Business & Economics
E-services
93%
Post-adoption Behavior
67%
Hotels
64%
Hospitality Services
62%
Word-of-mouth
61%
Crowdfunding
52%
Perceived Usefulness
47%
Health Beliefs
37%
Online Reviews
36%
Service Attributes
33%
Network Games
32%
Smoking Cessation
32%
Configurational Approach
32%
Information Systems
31%
Winner-take-all
31%
Facebook
31%
Social Networks
30%
Cognitive Dissonance
29%
Sentiment
29%
Switching Behavior
29%
Information Overload
28%
Customer Satisfaction
28%
Travellers
28%
Social Capital
28%
Mobile Payment
28%
Exhaustion
27%
Social Media
27%
Overload
27%
Knowledge Communities
27%
Electronic Word-of-mouth
26%
Community Health
26%
Shopping
26%
Personal Information
26%
Leakage
25%
Robot
25%
Patronage
25%
Social Networking Sites
25%
Air Pollution
25%
Equity
25%
Performance Analysis
25%
Acceptance
24%
Customer Expectations
24%
Smartphone
23%
Factors
23%
Cohesion
23%
Avoidance
23%
Perceived Risk
22%
Fragmentation
22%
Big Data
22%
Economic Value
22%
Engineering & Materials Science
Smartphones
84%
Hotels
82%
Tailings
73%
Fuzzy sets
59%
Purchasing
51%
Students
44%
Deep learning
40%
Behavioral research
37%
Information systems
36%
Marketing
36%
Seizing
35%
Latent Class Analysis
35%
Health
35%
Tourism industry
34%
Information science
30%
E-learning
29%
Computer vision
28%
Crowdsourcing
26%
Air pollution
25%
Banking
25%
Regression analysis
23%
Design of experiments
21%
Big data
20%
Visualization
20%
Education
19%
Catalysts
19%
Mooring
17%
Display devices
17%
Decision making
16%
Consumer behavior
15%
Web Design
15%
Fatigue of materials
15%
Internet
15%
Feedback
14%
Consumer electronics
13%
Text mining
13%
Sentiment analysis
12%
Electric network analysis
12%
Industry
11%
Human computer interaction
11%
Communication
11%
Product design
11%
Sales
10%
Mobile computing
9%
Tourism
9%
Costs
8%
Entertainment
8%
Sleep
7%
Multivariate Analysis
7%
User experience
7%
Social Sciences
social media
100%
China
66%
customer
47%
information system
39%
learning
35%
interaction
30%
personality traits
30%
reputation
29%
music
28%
rumor
28%
reward
27%
Tourism industry
27%
interdependence
26%
personality
26%
health
25%
basic education
25%
air pollution
24%
facebook
24%
gambling
24%
information science
21%
fragmentation
21%
group cohesion
21%
appeal
21%
networking
21%
smoking
21%
performance
20%
social capital
19%
attribution theory
19%
electronic learning
19%
gender
18%
website
18%
knowledge
18%
electronics
18%
Internet
17%
market
17%
trend
15%
experiment
15%
worker
14%
citizen
13%
evaluation
13%
education
13%
network analysis
13%
entertainment
13%
reciprocity
12%
sleep
12%
donation
12%
media behavior
11%
graph theory
11%
literature
11%