and future expectancies among U.S. online daters8
Use of latent profile analysis to characterise patterns of participation in crowdsourcing8
Cognitive evaluation based on regression and eye-tracking for layout on human–computer multi-interface8
Factors affecting continued purchase intention in live streaming shopping: parasocial relationships and shared communication networks8
Exploring virtual reality for quality immersive empathy building experiences8
A systematic analysis of learning analytics using multi-source data in the context of Spain8
The second-stage moderating role of situational context on the relationships between eWOM and online purchase behaviour8
Potential applications of humanoid robotic touch for social regulation of emotion: evidence from ECG and fNIRS8
Multisensory integration effect of humanoid robot appearance and voice on users’ affective preference and visual attention8
Exploring people’s perceptions and support of data-driven technology in times of COVID-19: the role of trust, risk, and privacy concerns7
A partial correlation network indicates links between wellbeing, loneliness, FOMO and problematic internet use in university students7
Investigating the use of social media in intimate social relationships7
The effect of personal pronouns on users and the social role of conversational agents7
The effect of fixed physical usage patterns on the engagement of physical activity apps: a real-world data analysis7
A virtual ethnography study of Indonesian migrant domestic workers’ empowerment in online communities7
Sense of community, social support and social media use in the post-pandemic world of work7
Indian customers’ acceptance of service robots in restaurant services7
Impulsivity and problematic smartphone use: mediating role of self-handicapping7
Highlights from the 35th European conference on cognitive ergonomics (ECCE 2024)7
Using digital storytelling in Rational Emotive Behavior Therapy: comparison of two online interventions7
Machine learning estimation of users’ implicit and explicit aesthetic judgments of web-pages7
Tracking the evolution of crisis processes and mental health on social media during the COVID-19 pandemic7
Immersive experience framework: a Delphi approach7
Examining users’ news sharing behaviour on social media: role of perception of online civic engagement and dual social influences7
Social media enabled individual dynamic capabilities: the boundary spanning perspective7
Towards more trusted virtual physicians: the combinative effects of healthcare chatbot design cues and threat perception on health information trust7
A systematic review of immersive virtual reality for industrial skills training7
Building citizen trust to enhance satisfaction in digital public services: the role of empathetic chatbot communication7
Fear of COVID-19, loneliness, smartphone addiction, and mental wellbeing among the Turkish general population: a serial mediation model7
Privacy and political online microtargeting during the German Federal Election 2021*7
Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling7
Moral judgements of errors by AI systems and humans in civil and criminal law7
Using crisis text messaging service data to measure the impact of the COVID-19 Pandemic on mental health in Ireland7
Factors affecting user experience of contact tracing app during COVID-19: an aspect-based sentiment analysis of user-generated review7
The double-edged sword effect of chatbot anthropomorphism on customer acceptance intention: the mediating roles of perceived competence and privacy concerns7
A meta-analysis of the efficacy of self-regulated learning interventions on academic achievement in online and blended environments in K-12 and higher education7
Leveraging mobile phones to improve malaria healthcare service delivery in Buhera rural communities: implications for practice and policy7
Privacy perceptions and the role of countermeasures on the usage of in-app commerce7
Time swipes when you’re having fun: reducing perceived waiting time while making it more enjoyable7
Effect of educational robotic applications on students’ cognitive outcomes7
Understanding the deep structure use of mobile phones – an attachment perspective7
Understanding employees' responses to information security management practices: a person-environment fit perspective7
Encouraging pro-environmental behaviour in a virtual reality serious game: the interplay between competition and prior knowledge6
Vitality and learning: the impact of mobile technology use across work–nonwork boundaries on job performance6
Protecting teenagers’ gaming privacy: the roles of parental mediation, platform protection, and risky encounters6
Minor and serious cyberloafing in the workplace: antecedents and effects on job satisfaction6
Exploring the relationship between college students’ adaptability and nomophobia6
Are sticky users less likely to lurk? Evidence from online reviews6
Human behaviour data analysis and noncommunicable diseases: a systematic mapping study6
In the shadows of digitalisation: digital stressors as predictors of emotional exhaustion in Norwegian academia6
Co-creation with service robots and employee wellbeing: a self-determination perspective6
Payment schemes in online labour markets. Does incentive and personality matter?6
Running out of time(rs): effects of scarcity cues on perceived task load, perceived benevolence and user experience on e-commerce sites6
Perceived risk and acceptance of automated vehicles users to unexpected hazard situations in real driving conditions6
Mood matters: the interplay of personality in ethical perceptions in crowdsourcing6
Retraction: Internet literacy and academic achievement among Chinese adolescent: a moderated mediation model6
Adopting information systems at work: a longitudinal examination of trust dynamics, antecedents, and outcomes6
‘What’s up with ur emotions?’ Untangling emotional user experience on Second Life and Facebook6
To answer or to ignore? The impact of questioners and questions on continuous knowledge contributions in virtual Q&A communities6
The search term ‘suicide’ is being used to lead web browsers to online casinos6
Digital games for career guidance: a systematic review using PRISMA guidelines6
You look so young, you look so cute. The relationship between physical appearance, age and mental abilities in social robots6
Consumers’ perceived value of Social IoT based online community: investigating social awareness processes surrounding smart kitchen robot appliances6
Content tracing: examining fact-checking via a WhatsApp group during the COVID-19 pandemic6
The advantage of videos over text to boost adolescents' lateral reading in a digital workshop6
Cleaning house or quiet quitting? Large-scale analysis of account deletion behaviour on Tumblr6
Exploring the effect of green gamification on users’ low-carbon awareness: a cognitive dissonance perspective6
A mobile messaging-based conversational agent-led stress mindset intervention for New Zealand small-to-medium-sized enterprise owner-managers: effectiveness and acceptability study6
Changing users’ health behaviour intentions through an embodied conversational agent delivering explanations based on users’ beliefs and goals5
Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach5
Relating university students’ online self-regulated English learning to motivational beliefs: a structural equation modelling analysis5
Foggy fun: an exploration of mid-air gestural interaction with a fogscreen by children with attention-deficits5
Dignity and use of algorithm in performance evaluation5
The effects of pretraining intervention in immersive embodied virtual reality cardiopulmonary resuscitation training5
Interdependence and trust analysis (ITA): a framework for human–machine team design5
User experience with conversational agent: a systematic review of assessment methods5
Introducing digital technologies in the factory: determinants of blue-collar workers’ attitudes towards new robotic tools5
Can blindfolded users replace blind ones in product testing? an empirical study5
Cyberbullying perpetration during the Covid-19 pandemic: A study on the relationship between strain, angerand parental support5
‘What do you see now?’: lessons learned while integrating a virtual reality application in ambulatory care of a pediatric surgery5
Unveiling mechanism of SNSs addiction on wellbeing: the moderating role of loneliness and social anxiety5
Conceal or reveal: (non)disclosure choices in online information sharing5
Virtual reality content evaluation visualization tool focused on comfort, cybersickness, and perceived excitement5
An experimental study of consumers’ impulse buying behaviour in augmented reality mobile shopping apps5
Statement of Retraction5
Self-control and problematic short-form video usage: the mediating roles of automaticity and value-driven attention5
Will you help AI? A longitudinal study on the relationship between interacting with chatbots and altruistic willingness towards AI5
Insider employee-led cyber fraud (IECF) in Indian banks: from identification to sustainable mitigation planning5
Task structure and knowledge transfer: leveraging employee agility performance in an ESM environment5
Engaging head and heart: effect of marketer-generated content on social media engagement5
Assistive digital technology to promote quality of life and independent living for older adults through improved self-regulation: a scoping review5
Understanding the UI-design features paradox of the skip option in splash advertising: the roles of perceived control and skipping habit5
Navigating the social media overload via control abilities: coping strategies and practices5
Socioeconomic status influences Turkish digital natives’ internet use habitus5
A network analysis approach to understand the relationship between online problematic gaming, defense mechanisms, and psychopathological symptoms5
Key in socially driven game dynamics, open the doors of agility - an empirical study on gamification and employee agility5
It was(n’t) me: vignette experiments on managers’ responsibility attribution in AI-advised decision-making5
Effects of signalling mechanisms on cognitive engagement with educational videos in informal learning on social media5
Trial of a desktop virtual reality application as a method of exposure for test anxiety: a qualitative study5
Associations between emotional and attentional problem characteristics and problematic internet use patterns: a prospective cohort study5
Investigating healthcare workers' technostress when welfare technology is introduced in long-term care facilities5
Statement of Retraction5
Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours5
Visualising emotion in support of patient-physician communication: an empirical study5
The acceptance process of smart homes by users: a statistical meta-analysis5
Social benefits of online peer information exchange among doctors: an empirical study on an online health community in China5
Understanding older adults’ continuance intention toward wearable health technologies: an empowerment perspective5
Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups5
Development of the protective beliefs and behaviours scale (PBBS) of problematic gaming5
Strategically reward solvers in crowdsourcing contests: the role of seeker feedback5
Impacts of online-community-based collaborative learning on project scope appropriateness and stakeholder management5
Reducing public speaking anxiety through the use of virtual reality assisted distraction: a systematic pilot study5
Exploring folk theories of algorithmic news curation for explainable design5
Evaluation of the gross motor abilities of autistic children with a computerised evaluation method5
She has got a gig: affordances of on-demand work apps for marginalised women enduring time scarcity5
RLabs Youth Cafés and the Zlto Exchange system5
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