Jonna Koivisto

Orcid: 0000-0002-6631-2571

According to our database1, Jonna Koivisto authored at least 21 papers between 2013 and 2020.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2020
"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games.
Int. J. Inf. Manag., 2020

Demographic differences in accumulated types of capital in massively multiplayer online role-playing games.
Proceedings of the 23rd Academic Mindtrek Conference, 2020

Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

2019
The rise of motivational information systems: A review of gamification research.
Int. J. Inf. Manag., 2019

Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Introduction to the Minitrack on Gamification.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Gamification of physical activity: A systematic literature review of comparison studies.
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 2019

2018
Gamification of the work floor: A literature review of gamifying production and logistics operations.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Gamification of education and learning: A review of empirical literature.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018

2017
Gamified crowdsourcing: Conceptualization, literature review, and future agenda.
Int. J. Hum. Comput. Stud., 2017

Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games.
Int. J. Inf. Manag., 2017

Why do players buy in-game content? An empirical study on concrete purchase motivations.
Comput. Hum. Behav., 2017

How Effective Is "Exergamification"? A Systematic Review on the Effectiveness of Gamification Features in Exergames.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

2016
Gamification in Crowdsourcing: A Review.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

2015
Why do people use gamification services?
Int. J. Inf. Manag., 2015

"Working out for likes": An empirical study on social influence in exercise gamification.
Comput. Hum. Behav., 2015

2014
Demographic differences in perceived benefits from gamification.
Comput. Hum. Behav., 2014

Measuring flow in gamification: Dispositional Flow Scale-2.
Comput. Hum. Behav., 2014

Do Persuasive Technologies Persuade? - A Review of Empirical Studies.
Proceedings of the Persuasive Technology - 9th International Conference, 2014

Does Gamification Work? - A Literature Review of Empirical Studies on Gamification.
Proceedings of the 47th Hawaii International Conference on System Sciences, 2014

2013
Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise.
Proceedings of the 21st European Conference on Information Systems, 2013


  Loading...