Behaviour & Information Technology

Papers
(The TQCC of Behaviour & Information Technology is 6. 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
Measuring user competence in using artificial intelligence: validity and reliability of artificial intelligence literacy scale67
Fear of COVID-19, loneliness, smartphone addiction, and mental wellbeing among the Turkish general population: a serial mediation model67
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
‘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
A taxonomy of prompt modifiers for text-to-image generation30
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
The impact of the COVID-19 pandemic on the adoption of e-learning among academics in Saudi Arabia24
Human-centred artificial intelligence: a contextual morality perspective24
A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase24
Social influence and UTAUT in predicting digital immigrants’ technology use22
Examining continuance intention in business schools with digital classroom methods during COVID-19: a comparative study of India and Italy21
The effect of web add-on correction and narrative correction on belief in misinformation depending on motivations for using social media21
Social media on blended learning: the effect of rapport and motivation21
Public awareness and attitudes towards search engine optimization21
Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness21
An eye-tracking paradigm to explore the effect of online consumers’ emotion on their visual behaviour between desktop screen and mobile screen21
Instructor’s position affects learning from video lectures in Chinese context: an eye-tracking study20
Understanding employees’ knowledge hiding behaviour: the moderating role of market culture20
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 affordances19
What drives students’ Internet ethical behaviour: an integrated model of the theory of planned behaviour, personality, and Internet ethics education19
Need frustration in online video games19
Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions18
How social media use is related to student engagement and creativity: investigating through the lens of intrinsic motivation18
Keeping up appearances: testing a moderated mediation path of self-presentation motives, self-efficacy beliefs, social sharing of fitness records and fitness app uses17
Analysing adaptive gamification design principles for online courses17
Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence17
Evaluating users’ preference for the appearance of humanoid robots via event-related potentials and spectral perturbations17
Smartphone-based augmented reality for end-user creation of home automations17
Polarised social media discourse during COVID-19 pandemic: evidence from YouTube17
Effects of social networking site overloads on discontinuous intentions of users: a moderated mediation analysis17
Understanding social resistance to determine the future of Internet of Things (IoT) services17
Examining users’ news sharing behaviour on social media: role of perception of online civic engagement and dual social influences17
The impact of excessive social media use at work: a usage experience–stressor–strain perspective16
AutismGuide: a usability guidelines to design software solutions for users with autism spectrum disorder16
Commercial video games as a resource for mental health: A systematic literature review16
The effect of audio on the experience in virtual reality: a scoping review16
Systematic review of determinants and consequences of bystander interventions in online hate and cyberbullying among adults16
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 development15
Are social media good or bad for employees? It depends on when they use them15
Travel behaviour prediction amid covid-19 underlaying situational awareness theory and health belief model15
Smartphone uses and emotional and psychological well-being in China: the attenuating role of perceived information overload15
Sensitizing Netizen’s behavior through influencer intervention enabled by crowdsourcing – a case of reddit14
Impacts of different interactions on viewers’ sense of virtual community: an empirical study of live streaming platform14
Exploring barriers affecting eLearning usage intentions: an NLP-based multi-method approach14
Predicting users knowledge contribution behaviour in technical vs non-technical online Q&A communities: SEM-Neural Network approach14
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
The effect of short-form video addiction on users’ attention13
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
Millennial’s perception on cyberloafing: workplace deviance or cultural norm?13
Nudging users towards better security decisions in password creation using whitebox-based multidimensional visualisations13
Collaboration in crowdsourcing contests: how different levels of collaboration affect team performance13
Effect of emoji prime on the understanding of emotional words – evidence from ERPs12
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
Unblurring the boundary between daily life and gameplay in location-based mobile games, visual online ethnography on Pokémon GO11
On the stress potential of an organisational climate of innovation: a survey study in Germany11
The influence of psychological language words contained in microblogs on dissemination behaviour in emergency situations – mediating effects of emotional responses11
‘You’re still on mute’. A study of video conferencing fatigue during the COVID-19 pandemic from a technostress perspective11
Exploring the relationship between learner proactivity and social capital via online learner interaction: role of perceived peer support11
Developing an attitude scale towards distance learning11
Assessing the impact of persuasive features on user’s intention to continuous use: the case of academic social networking sites11
Technology readiness, mobile payments and gender- a reflective-formative second order approach11
Impact of negative emotions on violations of information security policy and possible mitigations11
Identity construction in social media: a study on blogging continuance11
How did you feel during the navigation? Influence of emotions on browsing time and interaction frequency in immersive virtual environments11
Feeling excited and fluent: how consumers respond to the visual appeals of products in an online shopping environment11
Research on user experience of the video game difficulty based on flow theory and fNIRS11
How to improve creativity: a study of gamification, money, and punishment11
Finding, getting and understanding: the user journey for the GDPR’S right to access11
Does augmented reality augment user affordance? The effect of technological characteristics on game behaviour11
The role of emotion in interactivity effects: positive emotion enhances attitudes, negative emotion helps information processing11
Exploring folk theories of algorithmic news curation for explainable design10
An on-site and remote study during the COVID-19 pandemic on virtual hand appearance and tactile feedback10
The shadows of digitisation: on the losses of health-oriented leadership in the face of ICT hassles10
Social media and employee voice: a comprehensive literature review10
Motivations of collaborative obtainers and providers in Europe10
Examining virtual meditation as a stress management strategy on college campuses through longitudinal, quasi-experimental research10
Understanding the inward emotion-focused coping strategies of individual users in response to mobile malware threats10
The role of experience during playing bullying prevention serious game: effects on knowledge and compassion10
Patients as health influencers: motivations and consequences of following cancer patients on Instagram10
Digital security in families: the sources of information relate to the active mediation of internet safety and parental internet skills10
Can warnings curb the spread of fake news? The interplay between warning, trust and confirmation bias10
Antecedents influencing SNS addiction and exhaustion (fatigue syndrome): focusing on six countries10
User experience with conversational agent: a systematic review of assessment methods10
Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players10
The role of usability, aesthetics, usefulness and primary task support in predicting the perceived credibility of academic social networking sites10
From skeuomorphism to flat design: age-related differences in performance and aesthetic perceptions10
Finding influential users in microblogs: state-of-the-art methods and open research challenges10
Examining the effects of power status of an explainable artificial intelligence system on users’ perceptions10
The role of excessive social media content generation, attention seeking, and individual differences on the fear of missing out: a multiple mediation model9
The privacy protection behaviours of the mobile app users: exploring the role of neuroticism and protection motivation theory9
Evaluating instructional designs with mental workload assessments in university classrooms9
Exploring people’s perceptions and support of data-driven technology in times of COVID-19: the role of trust, risk, and privacy concerns9
Machine learning estimation of users’ implicit and explicit aesthetic judgments of web-pages9
How social media facilitate health knowledge sharing among physicians9
Using artificially generated pictures in customer-facing systems: an evaluation study with data-driven personas9
Personality traits and performance in online labour markets9
‘A right to be forgotten’: retrospective privacy concerns in social networking services9
Conservation of resources theory perspective of social media ostracism influence on lurking intentions9
Location-based challenges for playful neighbourhood exploration9
The effect of unmindfulness on impulse purchasing behaviours in the context of online shopping from a classical attitude theory perspective9
Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning9
On the receptivity of employees to just-in-time self-tracking and eCoaching for stress management: a mixed-methods approach9
How using various platforms shapes awareness of algorithms9
Privacy risk in contact tracing systems9
Visual design of dialogue flows for conversational interfaces8
Dropout management in online learning systems8
What drives students to adopt m-learning apps? The role of e-WOM in signalling theory perspective8
Evaluation of the usefulness of path of long-term user experience model in design process8
A meta-analysis of M-commerce continuance intention: moderating impact of culture and user types8
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
Learning analytics for online game-Based learning: a systematic literature review8
An empirical investigation of the Gamer’s Dilemma: a mixed methods study of whether the dilemma exists8
Passive resistance to health information technology implementation: the case of electronic medication management system8
Towards a role-based authentication system based on SSVEP-P300 hybrid brain–computer interfacing8
Digital accumulation behaviours and information management in the workplace: exploring the tensions between digital data hoarding, organisational culture and policy8
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
Machine learning in emotional intelligence studies: a survey8
XR in the era of COVID-198
Survey of indoor location technologies and wayfinding systems for users with cognitive disabilities in emergencies8
Investigating the use of social media in intimate social relationships8
Parental neglect and emotional wellbeing among adolescent students from India: social network addiction as a mediator and gender as a moderator8
Digital ethnography of home use of digital personal assistants8
Relating university students’ online self-regulated English learning to motivational beliefs: a structural equation modelling analysis8
Can virtuality be protective of team trust? Conflict and effectiveness in hybrid teams8
Introducing digital technologies in the factory: determinants of blue-collar workers’ attitudes towards new robotic tools7
Comparing users' performance and game experience between a competitive and collaborative brain-computer interface7
Understanding the impact of self-regulation on perceived learning outcomes based on social cognitive theory7
Towards an understanding of the decision process of solvers’ participation in crowdsourcing contests for problem solving7
Social networking for social capital: the declining value of presence for trusting with age7
Context-aware system for cardiac condition monitoring and management: a survey7
Social mechanisms in crowdsourcing contests: a literature review7
Understanding the relationship between enterprise social media user adaptation, post-adoption use and employee performance7
A problem-based approach to the advancement of heuristics for socio-technical evaluation7
Encouraging positive emotions to cope with technostress’s adverse effects: insights into the broaden-and-build theory7
Nature imagery in user interface design: the influence on user perceptions of trust and aesthetics7
Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention7
Gamification of query-driven knowledge sharing systems7
Social media use in professional organizations: boosting and draining workforce7
Exploring lived experiences of agile developers with daily stand-up meetings: a phenomenological study7
Using activity theory to understand the impact of social networking sites and apps use by Saudi postgraduate students7
Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce7
Can digital personal assistants persuade people to exercise?7
Curtailing smartphone use: a field experiment evaluating two interventions7
Susceptibility to social influence strategies and persuasive system design: exploring the relationship7
Problematic smartphone use on mental health: a systematic mapping study and taxonomy7
Recommendations for creating trigger-action rules in a block-based environment7
Problematic behaviours and flow experiences during screen-based activities as opposite outcomes of the dual process of passion and basic needs7
Contingent self-esteem, social interaction fears, and compulsive WeChat usage7
Practitioner perspectives on the use of the experience sampling software in counseling and clinical psychology7
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts7
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
Antecedents of IS infusion behaviours: an integrated IT identity and empowerment perspective7
Walking in the jungle with a machete: ICT leaders’ perspectives on user-Centred systems design7
Understanding youths’ needs for digital societal participation: towards an inclusive Virtual Council6
Disturbing aspects of smartphone usage: a qualitative analysis6
Immersive experience framework: a Delphi approach6
Understanding students’ effective use of data in the age of big data in higher education6
Socioeconomic status influences Turkish digital natives’ internet use habitus6
The acceptance process of smart homes by users: a statistical meta-analysis6
Assistive digital technology to promote quality of life and independent living for older adults through improved self-regulation: a scoping review6
Examining the antecedents and health outcomes of health apps and wearables use: an integration of the technology acceptance model and communication inequality6
‘Into the wolves’ den: an investigation of predictors of sexism in online games’6
Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions6
Extending Rice et al. (2017): the measurement of social media affordances6
Exploring the impact of a ‘confining’ imaginary of user-recommendation systems on platform usage and relationship development among dating app users6
Why did you pick that? A study on smartwatch design qualities and people’s preferences6
Exploring attention on a retailer’s homepage: an eye-tracking & qualitative research study6
Let the computer evaluate your idea: evaluation apprehension in human-computer collaboration6
Is socially disruptive smartphone use detrimental to well-being? A systematic meta-analytic review on being phubbed6
Rejected or ignored?: the effect of social exclusion on Instagram use motivation and behaviour6
Understanding how participating behaviours influenced by individual motives affect continued generating behaviours in product-experience-shared communities6
Indian customers’ acceptance of service robots in restaurant services6
Trade-offs in the design of multimodal interaction for older adults6
How do students use digital technology to manage their university-based data: strategies, accumulation difficulties and feelings of overload?6
What leads to cyberloafing: the empirical study of workload, self-efficacy, time management skills, and mediating effect of job satisfaction.6
Factors affecting MOOC teacher effectiveness from the perspective of professional capital6
Active and passive social media usage and depression among the elderly during COVID-19: does race matter?6
The link between online gaming behaviour and unethical decision-making in emerging adults: the mediating roles of game cheating and moral disengagement6
Selective avoidance as a cognitive response: examining the political use of social media and surveillance anxiety in avoidance behaviours6
Effects of online incivility and emotions toward in-groups on cross-cutting attention and political participation6
The effects of observation in video games: how remote observation influences player experience, motivation, and behaviour6
Investigating game attention using the Distraction Recognition Paradigm6
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