# | Title | Journal | Year | Citations |
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1 | Response rates of online surveys in published research: A meta-analysis | Computers in Human Behavior Reports | 2022 | 208 |
2 | Transition to online learning during the COVID-19 pandemic | Computers in Human Behavior Reports | 2021 | 144 |
3 | Social media use, social anxiety, and loneliness: A systematic review | Computers in Human Behavior Reports | 2021 | 125 |
4 | Cheating in online courses: Evidence from online proctoring | Computers in Human Behavior Reports | 2020 | 105 |
5 | Zoom Exhaustion & Fatigue Scale | Computers in Human Behavior Reports | 2021 | 98 |
6 | Initial validation of the general attitudes towards Artificial Intelligence Scale | Computers in Human Behavior Reports | 2020 | 85 |
7 | Digital nudging with recommender systems: Survey and future directions | Computers in Human Behavior Reports | 2021 | 66 |
8 | Has the COVID-19 pandemic affected the susceptibility to cyberbullying in India? | Computers in Human Behavior Reports | 2020 | 63 |
9 | An analysis on the unified theory of acceptance and use of technology theory (UTAUT): Acceptance of electronic document management system (EDMS) | Computers in Human Behavior Reports | 2020 | 55 |
10 | The accuracy and validity of self-reported social media use measures among adolescents | Computers in Human Behavior Reports | 2021 | 53 |
11 | The effects of smartphone addiction on learning: A meta-analysis | Computers in Human Behavior Reports | 2021 | 52 |
12 | The relationship between Instagram use and indicators of mental health: A systematic review | Computers in Human Behavior Reports | 2021 | 47 |
13 | Nomophobia and lifestyle: Smartphone use and its relationship to psychopathologies | Computers in Human Behavior Reports | 2020 | 45 |
14 | Smartphones and attention, curse or blessing? - A review on the effects of smartphone usage on attention, inhibition, and working memory | Computers in Human Behavior Reports | 2020 | 40 |
15 | Mobile payment service usage: U.S. consumers’ motivations and intentions | Computers in Human Behavior Reports | 2020 | 40 |
16 | The impact of social media use types and social media addiction on subjective well-being of college students: A comparative analysis of addicted and non-addicted students | Computers in Human Behavior Reports | 2021 | 35 |
17 | Neuroticism in the digital age: A meta-analysis | Computers in Human Behavior Reports | 2020 | 34 |
18 | Communication outside of the home through social media during COVID-19 | Computers in Human Behavior Reports | 2021 | 34 |
19 | Development and validation of the e-Work Self-Efficacy Scale to assess digital competencies in remote working | Computers in Human Behavior Reports | 2021 | 26 |
20 | Examining the psychometric properties of the Smartphone Addiction Scale and its short version for use with emerging adults in the U.S | Computers in Human Behavior Reports | 2020 | 26 |
21 | Threaten me softly: A review of potential dating app risks | Computers in Human Behavior Reports | 2021 | 24 |
22 | The one-and-a-half sided parasocial relationship: The curious case of live streaming | Computers in Human Behavior Reports | 2021 | 23 |
23 | Loneliness in older people and COVID-19: Applying the social identity approach to digital intervention design | Computers in Human Behavior Reports | 2022 | 23 |
24 | Parenting and child’s (five years to eighteen years) digital game addiction: A qualitative study in North-Western part of Bangladesh | Computers in Human Behavior Reports | 2020 | 20 |
25 | Effects of an online self-help intervention on university students’ mental health during COVID-19: A non-randomized controlled pilot study | Computers in Human Behavior Reports | 2022 | 20 |
26 | Exploring the “socialness” of social media | Computers in Human Behavior Reports | 2021 | 19 |
27 | The dual nature of escapism in video gaming: A meta-analytic approach | Computers in Human Behavior Reports | 2021 | 19 |
28 | Fancy avatar identification and behaviors in the virtual world: Preceding avatar customization and succeeding communication | Computers in Human Behavior Reports | 2022 | 19 |
29 | Prosocial digital games for youth: A systematic review of interventions | Computers in Human Behavior Reports | 2020 | 18 |
30 | The meaning of the experience of being an online video game player | Computers in Human Behavior Reports | 2020 | 18 |
31 | Development and validation of the TAR Scale: A measure of technology-facilitated abuse in relationships | Computers in Human Behavior Reports | 2021 | 18 |
32 | Unpacking the uses and gratifications of Facebook: A study among college teachers in India | Computers in Human Behavior Reports | 2021 | 18 |
33 | Changes in the use of mobile devices during the crisis: Immediate response to the COVID-19 pandemic | Computers in Human Behavior Reports | 2022 | 18 |
34 | Social network sites as a means to support personal social capital and well-being in older age: An association study | Computers in Human Behavior Reports | 2021 | 17 |
35 | Virtual reality and embodied experience induce similar levels of empathy change: Experimental evidence | Computers in Human Behavior Reports | 2020 | 16 |
36 | Changing consumer behaviour in virtual reality: A systematic literature review | Computers in Human Behavior Reports | 2021 | 16 |
37 | Leveraging learning with gamification: An experimental case study with bank managers | Computers in Human Behavior Reports | 2021 | 16 |
38 | Effects of Avatar player-similarity and player-construction on gaming performance | Computers in Human Behavior Reports | 2021 | 15 |
39 | How immersive virtual reality methods may meet the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology: A software review of the Virtual Reality Everyday Assessment Lab (VR-EAL) | Computers in Human Behavior Reports | 2021 | 15 |
40 | Hacker types, motivations and strategies: A comprehensive framework | Computers in Human Behavior Reports | 2022 | 15 |
41 | Does social media use confer suicide risk? A systematic review of the evidence | Computers in Human Behavior Reports | 2021 | 14 |
42 | Are gender differences in the Big Five the same on social media as offline? | Computers in Human Behavior Reports | 2021 | 14 |
43 | The Corsi Block-Tapping Test: Evaluating methodological practices with an eye towards modern digital frameworks | Computers in Human Behavior Reports | 2021 | 14 |
44 | When is personalized advertising crossing personal boundaries? How type of information, data sharing, and personalized pricing influence consumer perceptions of personalized advertising | Computers in Human Behavior Reports | 2021 | 14 |
45 | Exploring uses and gratifications and psychological outcomes of engagement with Instagram Stories | Computers in Human Behavior Reports | 2022 | 14 |
46 | Evaluating artificial intelligence literacy courses for fostering conceptual learning, literacy and empowerment in university students: Refocusing to conceptual building | Computers in Human Behavior Reports | 2022 | 14 |
47 | The impact of electronic monitoring on employees' job satisfaction, stress, performance, and counterproductive work behavior: A meta-analysis | Computers in Human Behavior Reports | 2022 | 14 |
48 | Tailoring heuristics and timing AI interventions for supporting news veracity assessments | Computers in Human Behavior Reports | 2020 | 13 |
49 | A critical review on the moderating role of contextual factors in the associations between video gaming and well-being | Computers in Human Behavior Reports | 2021 | 13 |
50 | The portrayal of online shaming in contemporary online news media: A media framing analysis | Computers in Human Behavior Reports | 2021 | 13 |