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145 results

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1. The equivalence of Internet versus paper-based surveys in IT/IS adoption research in collectivistic cultures: the impact of satisficing

2. Reading music from screens vs paper

3. Helping older pedestrians navigate in the city: comparisons of visual, auditory and haptic guidance instructions in a virtual environment.

4. Understanding and mitigating risks in social commerce: an empirical study from the perspective of signalling theory.

5. Employee use of public social media: theories, constructs and conceptual frameworks.

6. Emotion and memory model for social robots: a reinforcement learning based behaviour selection.

7. Understanding how participating behaviours influenced by individual motives affect continued generating behaviours in product-experience-shared communities.

8. Machine learning in emotional intelligence studies: a survey.

9. Personality and emotion based cyberbullying detection on YouTube using ensemble classifiers.

10. Evaluating instructional designs with mental workload assessments in university classrooms.

11. The theoretical foundation and validity of a component-based usability questionnaire.

12. Loyalty to computer terminals: is it anthropomorphism or consistency?

13. Small screen-big information challenge for older adults: a study on visual momentum and gesture navigation.

14. Research on user experience of the video game difficulty based on flow theory and fNIRS.

15. The effect of unmindfulness on impulse purchasing behaviours in the context of online shopping from a classical attitude theory perspective.

16. Understanding the deep structure use of mobile phones – an attachment perspective.

17. Tailoring eHealth design to support the self-care needs of patients with cardiovascular diseases: a vignette survey experiment.

18. Decisional styles and online study activity: efficient, inefficient, misdirected or avoidant.

19. Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance

20. Examining user engagement and use of fitness tracking technology through the lens of technology affordances.

21. The influence of self-construal on frequency of user activities and advertising involvement in Msg-SN.

22. Factors affecting e-training adoption: an examination of perceived cost, computer self-efficacy and the technology acceptance model

23. A prideful posting a day keeps admiring readers awake: voluntary bloggers in a self-construal framework.

24. Winning heads and hearts? How websites encourage prosocial behaviour.

25. Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism.

26. The role of goal awareness and information technology self-efficacy on job satisfaction of healthcare system users

27. A model of e-commerce adoption (MOCA): consumer's perceptions and behaviours

28. How does participation and browsing affect continuance intention in virtual communities? An integration of curiosity theory and subjective well-being.

29. Motivated to lose? Evaluating challenge and player motivations in games.

30. The influence of visual complexity on initial user impressions: testing the persuasive model of web design.

31. 'Breaking' news: uncovering sense-breaking patterns in social media crisis communication during the 2017 Manchester bombing.

32. Public websites and human–computer interaction: an empirical study of measurement of website quality and user satisfaction

33. Measuring success of electronic trading in the insurance industry: operationalising the disconfirmation of expectations paradigm

34. Application of TPB to punctuation usage in instant messaging

35. The impact of psychological climate on employees' innovative use of information systems: The moderating role of goal orientation.

36. Determinants of emoticon usage in mobile instant messaging: a construal level theory perspective.

37. Identifying managers who need ethics training in using IT at work

38. Positioning HCI: Journals, descriptors and parent disciplines

39. Time effect of disconfirmation on online shopping.

40. The similarity-attraction paradigm in persuasive technology: effects of system and user personality on evaluations and persuasiveness of an interactive system

41. How colour similarity can make banner advertising effective: insights from Gestalt theory.

42. The influence of the community climate on users’ knowledge-sharing intention: the social cognitive theory perspective

43. The impact of gamified interaction on mobile learning APP users’ learning performance: the moderating effect of users’ learning style

44. The effect of voice and humour on users’ perceptions of personal intelligent agents

45. Inattentive, imprudent and inapt: discovering inadequacies of ICT during life-changing events through the lens of non-users

46. Applying psychology to understand relationships with technology: from ELIZA to interactive healthcare.

48. Dynamic model of online information quality perceptions and impacts: a literature review

49. Making Mii: studying the effects of methodological approaches and gaming contexts on avatar customization

50. Information systems and performance: the role of technology, the task and the individual.