attention |
2 |
collaborative online shopping |
2 |
ecommerce |
2 |
full interaction |
2 |
group structure |
2 |
navigation support |
2 |
online product presentation |
2 |
product presentation |
2 |
purchase intention |
2 |
social identity |
2 |
social presence |
2 |
telepresence |
2 |
virtual product experience |
2 |
virtual product experience (vpe) |
2 |
adaptive structuration theory |
1 |
adolescent health |
1 |
advertising intent |
1 |
anonymity |
1 |
approach behavior |
1 |
attitude towards advertising |
1 |
autoplay |
1 |
avoidance behavior |
1 |
b2c e-commerce |
1 |
brand image |
1 |
buyer-advisor |
1 |
cinemagraph |
1 |
co-navigation |
1 |
cobuyers |
1 |
collaboration |
1 |
collective privacy concerns |
1 |
common ground |
1 |
computer self-efficacy |
1 |
consumer behavior |
1 |
consumer decision making |
1 |
consumer involvement |
1 |
continuance intention |
1 |
credibility |
1 |
crowdfunding |
1 |
deal scarcity |
1 |
decision satisfaction |
1 |
direct manipulation |
1 |
dispositional privacy concerns |
1 |
distraction |
1 |
e-commerce |
1 |
e-tailing |
1 |
ease of uncoupling resolution |
1 |
elaboration likelihood model |
1 |
electronic commerce |
1 |
electronic word-of-mouth (ewom) |
1 |
embarrassing exposure |
1 |
embodied interaction |
1 |
emergency rescuers |
1 |
emoticon |
1 |
empathy |
1 |
empowerment theory |
1 |
engagement |
1 |
enticement |
1 |
expectancy-value theory |
1 |
experiment design |
1 |
eye-tracking |
1 |
fatness |
1 |
featured users |
1 |
field experiment |
1 |
firm-highlighted review |
1 |
fitness |
1 |
flow |
1 |
functional approach |
1 |
functional control |
1 |
functional motivation theory |
1 |
gesture-based interaction |
1 |
grid |
1 |
grounded cognition |
1 |
health 2.0 |
1 |
health self- management |
1 |
hedonic value |
1 |
herd |
1 |
humancomputer interaction |
1 |
identity |
1 |
inaction |
1 |
individual motivation |
1 |
information foraging |
1 |
information quality |
1 |
interaction constraint |
1 |
interactivity |
1 |
interface design |
1 |
interruption-based advertising |
1 |
knowledge contribution |
1 |
layout |
1 |
learning |
1 |
location cue |
1 |
logging autonomy |
1 |
loyalty |
1 |
mechanisms |
1 |
mechanisms of virtual community |
1 |
media richness |
1 |
mental imagery |
1 |
mindset |
1 |
misrepresentation |
1 |
mobile apps |
1 |
mobile commerce |
1 |
mobile fitness applications |
1 |
mobile fitness apps |
1 |
mobile health advisory services |
1 |
motivation |
1 |
multimedia |
1 |
online advertising |
1 |
online chat |
1 |
online health information |
1 |
online product review |
1 |
online selling |
1 |
online shopping |
1 |
online social network |
1 |
online social networks |
1 |
online video |
1 |
online video advertising |
1 |
optimum stimulation level theory |
1 |
peer usage |
1 |
perceived diagnosticity |
1 |
perceived intrusiveness |
1 |
perceived serendipity |
1 |
perceived usefulness |
1 |
personal innovativeness in information technology |
1 |
perspective taking |
1 |
persuasion |
1 |
persuasive games |
1 |
privacy concern |
1 |
privacy concerns |
1 |
privacy disutility |
1 |
privacy invasion |
1 |
privacy utility |
1 |
privacy-protective behavior |
1 |
privacy/information privacy |
1 |
problem solving virtual communities |
1 |
problem-solving virtual community (psvc) |
1 |
product interest |
1 |
product search |
1 |
product seductiveness |
1 |
product tags |
1 |
product type |
1 |
product understanding |
1 |
psychological self-help systems |
1 |
psychology of web users |
1 |
purchase intentions |
1 |
relationship bonding |
1 |
restricted interaction |
1 |
review variance |
1 |
salience effect |
1 |
satisfaction |
1 |
second-order factor model |
1 |
self-determination theory |
1 |
self-disclosure |
1 |
self-regulation |
1 |
service |
1 |
shared navigation |
1 |
shared understanding |
1 |
shared view |
1 |
shopping stage |
1 |
skepticism |
1 |
social app usage |
1 |
social applications |
1 |
social discovery |
1 |
social influence |
1 |
social media |
1 |
social network privacy dispositions |
1 |
social networking |
1 |
social networking site |
1 |
social popularity |
1 |
social rewards |
1 |
social sharing |
1 |
socially endorsed people |
1 |
split screen |
1 |
status composition |
1 |
symbols of authority |
1 |
synchronous online social interactions |
1 |
task complexity |
1 |
technology acceptance model |
1 |
trait hierarchical model |
1 |
transactional privacy trade-off |
1 |
transportation theory |
1 |
triggered interaction |
1 |
uncoupling |
1 |
undesired choice |
1 |
user behavior |
1 |
user-generated content |
1 |
user-generated content (ugc) |
1 |
user-generated contents |
1 |
utilitarian value |
1 |
video advertisement |
1 |
video advertising |
1 |
video initiating format |
1 |
virtual community |
1 |
virtual control |
1 |
visual processing |
1 |
vividness |
1 |
volunteerism |
1 |
waterfall |
1 |
web 2.0 |
1 |
website aesthetics |
1 |
website interactivity |
1 |
website involvement |
1 |
website usability |
1 |