Computers in Human Behavior Template
Write in a clean editor, then format for Computers in Human Behavior in one click — DocuGuru applies the official Elsevier template with numbered references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the Computers in Human Behavior format
Computers in Human Behavior is a peer-reviewed journal published by Elsevier, covering Impact of Technology on Adolescents, Digital Marketing and Social Media, Technology Adoption and User Behaviour.
| Publisher | Elsevier |
|---|---|
| Reference style | Numbered (Elsevier) Numbered — [1], [2] in the text [1] A. Smith, B. Jones, C. Lee, A representative article title, Computers in Human Behavior 12 (2023) 45–58.
Formats any DOI in Computers in Human Behavior style. No sign-up. |
| Publishes research in | Impact of Technology on Adolescents Digital Marketing and Social Media Technology Adoption and User Behaviour Social Media and Politics Child Development and Digital Technology |
| ISSN | 0747-5632 |
| Citation impact (2-yr) | 10.74 |
| h-index | 353 |
| i10-index | 7,511 |
| Total citations | 806,620 |
| Article processing charge | $3,440 |
| Top institutions publishing here | Pennsylvania State University |
| Journal website | www.journals.elsevier.com |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Computers in Human Behavior per year
Citation impact of Computers in Human Behavior by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Computers in Human Behavior
Internet addiction is a rapidly growing field of research, receiving attention from researchers, journalists and policy makers. Despite much empirical data being collected and analyzed clear results and conclusions are surprisingly absent. This paper argues that conceptual issues and methodological shortcomings surrounding internet addiction research have made theoretical development difficult. An alternative model termed compensatory…
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity. Previous research, although not entirely conclusive, generally supports the hypothesis underlying this aim. However, previous studies have often treated gamification as a generic construct,…