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192 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. Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions.

3. Effect of AI chatbot empathy and identity disclosure on willingness to donate: the mediation of humanness and social presence.

4. Antecedents of blatant benevolence on social media.

5. Will teachers continue to teach online post-COVID-19?

6. Factors affecting MOOC teacher effectiveness from the perspective of professional capital.

7. Situational support and information security behavioural intention: a comparative study using conservation of resources theory.

8. Identifying nonconformities in contributions to programming projects: from an engagement perspective in improving code quality.

9. The effect of personal pronouns on users and the social role of conversational agents.

10. Need frustration in online video games.

11. Does techno-stress justify cyberslacking? An empirical study based on the neutralisation theory.

12. Gamification of query-driven knowledge sharing systems.

13. Design guide and usability questionnaire to develop and assess VIRTRAEL, a web-based cognitive training tool for the elderly.

14. Social comparison and continuance intention of smart fitness wearables: an extended expectation confirmation theory perspective.

15. Tablet game-supported speech therapy embedded in children’s popular practices.

16. Measuring user competence in using artificial intelligence: validity and reliability of artificial intelligence literacy scale.

17. Altruistic and selfish communication on social media: the moderating effects of tie strength and interpersonal trust.

18. A study on the role of trust factor in adopting personalised medicine.

19. Understanding users' continuous content contribution behaviours on microblogs: an integrated perspective of uses and gratification theory and social influence theory.

20. Measuring the coolness of interactive products: the COOL questionnaire.

21. Two studies of the perceptions of risk, benefits and likelihood of undertaking password management behaviours.

22. Effects of macroergonomic compatibility of information and communication technologies on the performance of manufacturing systems.

23. Assessing the performance of short multi-item questionnaires in aesthetic evaluation of websites.

24. Studying the effect of perceived hedonic mobile device quality on user experience evaluations of mobile applications.

25. A short version of the visual aesthetics of websites inventory.

26. Customer benefits and value co-creation activities in corporate social networking services.

27. Measuring social behaviour as an indicator of experience.

28. Understanding customer relationship management (CRM) adoption in an Arab Middle Eastern context.

29. Converging coolness and investigating its relation to user experience.

30. Interactivity, engagement, and technology dependence: understanding users’ technology utilisation behaviour.

31. How does justice matter in online retailers’ reputation and purchase intentions: an empirical study of China.

32. Website design: place for luxury brands in cyberspace?

33. Workplace digitalisation and work-nonwork satisfaction: the role of spillover social media.

34. Automating and informating: roles to examine technology’s impact on performance.

35. Advertising value and credibility transfer: attitude towards web advertising and online information acquisition.

36. Factors affecting the performance of Enterprise Resource Planning (ERP) systems in the post-implementation stage.

37. Continuance use intention of enterprise instant messaging: a knowledge management perspective.

38. Determinants of knowledge seeking in professional virtual communities.

39. The impact of self-efficacy and perceived system efficacy on effectiveness of virtual training systems.

40. Acceptance of online banking information systems: an empirical case in a developing economy.

41. Implementing telemedicine technologies through an unlearning context in a homecare setting.

42. Integrating website usability with the electronic commerce acceptance model.

43. Usability in online shops: scale construction, validation and the influence on the buyers' intention and decision.

44. Passive resistance to health information technology implementation: the case of electronic medication management system.

45. The influence of trust and commitment on free-to-play gamers co-creation intentions.

46. Exploring the relationship between learner proactivity and social capital via online learner interaction: role of perceived peer support.

47. Late-night smartphone usage and job performance: unlocking the missing links.

48. Key in socially driven game dynamics, open the doors of agility - an empirical study on gamification and employee agility.

49. The link between online gaming behaviour and unethical decision-making in emerging adults: the mediating roles of game cheating and moral disengagement.

50. Impacts of different interactions on viewers' sense of virtual community: an empirical study of live streaming platform.