3.9(top 10%)
impact factor
238(top 50%)
papers
2.1K(top 50%)
citations
20(top 50%)
h-index
4.0(top 10%)
impact factor
356
all documents
2.8K
doc citations
36(top 20%)
g-index

Top Articles

#TitleJournalYearCitations
1Response rates of online surveys in published research: A meta-analysisComputers in Human Behavior Reports2022208
2Transition to online learning during the COVID-19 pandemicComputers in Human Behavior Reports2021144
3Social media use, social anxiety, and loneliness: A systematic reviewComputers in Human Behavior Reports2021125
4Cheating in online courses: Evidence from online proctoringComputers in Human Behavior Reports2020105
5Zoom Exhaustion & Fatigue ScaleComputers in Human Behavior Reports202198
6Initial validation of the general attitudes towards Artificial Intelligence ScaleComputers in Human Behavior Reports202085
7Digital nudging with recommender systems: Survey and future directionsComputers in Human Behavior Reports202166
8Has the COVID-19 pandemic affected the susceptibility to cyberbullying in India?Computers in Human Behavior Reports202063
9An analysis on the unified theory of acceptance and use of technology theory (UTAUT): Acceptance of electronic document management system (EDMS)Computers in Human Behavior Reports202055
10The accuracy and validity of self-reported social media use measures among adolescentsComputers in Human Behavior Reports202153
11The effects of smartphone addiction on learning: A meta-analysisComputers in Human Behavior Reports202152
12The relationship between Instagram use and indicators of mental health: A systematic reviewComputers in Human Behavior Reports202147
13Nomophobia and lifestyle: Smartphone use and its relationship to psychopathologiesComputers in Human Behavior Reports202045
14Smartphones and attention, curse or blessing? - A review on the effects of smartphone usage on attention, inhibition, and working memoryComputers in Human Behavior Reports202040
15Mobile payment service usage: U.S. consumers’ motivations and intentionsComputers in Human Behavior Reports202040
16The 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 studentsComputers in Human Behavior Reports202135
17Neuroticism in the digital age: A meta-analysisComputers in Human Behavior Reports202034
18Communication outside of the home through social media during COVID-19Computers in Human Behavior Reports202134
19Development and validation of the e-Work Self-Efficacy Scale to assess digital competencies in remote workingComputers in Human Behavior Reports202126
20Examining the psychometric properties of the Smartphone Addiction Scale and its short version for use with emerging adults in the U.SComputers in Human Behavior Reports202026
21Threaten me softly: A review of potential dating app risksComputers in Human Behavior Reports202124
22The one-and-a-half sided parasocial relationship: The curious case of live streamingComputers in Human Behavior Reports202123
23Loneliness in older people and COVID-19: Applying the social identity approach to digital intervention designComputers in Human Behavior Reports202223
24Parenting and child’s (five years to eighteen years) digital game addiction: A qualitative study in North-Western part of BangladeshComputers in Human Behavior Reports202020
25Effects of an online self-help intervention on university students’ mental health during COVID-19: A non-randomized controlled pilot studyComputers in Human Behavior Reports202220
26Exploring the “socialness” of social mediaComputers in Human Behavior Reports202119
27The dual nature of escapism in video gaming: A meta-analytic approachComputers in Human Behavior Reports202119
28Fancy avatar identification and behaviors in the virtual world: Preceding avatar customization and succeeding communicationComputers in Human Behavior Reports202219
29Prosocial digital games for youth: A systematic review of interventionsComputers in Human Behavior Reports202018
30The meaning of the experience of being an online video game playerComputers in Human Behavior Reports202018
31Development and validation of the TAR Scale: A measure of technology-facilitated abuse in relationshipsComputers in Human Behavior Reports202118
32Unpacking the uses and gratifications of Facebook: A study among college teachers in IndiaComputers in Human Behavior Reports202118
33Changes in the use of mobile devices during the crisis: Immediate response to the COVID-19 pandemicComputers in Human Behavior Reports202218
34Social network sites as a means to support personal social capital and well-being in older age: An association studyComputers in Human Behavior Reports202117
35Virtual reality and embodied experience induce similar levels of empathy change: Experimental evidenceComputers in Human Behavior Reports202016
36Changing consumer behaviour in virtual reality: A systematic literature reviewComputers in Human Behavior Reports202116
37Leveraging learning with gamification: An experimental case study with bank managersComputers in Human Behavior Reports202116
38Effects of Avatar player-similarity and player-construction on gaming performanceComputers in Human Behavior Reports202115
39How 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 Reports202115
40Hacker types, motivations and strategies: A comprehensive frameworkComputers in Human Behavior Reports202215
41Does social media use confer suicide risk? A systematic review of the evidenceComputers in Human Behavior Reports202114
42Are gender differences in the Big Five the same on social media as offline?Computers in Human Behavior Reports202114
43The Corsi Block-Tapping Test: Evaluating methodological practices with an eye towards modern digital frameworksComputers in Human Behavior Reports202114
44When is personalized advertising crossing personal boundaries? How type of information, data sharing, and personalized pricing influence consumer perceptions of personalized advertisingComputers in Human Behavior Reports202114
45Exploring uses and gratifications and psychological outcomes of engagement with Instagram StoriesComputers in Human Behavior Reports202214
46Evaluating artificial intelligence literacy courses for fostering conceptual learning, literacy and empowerment in university students: Refocusing to conceptual buildingComputers in Human Behavior Reports202214
47The impact of electronic monitoring on employees' job satisfaction, stress, performance, and counterproductive work behavior: A meta-analysisComputers in Human Behavior Reports202214
48Tailoring heuristics and timing AI interventions for supporting news veracity assessmentsComputers in Human Behavior Reports202013
49A critical review on the moderating role of contextual factors in the associations between video gaming and well-beingComputers in Human Behavior Reports202113
50The portrayal of online shaming in contemporary online news media: A media framing analysisComputers in Human Behavior Reports202113