Business & Economics
Revolt
100%
Game Design
96%
Social Determinants
93%
Digital Products
87%
Online Games
83%
Information Technology Use
81%
Mobile Applications
76%
Literature Review
74%
Video Games
74%
Franchise
69%
Developer
68%
Data Sources
62%
End Users
61%
Research Agenda
60%
Privacy
57%
Announcement
57%
Privacy Policies
34%
Team Identification
34%
Communication Systems
29%
Google
27%
Children (age groups)
25%
Learning Model
19%
Altruism
16%
Machine Learning
16%
Personal Data
16%
Controllability
16%
Consent
15%
Technical Analysis
15%
Apple
14%
Apps
14%
Fairness
14%
Functionality
13%
Transparency
13%
Trustworthiness
13%
Structural Equation Model
12%
Self-efficacy
11%
Intensity of Use
11%
Group Formation
11%
Social Dynamics
10%
Territoriality
10%
Design Methodology
9%
Trade-offs
9%
Governance
9%
Connectivity
9%
Information Systems
9%
Social Dimension
8%
Predictors
8%
Technology Development
7%
Social Sciences
artificial intelligence
64%
literature
53%
experience
53%
driver
53%
achievement motivation
51%
expertise
47%
learning environment
47%
self-efficacy
46%
university teacher
46%
information technology
46%
determinants
46%
group discussion
37%
electronic learning
36%
internet community
34%
revenue
33%
gender
31%
distance learning
31%
learning
30%
pedagogical support
30%
university
29%
university teaching
24%
education
24%
locus of control
23%
participation
22%
exclusion criteria
21%
computer game
21%
altruism
20%
entertainment
20%
Finland
19%
cultural difference
19%
attribution
19%
social relations
18%
communication system
18%
cognitive theory
17%
gender-specific factors
17%
student
17%
dollar
15%
social effects
14%
teaching method
14%
teaching practice
14%
social isolation
13%
group formation
12%
behavior control
12%
inclusion
11%
well-being
10%
evaluation
9%
structural model
9%
trustworthiness
9%
methodology
8%
lack
8%
Engineering & Materials Science
Religious buildings
89%
Gamification
85%
Industry
84%
Crowdsourcing
75%
Health
70%
Augmented reality
66%
Restoration
63%
Personnel
61%
Security of data
60%
Information technology
56%
Internet of things
53%
Software engineering
51%
Students
47%
Trajectories
44%
Communication
40%
Entertainment
34%
Forestry
28%
Mobile computing
27%
Human computer interaction
21%
Fans
19%
Mechanics
18%
Controllability
16%
Transparency
16%
Lenses
16%
Developing countries
13%
Decision support systems
13%
Information systems
13%
Washing machines
12%
Machine learning
11%
Cameras
11%
Data privacy
11%
Hydrology
10%
Digital twin
10%
Reinforcement
10%
Application programs
9%
Sustainable development
9%
Geology
9%
Enclosures
7%
Acoustic waves
7%
Internet
6%
Soils
5%