Social Sciences
Consumers
85%
Technology Acceptance Model
54%
Involvement
48%
Technology
44%
Internet
42%
University Students
41%
Surveys
41%
Korea R
39%
Online Community
37%
Social Norms
36%
Perception
35%
Perception
35%
Individual Differences
34%
Students
33%
Content
32%
Well-Being
31%
Satisfaction
30%
Higher Education
30%
Electronic Learning
30%
Electronic Engineering
30%
Personality
29%
State
29%
Universities
26%
Theory
25%
Piracy
25%
Teachers
25%
Experts
25%
Personality Trait
25%
Company
25%
Digital Libraries
25%
Brand Management
25%
Cell Excitability
25%
Self-Efficacy
24%
Experience
23%
Educational Software
23%
Community Participation
23%
Age
22%
Testing
21%
Understanding
20%
Activity
20%
City
20%
Cultural Capital
18%
Films
18%
Motivation
18%
Acceptance
18%
Application
18%
Ideologies
17%
Evaluation
17%
Social Networking Site
16%
Korean
16%
Psychology
Facebook
100%
Motivation
98%
Communication
83%
College Students
62%
Loneliness
58%
Social Support
56%
Ego
50%
Self-Disclosure
41%
Acculturative Stress
41%
Social Norm
41%
Evaluation
31%
Interactivity
30%
Self-Monitoring
30%
Personality
29%
Smartphone
26%
Wikipedia
26%
Psychological Well-Being
25%
Self Awareness
25%
Smartphones
25%
Construal
25%
Hostility
25%
Groups
23%
Theory of Planned Behavior
23%
Teachers
20%
Social Skill
20%
Face-To-Face Interaction
18%
Acculturation
18%
Behavioral Activation
16%
Personal Interest
16%
Goals
16%
Individual Differences
16%
Locus of Control
16%
Attitudes
15%
Aggression
15%
Behavior
14%
Impression Management
14%
Intention
13%
Regression Analysis
13%
Artificial Intelligence
12%
Consumer Behavior
12%
Skill Deficit
12%
Mass Medium
12%
Tools
12%
Research
12%
Subjective Norm
11%
Relativism
10%
Face-To-Face Communication
10%
Extraversion
10%
Academic Achievement
10%
Adoption
10%
Computer Science
Simulation Mode
80%
User
46%
Contexts
40%
Roles
37%
Online Communities
37%
Social Presence
36%
Internet
32%
Electronics
30%
Survey
29%
Networks
29%
Facebook
26%
Teleconferencing
25%
Voice over Internet Protocol
25%
Robot
25%
Courseware
23%
Practical Implication
22%
Social Networking Site
20%
Behavioral Intention
20%
Digital Library System
20%
Computer-Mediated Communication
20%
Relationships
19%
Path Analysis
18%
Learning Experiences
16%
Educational Game
16%
Application
15%
Significant Impact
15%
Computer
15%
Wi-Fi
15%
Community Member
15%
Structural Equation
13%
Modeling
13%
Online Survey
11%
Higher Education
11%
Motivation
10%
Service
10%
Websites
10%
Information Technology
10%
User Acceptance
10%
Evaluation
9%
Personal Network
8%
Significant Interaction
8%
Online Discussions
8%
Negative Comment
8%
Group Communication
8%
Design Experiment
8%
Instant Messenger
8%
Interaction Effect
8%
Past Experience
8%
Technology Infrastructure
6%
Technological Change
6%