Social Sciences
value-orientation
74%
mood
73%
adolescent
66%
Taiwan
64%
willingness to pay
57%
purchase
54%
selling
46%
food
46%
health information
46%
pocket money
37%
buying behavior
36%
gender-specific factors
36%
experiment
30%
promotion
30%
decision making
28%
Internet
27%
marketing
26%
emotion
24%
cognition
24%
gambling
24%
gift
23%
stock investor
23%
investor
21%
eating behavior
21%
compromise
20%
evaluation
19%
music
19%
recipient
18%
self-esteem
18%
time
17%
simulation
17%
servants
17%
uncertainty
16%
confidence
16%
student
16%
personality
16%
industry
15%
pricing
14%
anxiety
14%
air
13%
consumer right
13%
event
12%
emotional intelligence
12%
performance
12%
donation
11%
cause
11%
customer
11%
market price
11%
boredom
10%
health
10%
Business & Economics
Mood
63%
Variety Seeking
61%
Time Pressure
57%
Price Discount
51%
Endowment Effect
50%
Emotion
41%
Marketing
41%
Promotion Motivation
40%
Need for Cognition
38%
Business Performance
37%
Regulatory Focus
36%
Compromise Effect
34%
Attraction Effect
33%
Unawareness
33%
Order Effects
28%
Learning Orientation
28%
Reference Price
28%
Denial
28%
Investors
26%
Buyers
26%
Self-esteem
25%
Apps
25%
Reference Point
24%
Airline Industry
24%
Experiment
23%
Market Orientation
22%
Consumer Choice
22%
Travellers
21%
Innovativeness
21%
Message Framing
21%
Icon
21%
Air
18%
Seller
18%
Anxiety
17%
Donation Behavior
16%
Charitable Donations
15%
Organizational Structure
15%
Health
14%
Structural Equation Model
14%
Purchase
13%
Negative Emotions
13%
Product Evaluation
11%
Integer
11%
Warning
10%
Customer Segmentation
9%
Formalization
9%
Time Constraints
8%
Labeling
8%
Price Endings
8%
Self-monitoring
8%
Medicine & Life Sciences
Social Values
100%
Taiwan
78%
Financial Management
61%
Emotions
53%
Students
49%
Internet
43%
Food
38%
Decision Making
37%
Individuality
33%
Health
32%
Consumer Behavior
32%
Gift Giving
31%
Mentors
28%
Gambling
27%
Intention
27%
Impulsive Behavior
25%
Music
25%
Cognition
23%
Sadness
23%
Self Concept
22%
Uncertainty
20%
Marketing
20%
Personality
20%
Cues
19%
Hand
17%
Eating
17%
Anxiety
16%
Emotional Intelligence
15%
Psychology
15%
Pressure
14%
Heart
14%
Costs and Cost Analysis
14%
Eye
13%
Snacks
13%
Boredom
13%
Communication
12%
Software
12%
Guilt
10%
Happiness
9%
Equipment and Supplies
8%
Arousal
7%
Empirical Research
7%
Motivation
6%
Newspapers
5%
Cooperative Behavior
5%
Community Participation
5%
Social Media
5%
Direction compound
5%
Maintenance
5%
Statistical Factor Analysis
5%