Citation Impact
Citing Papers
How to engage users through gamification: The prevalent effects of playing and mastering over competing
2015
A Meta-Analysis of the Role of Environment-Based Voluntariness in Information Technology Acceptance1
2009
Artificial intelligence in information systems research: A systematic literature review and research agenda
2021
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
Digital transformation: A multidisciplinary reflection and research agenda
2019 Standout
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
Examining the impact of gamification on intention of engagement and brand attitude in the marketing context
2017
Understanding managers’ attitudes and behavioral intentions towards using artificial intelligence for organizational decision-making
2021 Standout
Robotic Process Automation in purchasing and supply management: A multiple case study on potentials, barriers, and implementation
2021 Standout
NeuroIS—Alternative or Complement to Existing Methods? Illustrating the Holistic Effects of Neuroscience and Self-Reported Data in the Context of Technostress Research
2014
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
Definition, symptoms and risk of techno-stress: a systematic review
2018 Standout
Position Auctions with Consumer Search
2011
Gender discrimination in online peer-to-peer credit lending: evidence from a lending platform in China
2016
Gaming motivations, avatar-self identification and symptoms of online game addiction
2012
Relationship banking and information technology: the role of artificial intelligence and FinTech
2018
Auction Market Design: Recent Innovations
2019 StandoutNobel
What is Different About Online Advertising?
2013
Grey theory analysis of online population and online game industry revenue in Taiwan
2012
Content or Community? A Digital Business Strategy for Content Providers in the Social Age1
2013 Standout
Crowdfunding: Tapping the right crowd
2013 Standout
Understanding Customer Experience Throughout the Customer Journey
2016 Standout
The rise of motivational information systems: A review of gamification research
2018 Standout
Algorithms at Work: The New Contested Terrain of Control
2019 Standout
Entry into platform‐based markets
2011
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Analysis of the essential factors for the adoption of mobile learning in higher education: A case study of students of the University of Technology
2017 Standout
Internet of things and supply chain management: a literature review
2017 Standout
Ad Revenue and Content Commercialization: Evidence from Blogs
2013
The technostress trifecta ‐ techno eustress, techno distress and design: Theoretical directions and an agenda for research
2017 Standout
A meta-analysis of mobile commerce adoption and the moderating effect of culture
2012 Standout
Digital Economics
2019 Standout
Synthesizing information systems knowledge: A typology of literature reviews
2014 Standout
Hotel guests’ social media acceptance in luxury hotels
2017
Factors influencing the use of social media by SMEs and its performance outcomes
2015
Perceived innovativeness of drone food delivery services and its impacts on attitude and behavioral intentions: The moderating role of gender and age
2019 Standout
Detecting playfulness in educational gamification through behavior patterns
2015
Antecedents, consequences, and challenges of small and medium-sized enterprise digitalization
2020 Standout
Machine Learning and Deep Learning in smart manufacturing: The Smart Grid paradigm
2021 Standout
Understanding the Blockchain technology adoption in supply chains-Indian context
2018 Standout
Role of cognitive absorption in building user trust and experience
2021
Online social media fatigue and psychological wellbeing—A study of compulsive use, fear of missing out, fatigue, anxiety and depression
2018 Standout
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking
2016
Towards a Framework of Implementing Software Robots
2020
Non-homogenous discrete grey model with fractional-order accumulation
2014 Standout
Adoption of AI-based chatbots for hospitality and tourism
2020 Standout
Data Collection in the Digital Age: Innovative Alternatives to Student Samples1
2014
On the Fintech Revolution: Interpreting the Forces of Innovation, Disruption, and Transformation in Financial Services
2018 Standout
20 years of Electronic Commerce Research
2021 Standout
Artificial Intelligence in Service
2018 Standout
A Complex View of Industry 4.0
2016 Standout
Information and communication technology overload and social networking service fatigue: A stress perspective
2015 Standout
Digital economy: An innovation driver for total factor productivity
2021 Standout
The Effect of Belongingness on Obsessive-Compulsive Disorder in the Use of Online Social Networks
2017
The Internet-of-Things: Review and research directions
2016
Digital Entrepreneurship: Toward a Digital Technology Perspective of Entrepreneurship
2016 Standout
Does Crowdfunding Democratize Access to Capital? A Geographical Analysis
2013
A new acceptance model for artificial intelligence with extensions to UTAUT2: An empirical study in three segments of application
2021 Standout
Taking Stock of the Digital Revolution: A Critical Analysis and Agenda for Digital, Social Media, and Mobile Marketing Research
2015
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
Digital marketing: A framework, review and research agenda
2016
Smart home: Highly-educated students' acceptance
2018
Fostering Engagement with Gamification: Review of Current Practices on Online Learning Platforms
2015
Factors relating to the decision to click on a sponsored link
2007
Marketing Strategy and Wall Street: Nailing down Marketing's Impact
2009
Artificial Intelligence and Business Value: a Literature Review
2021 Standout
Firm Innovativeness and Its Performance Outcomes: A Meta-Analytic Review and Theoretical Integration
2012 Standout
Consumers acceptance of artificially intelligent (AI) device use in service delivery
2019 Standout
Gamification's impact on manufacturing: Enhancing job motivation, satisfaction and operational performance with smartphone‐based gamified job design
2017
Role of social media in online travel information search
2009 Standout
Determinants of consumers’ intentions to use smartphones apps for flight ticket bookings
2018
Practice Prize Paper—PROSAD: A Bidding Decision Support System for Profit Optimizing Search Engine Advertising
2012
A Thematic Exploration of Digital, Social Media, and Mobile Marketing: Research Evolution from 2000 to 2015 and an Agenda for Future Inquiry
2016
A unified perspective on the factors influencing consumer acceptance of internet of things technology
2014
Works of Liu De being referenced
The Effects of Trust and Enjoyment on Intention to Play Online Games
2007
Comparing Strategies for Winning Expert-rated and Crowd-rated Crowdsourcing Contests: First Findings
2012
Auctioning Keywords in Online Search
2006
Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1
2017
Designing online auctions with past performance information
2005
Auctioning Keywords in Online Search
2009
The Role of Provision Points in Online Crowdfunding
2018
Information Asymmetry and Hybrid Advertising
2013
Digital Games and Beyond: What Happens When Players Compete?1
2013
Friendships in Online Peer-To-Peer Lending: Pipes, Prisms, and Relational Herding1
2015
Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
2016
“She is not just a computer”: Gender Role of AI Chatbots in Debt Collection
2020
Friendships in Online Peer-to-Peer Lending: Pipes, Prisms, and Social Herding
2013