Behaviour & Information Technology

Papers
(The H4-Index of Behaviour & Information Technology is 28. 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 2021-06-01 to 2025-06-01.)
ArticleCitations
Correction217
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective99
Navigating the human-digital nexus: understanding consumer intentions with AI anchors in live commerce67
Posts and reviews in P2P online lending platforms: a sentiment analysis and cross-culture comparison66
Learning, design and technology in the age of AI50
When I know how much you donated: the impact of donation information type on individual online donation intention48
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects47
Strategies at the platform-train interface: in the pursuit of psychological comfort?46
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts45
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents45
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction44
Anxiety scale for distance education: development and validation40
Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review39
Designing for transparency: a web job board for e-recruitment to explore job seekers’ privacy behaviours38
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level37
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress35
Pilot study on virtual assistant design for new generation aircraft cockpit33
Understanding Human-Centred AI: a review of its defining elements and a research agenda32
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 context32
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?31
Public awareness and attitudes towards search engine optimization31
Interplay of rationality and morality in using ChatGPT for academic misconduct31
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours31
An exploration of motives that influence problematic smartphone use in young adults30
End-user engineering of ontology-based knowledge bases30
First-person vs. third-person perspective in AI counselling: the role of immersion, self-disclosure, and social anxiety28
Fair compensation of crowdsourcing work: the problem of flat rates28
Identifying the predictors of four modes of using digital technologies at 8 years of age: limited, entertainment, creative and emergent28
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