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Computers in Human Behavior
Title
Publication Date
Language
Citations
Personality and self reported mobile phone use
2008/03/01
English
281
Conceptual foundations for understanding smart tourism ecosystems
2015/09/01
English
278
Internet addiction in students: Prevalence and risk factors
2013/05/01
English
278
Tourists’ intention to visit a destination: The role of augmented reality (AR) application for a heritage site
2015/09/01
English
277
The influence of personality on Facebook usage, wall postings, and regret
2012/01/01
English
274
What type of content are smartphone users addicted to?: SNS vs. games
2016/01/01
English
273
Effects of anonymity, invisibility, and lack of eye-contact on toxic online disinhibition
2012/03/01
English
273
The state of immersive technology research: A literature analysis
2018/09/01
English
273
Wearable technologies: The role of usefulness and visibility in smartwatch adoption
2016/12/01
English
272
Generation Z consumers' expectations of interactions in smart retailing: A future agenda
2017/12/01
English
270
Do badges increase user activity? A field experiment on the effects of gamification
2017/06/01
English
269
Real conversations with artificial intelligence: A comparison between human–human online conversations and human–chatbot conversations
2015/08/01
English
268
A social gamification framework for a K-6 learning platform
2013/03/01
English
267
Use of multiple social media platforms and symptoms of depression and anxiety: A nationally-representative study among U.S. young adults
2017/04/01
English
267
Validation and psychometric properties of a short version of Young’s Internet Addiction Test
2013/05/01
English
267
Consumer behavior in online game communities: A motivational factor perspective
2007/05/01
English
264
A reliability analysis of Mechanical Turk data
2015/02/01
English
263
Does time spent using social media impact mental health?: An eight year longitudinal study
2020/03/01
English
262
Why do people watch others play video games? An empirical study on the motivations of Twitch users
2017/10/01
English
262
Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability
2013/07/01
English
262
Predicting the drivers of behavioral intention to use mobile learning: A hybrid SEM-Neural Networks approach
2014/07/01
English
260
Age differences in online social networking – A study of user profiles and the social capital divide among teenagers and older users in MySpace
2009/05/01
English
259
Factors affecting online group buying intention and satisfaction: A social exchange theory perspective
2012/11/01
English
256
Internet addiction in adolescents: Prevalence and risk factors
2013/09/01
English
255
Emergency remote teaching and students’ academic performance in higher education during the COVID-19 pandemic: A case study
2021/06/01
English
255
Is Facebook creating “iDisorders”? The link between clinical symptoms of psychiatric disorders and technology use, attitudes and anxiety
2013/05/01
English
255
The roles of brand community and community engagement in building brand trust on social media
2014/08/01
English
254
Antecedents and consequences of problematic smartphone use: A systematic literature review of an emerging research area
2021/01/01
English
250
A validity and reliability study of the computational thinking scales (CTS)
2017/07/01
English
249
Antecedents of the adoption of the new mobile payment systems: The moderating effect of age
2014/06/01
English
249
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