Business & Economics
Value of Information
100%
Subjective Value
58%
Incentives
56%
Web-based
54%
Question Answering
48%
Information Sources
48%
Willingness-to-pay
48%
Social Interaction
48%
Information Market
45%
Value Perception
45%
Intermediaries
44%
Dynamic Capabilities
43%
Simulation and Gaming
38%
Pricing
36%
Reward
34%
Social Networks
34%
Business Game
34%
Information Value
33%
Economics of Information
33%
Self-presentation
32%
Payment
31%
Computer-mediated Communication
31%
Statistical Inference
29%
Tagging
29%
Power-law Distribution
29%
Gamification
28%
Willingness to Accept
28%
Peer Effects
28%
Social Theory
27%
Competitive Intensity
27%
Information Science
27%
Multinational Organizations
27%
Competitive Intelligence
26%
Embeddedness
26%
Fees
26%
Incentive Structure
26%
Tailoring
26%
Information Age
26%
Labour Market
25%
Power Law
24%
Mechanism Design
24%
Web Sites
24%
Business Management
24%
Social Space
24%
Testing
24%
Decision Making
23%
Seller
23%
Join
22%
Implementation Process
22%
Accessibility
22%
Social Sciences
market
92%
incentive
66%
effects of technology
59%
social network
58%
fee
55%
computer-mediated communication
49%
search engine
47%
Israeli
47%
aggregation
46%
information science
45%
knowledge
45%
economics
41%
interaction
36%
employee
35%
self-efficacy
34%
self-presentation
31%
Law
31%
financial statement
30%
communication
30%
marketing
28%
industry
28%
curriculum
27%
student
26%
international organization
26%
participation
25%
learning
24%
implementation process
23%
source of information
23%
weblog
23%
reward
23%
information society
23%
club
21%
conversation
21%
self-assessment
21%
lifelong learning
21%
social media
21%
labor economics
21%
health status
20%
journalism
20%
management
19%
academic achievement
18%
information service
18%
social technology
18%
business management
18%
simulation
18%
university
18%
trend
18%
time
18%
willingness to pay
17%
online service
17%
Engineering & Materials Science
Industry
87%
Economics
73%
Information science
71%
Gamification
56%
Communication
53%
Decision making
51%
Websites
50%
Information use
48%
Sales
46%
Curricula
44%
Internet
40%
Costs
36%
Mobile computing
36%
Data Science
36%
Information services
36%
Health
35%
Serious games
34%
Personnel
32%
Feedback
31%
Education
30%
Systems analysis
29%
Social aspects
28%
Profitability
28%
Financial markets
25%
Purchasing
24%
Knowledge management
24%
Electronic mail
23%
Regression analysis
22%
mHealth
20%
Cellular telephones
20%
Managers
20%
Patient rehabilitation
20%
Big data
19%
Virtual reality
18%
Seizing
18%
Social sciences
18%
Behavioral research
17%
Reinforcement
17%
Blogs
17%
Availability
16%
Latent Class Analysis
16%
Experiments
16%
Sampling
15%
Customer satisfaction
12%
Information systems
12%
Normal distribution
11%
Computer simulation
11%
Testing
11%
Lenses
10%
Application programs
9%