An analysis of the factors influencing success of bank-issued micropayment system in Taiwan. - Wee-Kheng Tan; Shih-Kuo Chen (J. Syst. Inf. Technol., 2008)

Online or offline group buying? - Wee-Kheng Tan; Yu-Jie Tan (FSKD, 2010)

Credibility Assessment Model of Travel Information Sources: An Exploratory Study on Travel Blogs. - Wee-Kheng Tan; Yu-Chung Chang (ENTER, 2011)

QR Code as an On-Site Tourism Information Source. - Wee-Kheng Tan; Yu-Chung Chang (J. Inf. Technol. Tour., 2011)

Transformation of smart-card-based single-purpose e-micropayment scheme to multi-purpose scheme: A case study. - Wee-Kheng Tan; Yu-Jie Tan (Expert Syst. Appl., 2012)

An exploratory investigation of the investment information search behavior of individual domestic investors. - Wee-Kheng Tan; Yu-Jie Tan (Telematics Informatics, 2012)

Improving users' credibility perception of travel expert blogs: useful lessons from television travel shows. - Wee-Kheng Tan; Yu-Chung Chang (Inf. Res., 2013)

Internet applications use and personality. - Wee-Kheng Tan; Cheng-Yi Yang (Telematics Informatics, 2014)

The impact of personal innovativeness on product aesthetics and self-connection with brand: a case study of mobile phone users. - Wee-Kheng Tan; Meng Syun Sie (Behav. Inf. Technol., 2015)

Electronic-word-of-mouth performance in different psychological distances and familiarity. - Wee-Kheng Tan; Yun-Ghang Chang (Online Inf. Rev., 2015)

Investigation of temporal dissociation and focused immersion as moderators of satisfaction-continuance intention relationship: Smartphone as an example. - Wee-Kheng Tan; Po-Wei Lee; Che-Wei Hsu (Telematics Informatics, 2015)

The effect of temporal psychological distance on reliance on word-of-mouth for information about destination image attributes. - Wee-Kheng Tan (Behav. Inf. Technol., 2017)

The Role of Social Interaction Element on Intention to Play MMORPG in the Future: From the Perspective of Leisure Constraint Negotiation Process. - Wee-Kheng Tan; Yi-Der Yeh; Ssu-Han Chen (Games Cult., 2017)

The relationship between smartphone usage, tourist experience and trip satisfaction in the context of a nature-based destination. - Wee-Kheng Tan (Telematics Informatics, 2017)

Gamification in aquarium context: Intention to play game that imparts knowledge and promotes marine animal conservation. - Wee-Kheng Tan (Inf. Technol. People, 2018)

Smartphone application personality and its relationship to personalities of smartphone users and social capital accrued through use of smartphone social applications. - Wee-Kheng Tan; Yung-Jen Hsiao; Shu-Fen Tseng; Chien-Lung Chan (Telematics Informatics, 2018)

The consequences of online information overload confusion in tourism. - Wee-Kheng Tan; Ping-Chen Kuo (Inf. Res., 2019)

Investigation of electronic-word-of-mouth on online social networking sites written by authors with commercial interest. - Wee-Kheng Tan; Bo-Yuan Lee (Online Inf. Rev., 2019)

Smartphone use at tourist destinations: Interaction with social loneliness, aesthetic scope, leisure boredom, and trip satisfaction. - Wee-Kheng Tan; Kuan-Ju Lu (Telematics Informatics, 2019)

Understanding employees' response to work-related after-hours use of instant messaging apps: a stress and coping perspective. - Hsiang-Lan Cheng; Tung-Ching Lin; Wee-Kheng Tan; Chao-Min Chiu (Online Inf. Rev., 2021)

That's not my fault: Excuses given by players exhibiting in-game intra-team aggressive behavior in online games. - Wee-Kheng Tan; Lu-Ming Chen (Comput. Hum. Behav., 2022)

Readers' perceptions of self-harm messages on social media. - Wee-Kheng Tan; Ming-Hsuan Chiang (Comput. Hum. Behav., 2022)

An exploration of MMORPG in-game virtual-item contribution to game enjoyment from the perspectives of purchase behavior and psychological ownership. - Wee-Kheng Tan; Chieh-Yu Yang (Comput. Hum. Behav., 2022)

The application of emotions, sharing motivations, and psychological distance in examining the intention to share COVID-19-related fake news. - Wee-Kheng Tan; Chun Yu Hsu (Online Inf. Rev., 2023)

Theory of consumption value: A lens to examine the use and continual use intention of online game subscription services. - Wee-Kheng Tan; Pei-Huan Chiu (Comput. Hum. Behav., 2024)