Behaviour & Information Technology

Papers
(The H4-Index of Behaviour & Information Technology is 26. 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 2021-11-01 to 2025-11-01.)
ArticleCitations
Reversing the dark side of gamification: a study of the influence of interpersonal interaction gamification on ethical behaviour373
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects121
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective106
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction93
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours78
The techno-social turn: how digital technologies reshape minds, bodies, and relationships74
When I know how much you donated: the impact of donation information type on individual online donation intention65
Understanding Human-Centred AI: a review of its defining elements and a research agenda53
Learning, design and technology in the age of AI52
Towards a model for understanding failures in health data protection: a mixed-methods study51
Evaluating the emotional impact of virtual expressions: ERPs analysis of smart agent appearance44
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 context42
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level39
Statement of Retraction36
Media violence exposure and aggressive behaviour among Chinese adolescents: the mediating role of rumination and the moderating role of trait empathy34
Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review34
Strategies at the platform-train interface: in the pursuit of psychological comfort?31
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents30
Correction29
Anxiety scale for distance education: development and validation28
Mapping the complexity of learners’ attitudes toward ChatGPT: preliminary validation of a new scale28
An exploration of motives that influence problematic smartphone use in young adults27
Pilot study on virtual assistant design for new generation aircraft cockpit27
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress27
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
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?26
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