Behaviour & Information Technology

Papers
(The H4-Index of Behaviour & Information Technology is 27. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Reversing the dark side of gamification: a study of the influence of interpersonal interaction gamification on ethical behaviour443
Entangled collaborations: tensions in cross-disciplinary user experience studies in cyberinfrastructure projects152
End-user engineering of ontology-based knowledge bases114
Is availability pressure always detrimental? From availability pressure to relationship satisfaction through compulsive checking of smartphone and need satisfaction98
From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours88
The techno-social turn: how digital technologies reshape minds, bodies, and relationships86
Towards a model for understanding failures in health data protection: a mixed-methods study68
Evaluating the emotional impact of virtual expressions: ERPs analysis of smart agent appearance61
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 context58
Statement of Retraction57
Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts47
Designing AI to foster acceptance: do freedom to choose and social proof impact AI attitudes among British and Arab populations?44
Media violence exposure and aggressive behaviour among Chinese adolescents: the mediating role of rumination and the moderating role of trait empathy41
Strategies at the platform-train interface: in the pursuit of psychological comfort?38
Translation, adaptation and validation of the German version of the Game User Experience Satisfaction Scale (GUESS-GA-18) for adolescents37
Anxiety scale for distance education: development and validation36
Correction36
Pilot study on virtual assistant design for new generation aircraft cockpit34
An exploration of motives that influence problematic smartphone use in young adults33
Designing for transparency: a web job board for e-recruitment to explore job seekers’ privacy behaviours31
Learning, design and technology in the age of AI31
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress31
Validation and application of the human aspects of information security questionnaire for undergraduates: effects of gender, discipline and grade level29
Interplay of rationality and morality in using ChatGPT for academic misconduct29
Investigating the mediating role of willingness to use enterprise bots on white-collar teleworker productivity: an extended job demands-resources (JD-R) perspective29
Mapping the complexity of learners’ attitudes toward ChatGPT: preliminary validation of a new scale29
Public awareness and attitudes towards search engine optimization27
Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review27
Navigating the human-digital nexus: understanding consumer intentions with AI anchors in live commerce27
Understanding Human-Centred AI: a review of its defining elements and a research agenda27
When I know how much you donated: the impact of donation information type on individual online donation intention27
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