Keyphrases
Blogs
19%
China
23%
Consumer Purchase Decision
20%
Continued Use
33%
Continuous Usage Intention
18%
Customer Engagement
19%
Cyberbullying
27%
Electronic Word-of-mouth
35%
Electronic Word-of-mouth Communication
22%
Facebook
28%
Facebook Users
20%
Gaming Addiction
19%
Gender Differences
29%
Group Norms
20%
Information Adoption
31%
Information Satisfaction
20%
Information System Continuance
23%
Information Technology
18%
Instant Messaging
35%
Intention to Participate
20%
Intention to Use
39%
Internet Shopping
24%
Internet Use
19%
Knowledge Contribution
16%
Knowledge Sharing
20%
Learning Media
24%
Learning Technologies
19%
Literature Analysis
30%
Massively multiplayer Online Games
19%
Mobile Payment
24%
Moderating Effect
41%
Moderating Role
19%
Online Communities
17%
Online Social Interaction
23%
Online Social Networks
34%
Online Survey
31%
Partial Least Squares Structural Equation Modeling (PLS-SEM)
19%
Self-disclosure
24%
Social Commerce Community
21%
Social Identity
21%
Social Influence
18%
Social Media
44%
Social Networking Sites
100%
University Students
20%
User Satisfaction
36%
Users' Continuance Intention
17%
Virtual Community
42%
We-intention
64%
Web-based Learning
42%
World Wide Web
21%
Computer Science
Accessible Information
10%
Acquire Knowledge
9%
Adoption Model
15%
Aesthetic Experience
9%
Artificial Intelligence
9%
Bulletin Board System
10%
Capital Theory
10%
Case Study
14%
Collected Data
30%
Collective Intention
9%
Cryptocurrency
9%
Customer Information
12%
Empirical Test
14%
Enterprise Resource Planning
9%
Enterprise Resource Planning System
9%
Exploratory Study
14%
Facebook
20%
Influencing Factor
10%
Information Product
11%
Information Systems
84%
Information Technology
18%
Instant Messaging
35%
Internet-Based Learning
24%
Knowledge-Sharing
24%
Learning Experiences
11%
Learning Technology
19%
Least Squares Method
14%
Measure Success
9%
Model Development
9%
Online Community
21%
Online Customer
9%
Online Environment
9%
Online Social Network
14%
Online Survey
33%
Related Factor
11%
Research Direction
16%
Research Question
10%
Scale Development
9%
Social Commerce
9%
Social Information
11%
Social Network
10%
Social Networking Site
34%
System Implementation
9%
User Behavior
15%
User Engagement
13%
User Satisfaction
25%
Virtual Community
42%
Virtual Environment
9%
Visualization System
9%
Web-Based Technology
11%