# | Title | Journal | Year | Citations |
---|
1 | Smart and Digital City: A Systematic Literature Review | Progress in IS | 2014 | 407 |
2 | Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda | Progress in IS | 2018 | 168 |
3 | Smart City | Progress in IS | 2014 | 97 |
4 | Trust in Science and the Science of Trust | Progress in IS | 2016 | 89 |
5 | Smart City Implementation | Progress in IS | 2017 | 78 |
6 | Digital Business Models | Progress in IS | 2019 | 77 |
7 | Digital Futures, Digital Transformation | Progress in IS | 2016 | 67 |
8 | Virtual Reality as a Travel Promotional Tool: Insights from a Consumer Travel Fair | Progress in IS | 2018 | 61 |
9 | Comparing Smart and Digital City: Initiatives and Strategies in Amsterdam and Genoa. Are They Digital and/or Smart? | Progress in IS | 2014 | 61 |
10 | Virtual and Augmented Reality Technologies to Enhance the Visitor Experience in Cultural Tourism | Progress in IS | 2019 | 59 |
11 | Smart City and Value Creation | Progress in IS | 2014 | 54 |
12 | Introduction to Design Science Research | Progress in IS | 2020 | 51 |
13 | Augmented Reality and Virtual Reality | Progress in IS | 2018 | 49 |
14 | Technological Innovations Transforming the Consumer Retail Experience: A Review of Literature | Progress in IS | 2018 | 48 |
15 | Immersive Virtual Reality (IVR) in Higher Education: Development and Implementation | Progress in IS | 2019 | 42 |
16 | Digital Leadership | Progress in IS | 2018 | 39 |
17 | Exploring the Early Adopters of Augmented Reality Smart Glasses: The Case of Microsoft HoloLens | Progress in IS | 2018 | 39 |
18 | Augmented Reality Smart Glasses: Definition, Concepts and Impact on Firm Value Creation | Progress in IS | 2018 | 37 |
19 | A Survey of Drone use for Entertainment and AVR (Augmented and Virtual Reality) | Progress in IS | 2018 | 37 |
20 | Empowered Cities? An Analysis of the Structure and Generated Value of the Smart City Ghent | Progress in IS | 2014 | 36 |
21 | Gamification and Behaviour | Progress in IS | 2017 | 35 |
22 | Smart City Definition, Goals and Performance | Progress in IS | 2017 | 35 |
23 | Introduction to Gamification: Foundation and Underlying Theories | Progress in IS | 2017 | 34 |
24 | A Literature Survey of Information Systems Facilitating the Identification of Industrial Symbiosis | Progress in IS | 2018 | 33 |
25 | Enterprise Resource Planning and Supply Chain Management | Progress in IS | 2013 | 31 |
26 | How Augmented Reality and Virtual Reality is Being Used to Support People Living with Dementia—Design Challenges and Future Directions | Progress in IS | 2018 | 30 |
27 | Research on the Use, Characteristics, and Impact of e-Commerce Product Recommendation Agents: A Review and Update for 2007–2012 | Progress in IS | 2014 | 29 |
28 | Digital Transformation of the Consulting Industry—Introduction and Overview | Progress in IS | 2018 | 29 |
29 | How can Tourist Attractions Profit from Augmented Reality? | Progress in IS | 2018 | 29 |
30 | A Tool, not a Toy: Using Virtual Reality to Evaluate the Communication Between Autonomous Vehicles and Pedestrians | Progress in IS | 2019 | 29 |
31 | The Digital Transformation of Healthcare | Progress in IS | 2018 | 26 |
32 | The Global Digital Divides | Progress in IS | 2015 | 25 |
33 | Online Advertising Intrusiveness and Consumers’ Avoidance Behaviors | Progress in IS | 2014 | 24 |
34 | Key Factors in the Process of Trust. On the Analysis of Trust under Digital Conditions | Progress in IS | 2016 | 23 |
35 | Using ICT in Smart City | Progress in IS | 2017 | 23 |
36 | Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification | Progress in IS | 2017 | 23 |
37 | e-HRM Research and Practice: Facing the Challenges Ahead | Progress in IS | 2014 | 23 |
38 | The Co-production of Social Innovation: The Case of Living Lab | Progress in IS | 2014 | 23 |
39 | Reference Architecture for the Telecommunications Industry | Progress in IS | 2017 | 22 |
40 | The Sensorama Revisited: Evaluating the Application of Multi-sensory Input on the Sense of Presence in 360-Degree Immersive Film in Virtual Reality | Progress in IS | 2018 | 22 |
41 | The Impact of Impact Sourcing: Framing a Research Agenda | Progress in IS | 2014 | 22 |
42 | Trust and Communication in a Digitized World | Progress in IS | 2016 | 21 |
43 | Co-working Spaces, Collaborative Practices and Entrepreneurship | Progress in IS | 2019 | 21 |
44 | What We Don’t Know. The Effect of Realism in Virtual Reality on Experience and Behaviour | Progress in IS | 2019 | 20 |
45 | Enterprise Architecture for Small and Medium-Sized Enterprises: A Starting Point for Bringing EA to SMEs, Based on Adoption Models | Progress in IS | 2014 | 19 |
46 | Functional, Hedonic or Social? Exploring Antecedents and Consequences of Virtual Reality Rollercoaster Usage | Progress in IS | 2018 | 19 |
47 | Augmented Reality and Virtual Reality | Progress in IS | 2019 | 19 |
48 | Social Collaboration and Gamification | Progress in IS | 2017 | 18 |
49 | A Virtual Reality and Retailing Literature Review: Current Focus, Underlying Themes and Future Directions | Progress in IS | 2019 | 18 |
50 | Estimating the Environmental Impact of Agriculture by Means of Geospatial and Big Data Analysis: The Case of Catalonia | Progress in IS | 2018 | 18 |