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38 results

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1. A protective buffer or a double-edged sword? Investigating the effect of "parasocial guanxi" on consumers' complaint intention in live streaming commerce.

2. The automated model of comprehension version 4.0 – Validation studies and integration of ChatGPT.

3. Timing of web personalization in mobile shopping: A perspective from Uses and Gratifications Theory.

4. The psychology of esports players' ELO Hell: Motivated bias in League of Legends and its impact on players' overestimation of skill.

5. Understanding Emotions in Text Using Deep Learning and Big Data.

6. Image-based sexual abuse: The extent, nature, and predictors of perpetration in a community sample of Australian residents.

7. Girls' video gaming behaviour and undergraduate degree selection: A secondary data analysis approach.

8. Understanding users' willingness to put their personal information on the personal cloud-based storage applications: An empirical study.

9. Looking forward: The role of hope in information system continuance.

10. Exploring the buffer effect of receiving social support on lonely and emotionally unstable social networking users.

11. When cognitive fit outweighs cognitive load: Redundant data labels in charts increase accuracy and speed of information extraction.

12. Social presence, trust, and social commerce purchase intention: An empirical research.

13. Shirking behavior and socially desirable responding in online surveys: A cross-cultural study comparing Chinese and American samples.

14. Factors affecting application developers’ loyalty to mobile platforms.

15. Tug of war between social self-regulation and habit: Explaining the experience of momentary social media addiction symptoms.

16. Exploring the role of justification and cognitive effort exertion on post-purchase regret in online shopping.

17. Contribution of internet celebrities' self-disclosure to fan-perceived interpersonal attraction and enduring involvement.

18. Health empowerment through activity trackers: An empirical smart wristband study.

19. A socio-technical analysis of factors affecting the adoption of smart TV in Korea.

20. A case study of undergraduate engineering students' computational literacy and self-beliefs about computing in the context of authentic practices.

21. The effect of mobile retailing on consumers' purchasing experiences: A dynamic perspective.

22. Towards a framework for online game adoption.

23. Psychological research in the internet age: The quality of web-based data.

24. Beyond positive or negative: Qualitative sentiment analysis of social media reactions to unexpected stressful events.

25. Does multitasking with mobile phones affect learning? A review.

26. The impact of social setting on the recall and recognition of in-game advertising.

27. Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games.

28. A social network-based teacher model to support course construction.

29. Mining social network users opinions’ to aid buyers’ shopping decisions.

30. An analysis of smart tourism system satisfaction scores: The role of priced versus average quality.

31. The function of self-disclosure on social network sites: Not only intimate, but also positive and entertaining self-disclosures increase the feeling of connection.

32. Consumer participation and gender differences on companies’ microblogs: A brand attachment process perspective.

33. BallotShare: An exploration of the design space for digital voting in the workplace.

34. How do users respond to online rumor rebuttals?

35. Understanding terror states of online users in the context of COVID-19: An application of Terror Management Theory.

36. The impact of social media celebrities' posts and contextual interactions on impulse buying in social commerce.

37. Towards prosocial design: A scoping review of the use of robots and virtual agents to trigger prosocial behaviour.

38. In Sharing Economy We Trust: Examining the Effect of Social and Technical Enablers on Millennials' Trust in Sharing Commerce.