Business & Economics
Social Networking Sites
44%
Information Systems
44%
Literature Review
40%
Social Media
40%
Electronic Word-of-mouth
38%
Instant Messaging
33%
Facebook
31%
Intention to Use
31%
World Wide Web
30%
Word-of-mouth Communication
29%
Social Influence
29%
Self-disclosure
26%
Internet Shopping
26%
User Satisfaction
26%
Habit
25%
Online Shopping
25%
Social Action
25%
Moderating Effect
25%
Mobile Payment
24%
Social Identity
24%
Integrative Model
24%
Gender Differences
23%
Research Directions
20%
Web-based
19%
Critical Mass
18%
Online Consumer Behavior
18%
Consumer Trust
18%
Web 2.0
18%
Factors
17%
Online Games
17%
Knowledge Sharing
17%
Question Answering
16%
Switching Behavior
16%
Work Place
16%
Brand Community
16%
Customer Engagement
16%
Blogs
15%
Online Survey
15%
Shopping
15%
Conceptualization
14%
Technology Use
14%
Online Discussion
14%
Customer Information
13%
Addiction
13%
Self-efficacy
13%
Acceptance
13%
Online Communities
13%
Online Social Interaction
13%
Gamification
12%
Habit Formation
11%
Engineering & Materials Science
Information systems
100%
Internet
89%
Students
53%
Communication
43%
Information technology
35%
Consumer behavior
33%
Blogs
31%
Bulletin boards
30%
Industry
27%
Latent Class Analysis
26%
Entertainment
26%
Purchasing
21%
Sustainable development
20%
Websites
16%
Crime
15%
Testing
15%
Marketing
15%
Reinforcement learning
13%
Mobile commerce
12%
Management information systems
11%
Factor analysis
11%
System theory
11%
Education
10%
Job satisfaction
10%
Health
9%
Decision making
9%
Experiments
8%
Gamification
8%
Information dissemination
8%
Planning
8%
Social sciences
8%
Personnel
7%
Moderators
7%
User experience
7%
Enterprise resource planning
7%
Sales
7%
Prisms
7%
Informatics
7%
Crowdsourcing
7%
Costs
7%
Mooring
7%
Controllability
6%
Learning systems
6%
Broadcasting
6%
Mirrors
6%
Navigation systems
6%
Joining
6%
Masks
6%
Momentum
6%
Application programs
5%
Social Sciences
networking
43%
social media
27%
Internet
24%
customer
23%
information system
23%
social network
22%
internet community
18%
facebook
18%
electronics
18%
loyalty
17%
envy
17%
habits
17%
purchase
16%
online survey
15%
virtual community
15%
literature
14%
knowledge
14%
development model
13%
privacy
13%
social learning
12%
weblog
12%
Social Web
12%
communication
12%
acceptance
11%
gender-specific factors
10%
gender
9%
learning
9%
student
9%
commerce
8%
learning theory
8%
Wikipedia
8%
moderator
8%
group norm
7%
disengagement
7%
self-efficacy
7%
robot
6%
university
6%
popularity
6%
artificial intelligence
6%
social behavior
6%
costs
6%
Ethical Issues
6%
heuristics
6%
trust of consumer
6%
multimedia
5%
consciousness
5%
small group
5%
editor
5%
commitment
5%
sustainability
5%