| Year | Rank | Type | Title / Venue / Authors |
|---|---|---|---|
| 2025 | J | jnl |
In-game content purchase motivations (IGCPMs): Conceptualization, scale development, and validation.
Inf. Manag.
|
| 2025 | J | jnl |
Inf. Technol. People
|
| 2025 | J | jnl |
Inf. Technol. People
|
| 2023 | J | jnl |
Inf. Technol. People
|
| 2022 | J | jnl |
Comput. Hum. Behav.
|
| 2020 | J | jnl |
Inf. Technol. People
|
| 2020 | J | jnl |
Comput. Hum. Behav.
|
| 2020 | J | jnl |
Inf. Technol. People
|
| 2019 | J | jnl |
Comput. Hum. Behav.
|
| 2018 | J | jnl |
Comput. Hum. Behav.
|
| 2018 | J | jnl |
Comput. Hum. Behav.
|
| 2018 | — | conf |
HICSS
|
| 2018 | J | jnl |
Comput. Hum. Behav.
|
| 2017 | J | jnl |
Inf. Technol. People
|
| 2017 | J | jnl |
Inf. Technol. People
|
| 2017 | J | jnl |
Comput. Hum. Behav.
|
| 2016 | J | jnl |
Comput. Hum. Behav.
|
| 2016 | J | jnl |
Comput. Hum. Behav.
|
| 2016 | J | jnl |
Comput. Hum. Behav.
|
| 2016 | J | jnl |
Cyberpsychology Behav. Soc. Netw.
|
| 2014 | — | conf |
ECIS
|
| 2012 | — | conf |
HICSS
|
| 2011 | — | ch. |
Privacy Online
|