Business & Economics
Information Systems
40%
Social Networking Sites
39%
Social Media
34%
Electronic Word-of-mouth
33%
Instant Messaging
28%
Literature Review
28%
Social Identity
27%
Facebook
27%
Intention to Use
26%
World Wide Web
26%
Word-of-mouth Communication
25%
Social Influence
25%
Self-disclosure
23%
Internet Shopping
22%
Online Shopping
22%
Moderating Effect
22%
User Satisfaction
22%
Consumer Trust
22%
Habit
22%
Social Action
21%
Mobile Payment
21%
Integrative Model
20%
Gender Differences
20%
Online Communities
18%
Research Directions
17%
Web-based
16%
Critical Mass
16%
Factors
16%
Online Consumer Behavior
15%
Web 2.0
15%
Work Place
15%
Self-efficacy
15%
Online Games
14%
Knowledge Sharing
14%
Question Answering
14%
Switching Behavior
14%
Purchase Decision
14%
Brand Community
14%
Customer Engagement
13%
Blogs
13%
Online Survey
13%
Addiction
13%
Shopping
13%
Conceptualization
12%
Technology Use
12%
Online Discussion
12%
Customer Information
12%
Acceptance
11%
Online Social Interaction
11%
Gamification
11%
Engineering & Materials Science
Information systems
100%
Internet
77%
Students
46%
Communication
37%
Information technology
30%
Consumer behavior
29%
Industry
27%
Blogs
27%
Bulletin boards
26%
Latent Class Analysis
24%
Entertainment
22%
Purchasing
18%
Sustainable development
17%
Cryptocurrency
16%
Marketing
15%
Websites
14%
Crime
13%
Testing
13%
Decision making
12%
Personnel
12%
Education
11%
Reinforcement learning
11%
Gamification
11%
Mobile commerce
11%
Virtual reality
10%
Management information systems
10%
Knowledge management
9%
Factor analysis
9%
System theory
9%
Job satisfaction
8%
Health
8%
Polynomial regression
7%
Experiments
7%
Information dissemination
7%
Planning
7%
Social sciences
7%
Moderators
6%
User experience
6%
Enterprise resource planning
6%
Sales
6%
Prisms
6%
Informatics
6%
Crowdsourcing
6%
Blockchain
6%
Costs
6%
Mooring
6%
Fuzzy sets
5%
Controllability
5%
Regression analysis
5%
Learning systems
5%
Social Sciences
networking
37%
Internet
25%
social media
23%
information system
23%
customer
20%
social network
19%
internet community
16%
facebook
16%
electronics
15%
loyalty
15%
envy
14%
habits
14%
purchase
14%
literature
13%
gender-specific factors
13%
online survey
13%
virtual community
13%
acceptance
13%
privacy
12%
knowledge
12%
development model
12%
learning
11%
social learning
11%
weblog
11%
Social Web
10%
communication
10%
student
9%
self-efficacy
8%
gender
8%
commerce
7%
learning theory
7%
Wikipedia
7%
moderator
7%
group norm
6%
disengagement
6%
robot
6%
research policy
5%
university
5%
popularity
5%
artificial intelligence
5%
interaction
5%
social behavior
5%
costs
5%
research practice
5%
Ethical Issues
5%
heuristics
5%
female student
5%
trust of consumer
5%
multimedia
5%
consciousness
5%