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 2020-04-01 to 2024-04-01.)
ArticleCitations
Social comparison and continuance intention of smart fitness wearables: an extended expectation confirmation theory perspective66
How livestreaming increases product sales: role of trust transfer and elaboration likelihood model62
Fear of COVID-19, loneliness, smartphone addiction, and mental wellbeing among the Turkish general population: a serial mediation model58
User experiences of virtual reality technologies for healthcare in learning: an integrative review57
A systematic review of immersive virtual reality for industrial skills training50
The influences of information overload and social overload on intention to switch in social media50
Too old for technology? Stereotype threat and technology use by older adults43
Factors influencing viewing behaviour on search engine results pages: a review of eye-tracking research38
Self-tracking behaviour in physical activity: a systematic review of drivers and outcomes of fitness tracking35
Consumers’ purchase intention and decision-making process through social networking sites: a social commerce construct34
Effects of country and individual factors on public acceptance of artificial intelligence and robotics technologies: a multilevel SEM analysis of 28-country survey data33
The influence of the community climate on users’ knowledge-sharing intention: the social cognitive theory perspective30
What we think we know about cybersecurity: an investigation of the relationship between perceived knowledge, internet trust, and protection motivation in a cybercrime context28
Understanding continuance intention to play online games: roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk27
The smart wearables-privacy paradox: A cluster analysis of smartwatch users26
Does esports spectating influence game consumption?26
Correlation between psychological factors, academic performance and social media addiction: model-based testing25
Exploring students’ digital informal learning: the roles of digital competence and DTPB factors25
‘Phubbing is happening to you’: examining predictors and effects of phubbing behaviour in friendships25
Measuring user competence in using artificial intelligence: validity and reliability of artificial intelligence literacy scale24
The effect of voice and humour on users’ perceptions of personal intelligent agents24
Factors influencing students’ continuance usage intention with online learning during the pandemic: a cross-country analysis24
Adoption, completion and continuance of MOOCs: a longitudinal study of students’ behavioural intentions23
Fake news detection and social media trust: a cross-cultural perspective23
Can social media-based brand communities build brand relationships? Examining the effect of community engagement on brand love23
Social media on blended learning: the effect of rapport and motivation22
The impact of the COVID-19 pandemic on the adoption of e-learning among academics in Saudi Arabia22
Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups22
Loneliness, life satisfaction, problematic internet use and security behaviours: re-examining the relationships when working from home during COVID-1922
Understanding the challenges of rapid digital transformation: the case of COVID-19 pandemic in higher education22
The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platforms20
Cultural differences in the effects of contextual factors and privacy concerns on users’ privacy decision on social networking sites20
Human-centred artificial intelligence: a contextual morality perspective20
Investigating the effect of the use of code.org on younger elementary school students’ attitudes towards programming19
The effect of web add-on correction and narrative correction on belief in misinformation depending on motivations for using social media19
Escaping the cell: virtual reality escape rooms in biology education19
Perspective-Taking of Non-Player Characters in Prosocial Virtual Reality Games: Effects on Closeness, Empathy, and Game Immersion19
Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness18
Social influence and UTAUT in predicting digital immigrants’ technology use18
Bridging the digital divide: the smart TV as a platform for digital literacy among the elderly18
Examining continuance intention in business schools with digital classroom methods during COVID-19: a comparative study of India and Italy18
An experimental study of consumers’ impulse buying behaviour in augmented reality mobile shopping apps18
What drives students’ Internet ethical behaviour: an integrated model of the theory of planned behaviour, personality, and Internet ethics education18
Problem-based collaborative learning groupware to improve computer programming skills17
An eye-tracking paradigm to explore the effect of online consumers’ emotion on their visual behaviour between desktop screen and mobile screen17
Instructor’s position affects learning from video lectures in Chinese context: an eye-tracking study17
Untangling the adverse effects of late-night usage of smartphone-based SNS among University students17
A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase16
Understanding employees’ knowledge hiding behaviour: the moderating role of market culture16
Keeping up appearances: testing a moderated mediation path of self-presentation motives, self-efficacy beliefs, social sharing of fitness records and fitness app uses16
The role of dissonance reduction and co-creation strategies in shaping smart service satisfaction – the case of Uber15
‘Social media is their space’: student and teacher use and perception of features of social media in language education15
Public awareness and attitudes towards search engine optimization15
Leveraging Twitter data to analyze the virality of Covid-19 tweets: a text mining approach15
Effects of social networking site overloads on discontinuous intentions of users: a moderated mediation analysis14
AutismGuide: a usability guidelines to design software solutions for users with autism spectrum disorder14
Analysing adaptive gamification design principles for online courses14
Examining user engagement and use of fitness tracking technology through the lens of technology affordances14
Understanding social resistance to determine the future of Internet of Things (IoT) services14
Exploring barriers affecting eLearning usage intentions: an NLP-based multi-method approach13
Commercial video games as a resource for mental health: A systematic literature review13
Junior secondary students’ acceptance and continuance of e-learning system use: a multi-group analysis across social backgrounds13
How social media use is related to student engagement and creativity: investigating through the lens of intrinsic motivation13
A quantitative diary study of perceptions of security in mobile payment transactions13
Travel behaviour prediction amid covid-19 underlaying situational awareness theory and health belief model12
Are social media good or bad for employees? It depends on when they use them12
Global virtual teams coordination mechanisms: building theory from research in software development12
Millennial’s perception on cyberloafing: workplace deviance or cultural norm?12
Evaluating users’ preference for the appearance of humanoid robots via event-related potentials and spectral perturbations12
Smartphone-based augmented reality for end-user creation of home automations12
Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence12
Homophily and peer-consumer behaviour in a peer-to-peer accommodation sharing economy platform12
Need frustration in online video games12
Smartphone uses and emotional and psychological well-being in China: the attenuating role of perceived information overload12
Exploring virtual reality for quality immersive empathy building experiences11
Nudging users towards better security decisions in password creation using whitebox-based multidimensional visualisations11
Examining users’ news sharing behaviour on social media: role of perception of online civic engagement and dual social influences11
Systematic review of determinants and consequences of bystander interventions in online hate and cyberbullying among adults11
Sensitizing Netizen’s behavior through influencer intervention enabled by crowdsourcing – a case of reddit11
Effect of emoji prime on the understanding of emotional words – evidence from ERPs11
The effect of audio on the experience in virtual reality: a scoping review11
Design and development of the online career counselling: a tool for better career decision-making10
Do online reviews truly matter? A study of the characteristics of consumers involved in different online review scenarios10
The role of emotion in interactivity effects: positive emotion enhances attitudes, negative emotion helps information processing10
On the stress potential of an organisational climate of innovation: a survey study in Germany10
A taxonomy of prompt modifiers for text-to-image generation10
A quarter century of usable security and privacy research: transparency, tailorability, and the road ahead10
Assessing the impact of persuasive features on user’s intention to continuous use: the case of academic social networking sites10
Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective10
Polarised social media discourse during COVID-19 pandemic: evidence from YouTube10
Collaboration in crowdsourcing contests: how different levels of collaboration affect team performance10
From skeuomorphism to flat design: age-related differences in performance and aesthetic perceptions10
Location-based challenges for playful neighbourhood exploration9
Developing an attitude scale towards distance learning9
Collaborative learning with block-based programming: investigating human-centered artificial intelligence in education9
An on-site and remote study during the COVID-19 pandemic on virtual hand appearance and tactile feedback9
Motivations of collaborative obtainers and providers in Europe9
Examining virtual meditation as a stress management strategy on college campuses through longitudinal, quasi-experimental research9
Predicting users knowledge contribution behaviour in technical vs non-technical online Q&A communities: SEM-Neural Network approach9
The role of usability, aesthetics, usefulness and primary task support in predicting the perceived credibility of academic social networking sites9
An interactive serious game to Target perspective taking skills among children with ASD: A usability testing9
What really matters?: characterising and predicting user engagement of news postings using multiple platforms, sentiments and topics9
Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players9
The role of excessive social media content generation, attention seeking, and individual differences on the fear of missing out: a multiple mediation model8
How social media facilitate health knowledge sharing among physicians8
Evaluating instructional designs with mental workload assessments in university classrooms8
On the receptivity of employees to just-in-time self-tracking and eCoaching for stress management: a mixed-methods approach8
Digital security in families: the sources of information relate to the active mediation of internet safety and parental internet skills8
Evaluation of the usefulness of path of long-term user experience model in design process8
Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions8
Identity construction in social media: a study on blogging continuance8
‘A right to be forgotten’: retrospective privacy concerns in social networking services8
Exploring frame-based gesture design for immersive VR shopping environments8
Impact of negative emotions on violations of information security policy and possible mitigations8
The impact of excessive social media use at work: a usage experience–stressor–strain perspective8
Unblurring the boundary between daily life and gameplay in location-based mobile games, visual online ethnography on Pokémon GO8
XR in the era of COVID-198
Privacy risk in contact tracing systems8
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 disabilities7
Personality traits and performance in online labour markets7
Impacts of different interactions on viewers’ sense of virtual community: an empirical study of live streaming platform7
Survey of indoor location technologies and wayfinding systems for users with cognitive disabilities in emergencies7
Between privacy and security: the factors that drive intentions to use cyber-security applications7
The shadows of digitisation: on the losses of health-oriented leadership in the face of ICT hassles7
The influence of hardiness and habit on security behaviour intention7
Curtailing smartphone use: a field experiment evaluating two interventions7
Effects of mobile news interface design features on users’ gaze behaviours and behavioural performance: evidence from China7
Practitioner perspectives on the use of the experience sampling software in counseling and clinical psychology7
The role of experience during playing bullying prevention serious game: effects on knowledge and compassion7
Context-aware system for cardiac condition monitoring and management: a survey7
Machine learning estimation of users’ implicit and explicit aesthetic judgments of web-pages7
Social mechanisms in crowdsourcing contests: a literature review7
Patients as health influencers: motivations and consequences of following cancer patients on Instagram7
Can warnings curb the spread of fake news? The interplay between warning, trust and confirmation bias7
Digital ethnography of home use of digital personal assistants7
The impact of gamified interaction on mobile learning APP users’ learning performance: the moderating effect of users’ learning style7
Using artificially generated pictures in customer-facing systems: an evaluation study with data-driven personas7
Can virtuality be protective of team trust? Conflict and effectiveness in hybrid teams7
Exploring lived experiences of agile developers with daily stand-up meetings: a phenomenological study7
How using various platforms shapes awareness of algorithms7
Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce7
What drives students to adopt m-learning apps? The role of e-WOM in signalling theory perspective7
How to improve creativity: a study of gamification, money, and punishment7
Does augmented reality augment user affordance? The effect of technological characteristics on game behaviour7
Finding influential users in microblogs: state-of-the-art methods and open research challenges7
Exploring attention on a retailer’s homepage: an eye-tracking & qualitative research study6
Antecedents influencing SNS addiction and exhaustion (fatigue syndrome): focusing on six countries6
Susceptibility to social influence strategies and persuasive system design: exploring the relationship6
Recommendations for creating trigger-action rules in a block-based environment6
Exploring folk theories of algorithmic news curation for explainable design6
User experience with conversational agent: a systematic review of assessment methods6
Passive resistance to health information technology implementation: the case of electronic medication management system6
A meta-analysis of the efficacy of self-regulated learning interventions on academic achievement in online and blended environments in K-12 and higher education6
How millennials’ life concerns shape social media behaviour6
Antecedents of IS infusion behaviours: an integrated IT identity and empowerment perspective6
A meta-analysis of M-commerce continuance intention: moderating impact of culture and user types6
Research on user experience of the video game difficulty based on flow theory and fNIRS6
Relating university students’ online self-regulated English learning to motivational beliefs: a structural equation modelling analysis6
The effects of observation in video games: how remote observation influences player experience, motivation, and behaviour6
Finding, getting and understanding: the user journey for the GDPR’S right to access6
Extending Rice et al. (2017): the measurement of social media affordances6
Using activity theory to understand the impact of social networking sites and apps use by Saudi postgraduate students6
The influence of psychological language words contained in microblogs on dissemination behaviour in emergency situations – mediating effects of emotional responses6
How did you feel during the navigation? Influence of emotions on browsing time and interaction frequency in immersive virtual environments6
Motivation-based approach for tailoring persuasive mental health applications6
Feeling excited and fluent: how consumers respond to the visual appeals of products in an online shopping environment6
Introducing digital technologies in the factory: determinants of blue-collar workers’ attitudes towards new robotic tools6
Technology readiness, mobile payments and gender- a reflective-formative second order approach6
Public opinion on MOOCs: sentiment and content analyses of Chinese microblogging data6
Exploring people’s perceptions and support of data-driven technology in times of COVID-19: the role of trust, risk, and privacy concerns6
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts6
Problematic behaviours and flow experiences during screen-based activities as opposite outcomes of the dual process of passion and basic needs6
Active and passive social media usage and depression among the elderly during COVID-19: does race matter?5
In authority, or peers we trust? Reviews and recommendations in social commerce5
The effect of unmindfulness on impulse purchasing behaviours in the context of online shopping from a classical attitude theory perspective5
Intensity of Facebook use: a personality-based perspective on dependency formation5
Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention5
Examining the effects of power status of an explainable artificial intelligence system on users’ perceptions5
How do users’ feedback influence creators’ contributions: an empirical study of an online music community5
‘Into the wolves’ den: an investigation of predictors of sexism in online games’5
Assistant nurses and orientation to care robot use in three European countries5
Tool-mediated HCI modelling instruction: evidence from three studies5
Visual design of dialogue flows for conversational interfaces5
The influence of self-construal on frequency of user activities and advertising involvement in Msg-SN5
Evolutionary game analysis of online collective behaviour with the introduction of the degree of psychological identity5
Understanding the deep structure use of mobile phones – an attachment perspective5
Exploring perceptional typology of social media quitters and associations among self-esteem, personality, and motivation5
The impact of motivations, health beliefs, and basic human needs on mobile self-management: an extension of the self-determination theory perspective5
Walking in the jungle with a machete: ICT leaders’ perspectives on user-Centred systems design5
On improving the memorability of system-assigned recognition-based passwords5
Temporal perspective on the gender-related differences in online learning behaviour5
Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning5
Do not allow pop-up ads to appear too early: Internet users’ browsing behaviour to pop-up ads5
RETRACTED ARTICLE: Internet literacy and academic achievement among Chinese adolescent: a moderated mediation model5
Social networking for social capital: the declining value of presence for trusting with age5
Social media and employee voice: a comprehensive literature review5
Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions5
The effect of short-form video addiction on users’ attention5
Exploring the relationship between learner proactivity and social capital via online learner interaction: role of perceived peer support5
Investigating game attention using the Distraction Recognition Paradigm5
Can digital personal assistants persuade people to exercise?5
Mobile cloud computing apps and information disclosure: the moderating roles of dispositional and behaviour-based traits5
A problem-based approach to the advancement of heuristics for socio-technical evaluation5
Does working memory capacity influence learning from video and attentional processing of the instructor’s visuals?5
Inattentive, imprudent and inapt: discovering inadequacies of ICT during life-changing events through the lens of non-users5
Understanding the inward emotion-focused coping strategies of individual users in response to mobile malware threats5
Gamification of query-driven knowledge sharing systems5
Understanding how participating behaviours influenced by individual motives affect continued generating behaviours in product-experience-shared communities5
Human beings and robots: are there any differences in the attribution of punishments for the same crimes?5
Why did you pick that? A study on smartwatch design qualities and people’s preferences5
Towards a role-based authentication system based on SSVEP-P300 hybrid brain–computer interfacing5
How do students use digital technology to manage their university-based data: strategies, accumulation difficulties and feelings of overload?5
Social media use in professional organizations: boosting and draining workforce5
Two studies of the perceptions of risk, benefits and likelihood of undertaking password management behaviours5
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