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