Business & Economics
Social Networking Sites
46%
Information Systems
41%
Electronic Word-of-mouth
39%
Social Media
35%
Instant Messaging
34%
Literature Review
34%
Intention to Use
32%
World Wide Web
31%
Word-of-mouth Communication
30%
Social Influence
30%
Facebook
29%
Internet Shopping
27%
User Satisfaction
26%
Habit
26%
Online Shopping
26%
Social Action
25%
Moderating Effect
25%
Mobile Payment
25%
Social Identity
25%
Integrative Model
24%
Gender Differences
24%
Web-based
20%
Critical Mass
19%
Online Consumer Behavior
18%
Research Directions
18%
Consumer Trust
18%
Web 2.0
18%
Self-disclosure
18%
Factors
17%
Online Games
17%
Knowledge Sharing
17%
Question Answering
17%
Switching Behavior
17%
Work Place
17%
Brand Community
16%
Customer Engagement
16%
Blogs
16%
Online Survey
16%
Shopping
15%
Conceptualization
14%
Technology Use
14%
Online Discussion
14%
Customer Information
14%
Addiction
14%
Self-efficacy
14%
Acceptance
14%
Online Communities
14%
Online Social Interaction
13%
Gamification
13%
Habit Formation
12%
Engineering & Materials Science
Information systems
100%
Internet
91%
Students
55%
Communication
44%
Information technology
36%
Consumer behavior
34%
Blogs
32%
Bulletin boards
31%
Industry
28%
Latent Class Analysis
27%
Entertainment
27%
Purchasing
21%
Sustainable development
21%
Testing
15%
Marketing
15%
Reinforcement learning
13%
Mobile commerce
13%
Management information systems
12%
Factor analysis
11%
System theory
11%
Websites
10%
Education
10%
Job satisfaction
10%
Health
9%
Decision making
9%
Experiments
9%
Gamification
8%
Information dissemination
8%
Planning
8%
Social sciences
8%
Personnel
8%
Moderators
8%
User experience
8%
Enterprise resource planning
8%
Crime
8%
Sales
8%
Prisms
8%
Informatics
8%
Crowdsourcing
7%
Costs
7%
Mooring
7%
Controllability
7%
Learning systems
6%
Broadcasting
6%
Mirrors
6%
Navigation systems
6%
Joining
6%
Masks
6%
Momentum
6%
Application programs
6%
Social Sciences
networking
44%
social media
28%
Internet
25%
customer
24%
information system
24%
social network
23%
internet community
19%
facebook
19%
electronics
18%
loyalty
17%
envy
17%
habits
17%
purchase
17%
online survey
16%
virtual community
16%
literature
14%
knowledge
14%
development model
14%
privacy
14%
social learning
13%
weblog
13%
Social Web
13%
communication
12%
acceptance
11%
gender-specific factors
10%
gender
10%
learning
9%
student
9%
commerce
9%
learning theory
8%
Wikipedia
8%
moderator
8%
group norm
7%
disengagement
7%
self-efficacy
7%
robot
7%
university
6%
popularity
6%
artificial intelligence
6%
social behavior
6%
costs
6%
Ethical Issues
6%
heuristics
6%
trust of consumer
6%
multimedia
6%
consciousness
5%
small group
5%
editor
5%
commitment
5%
sustainability
5%