|
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 |