Juho Hamari

Orcid: 0000-0002-6573-588X

According to our database1, Juho Hamari authored at least 257 papers between 2011 and 2024.

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

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Bibliography

2024
A conceptual framework for understanding and identifying gamblified experiences.
Comput. Hum. Behav., March, 2024

Wearable gaming technology: A study on the relationships between wearable features and gameful experiences.
Int. J. Hum. Comput. Stud., January, 2024

The effect of audio on the experience in virtual reality: a scoping review.
Behav. Inf. Technol., January, 2024

Gamblification: A definition.
New Media Soc., 2024

Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts.
Proceedings of the Eighteenth International Conference on Tangible, 2024

The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

How Do Personality Traits Affect Consumer Decision-Making in Metaverse?
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Introduction to the Minitrack on Game-based Learning.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Introduction to the Minitrack on Streaming Media in Entertainment.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Gamification and Employee Well-being: A Systematic Literature Review.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Making Sense of Reality: A Mapping of Terminology Related to Virtual Reality, Augmented Reality, Mixed Reality, XR and the Metaverse.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Introduction to the Minitrack on Gamification.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Gamified scaffolding in formal education: A scoping review.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Perceptions of esports and esport athleticism among gamers.
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024

Gamifying responsibly: Sustainable HCI for the future.
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024

Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviews.
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024

2023
My Lovely Granny's Farm: An immersive virtual reality training system for children with autism spectrum disorder.
Educ. Inf. Technol., December, 2023

Text- and game-based communication for climate change attitude, self-efficacy, and behavior: A controlled experiment.
Comput. Hum. Behav., December, 2023

Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality.
Int. J. Hum. Comput. Stud., November, 2023

How to improve creativity: a study of gamification, money, and punishment.
Behav. Inf. Technol., November, 2023

The challenges of entering the metaverse: An experiment on the effect of extended reality on workload.
Inf. Syst. Frontiers, April, 2023

Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality.
Cyberpsychology Behav. Soc. Netw., April, 2023

Tailored gamification in education: A literature review and future agenda.
Educ. Inf. Technol., January, 2023

The Consistency of Gamification User Types: A Study on the Change of Preferences over Time.
Proc. ACM Hum. Comput. Interact., 2023

The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems.
Proc. ACM Hum. Comput. Interact., 2023

A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena.
Proc. ACM Hum. Comput. Interact., 2023

How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going.
Proc. ACM Hum. Comput. Interact., 2023

The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games.
Proc. ACM Hum. Comput. Interact., 2023

From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment.
Proc. ACM Hum. Comput. Interact., 2023

Paying attention in metaverse: an experiment on spatial attention allocation in extended reality shopping.
Inf. Technol. People, 2023

Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda.
Internet Res., 2023

Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions.
CoRR, 2023

Socially Assistive Robots as Decision Makers in the Wild: Insights from a Participatory Design Workshop.
CoRR, 2023

Understanding Multi-platform Social VR Consumer Opinions: A Case Study in VRChatUsing Topics Modeling of Reviews.
Proceedings of the E-Business. Digital Empowerment for an Intelligent Future, 2023

More Immersed but Less Present: Unpacking Factors of Presence Across Devices.
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences, 2023

Gamified metacognitive prompts in a higher education flipped classroom.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

A Typology of Fantastical Cities and Architecture: Categorizing the Urban Imaginary.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Crafting Bodies and Auras: Speculative Designs for Transhuman Communication.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Gamification for Climate Change Engagement: A User-Centered Design Agenda.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Composing Music Through Tile-based Games.
Proceedings of the IEEE International Symposium on Multimedia, 2023

Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Understanding the Effects of Gender, Age, and Cultural Orientation on Users' Flow Experience During the Use of a Gameful Educational System.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Gameful Approaches for the Education of Autistic Children: A Systematic Mapping and Research Agenda.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Introduction to the Minitrack on Gamification.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Game-Based Approaches to Enhancing Public Understanding of Science: A Descriptive Literature Review.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Introduction to the Minitrack on Digitalization of Work.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Introduction to the 1st Game-based Learning Minitrack.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Does Mouse Click Frequency Predict Students' Flow Experience?
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Gambling in Digital Games and Esports: A Scoping Review.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

How Location-based Gaming Affects Players' Nature and Forest Experiences.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Introduction to the Minitrack on Cybercrime.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Unethical Gamification: A Literature Review.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study.
Proceedings of the 7th International GamiFIN Conference, 2023

Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work.
Proceedings of the 7th International GamiFIN Conference, 2023

What drives gamer toxicity? Essays from players.
Proceedings of the 7th International GamiFIN Conference, 2023

Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VR.
Proceedings of the 7th International GamiFIN Conference, 2023

An Experience Report on Teachers' Training for Unplugged Gamified Teaching in Brazil.
Proceedings of the IEEE Frontiers in Education Conference, 2023

UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification.
Proceedings of the IEEE Frontiers in Education Conference, 2023

Human-AI Collaboration in Organisations: a literature Review on Enabling Value Creation.
Proceedings of the 31st European Conference on Information Systems, 2023

How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features.
Proceedings of the 31st European Conference on Information Systems, 2023

Climate Connected: An Immersive VR and PC Game for Climate Change Engagement.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Longing to be the Mountain: A Scoping Review about Nature-Centric, Health-Minded Technologies.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Resemblance of religion and pervasive games: A study among church employees and gamers.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Gamification and Marketing Management: A Literature Review and Future Agenda.
Proceedings of the 29th Americas Conference on Information Systems, 2023

Artificial Intelligence in the Workplace: Implementation Challenges and Opportunities.
Proceedings of the 29th Americas Conference on Information Systems, 2023

Emotion in Motion: Experiment on Affective Responses to Virtual Realities.
Proceedings of the 29th Americas Conference on Information Systems, 2023

Decision-Making Styles in Metaverse: Effects of Immersion and Embodiment.
Proceedings of the 29th Americas Conference on Information Systems, 2023

The relationship of visual and aural perspective with decentering in virtual reality.
Proceedings of the 4th African Human Computer Interaction Conference, 2023

The WildTech Experience: a Playful Installation for Walking Through the Outcomes of a One-Month Backpacking Study.
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023

Designing and Using the Wild Probes Toolkit (v1) to Co-Design From-the-Wild.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

Playful Inspiration for a New Wave of Joyful Forest Technology.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback.
IEEE Trans. Affect. Comput., 2022

The effects of personalized gamification on students' flow experience, motivation, and enjoyment.
Smart Learn. Environ., 2022

Playing it safe: A literature review and research agenda on motivational technologies in transportation safety.
Reliab. Eng. Syst. Saf., 2022

Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study.
Proc. ACM Hum. Comput. Interact., 2022

Territorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO.
Internet Res., 2022

Demographic factors have little effect on aesthetic perceptions of icons: a study of mobile game icons.
Internet Res., 2022

Gamification of cooperation: A framework, literature review and future research agenda.
Int. J. Inf. Manag., 2022

Virtual technologies in supporting sustainable consumption: From a single-sensory stimulus to a multi-sensory experience.
Int. J. Inf. Manag., 2022

Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement.
Int. J. Hum. Comput. Interact., 2022

Gamification in Academia: Does Psychological Engagement Boost Performance?
Int. J. Game Based Learn., 2022

Understanding continuance intention to play online games: roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk.
Behav. Inf. Technol., 2022

Does esports spectating influence game consumption?
Behav. Inf. Technol., 2022

Exploring the Application of RFID for Designing Augmented Virtual Reality Experience.
IEEE Access, 2022

How Do Shoppers Behave in Extended Realities? A Video-based Comparative Thematic Study.
Proceedings of the 21st Wuhan International Conference on E-Business, 2022

Robots as Human Companions: A Review.
Proceedings of the 26th Pacific Asia Conference on Information Systems, 2022

Altered States of Consciousness in Human-Computer Interaction: A Review.
Proceedings of the NordiCHI '22: Nordic Human-Computer Interaction Conference, Aarhus, Denmark, October 8, 2022

Psychedelic VR Experience: An Exploratory Study on Cosmic Flow.
Proceedings of the 25th International Academic Mindtrek conference, 2022

Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions.
Proceedings of the 25th International Academic Mindtrek conference, 2022

The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change Engagement.
Proceedings of the 25th International Academic Mindtrek conference, 2022

How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Introduction to the Minitrack on Digitalization of Work.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Introduction to the Minitrack on Streaming Media in Entertainment.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Acceptance of Wearable Technology: A Meta-Analysis.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Introduction to the Minitrack on Gamification.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

ReGammend: A method for personalized recommendation of gamification designs.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Games and gamification in flipped classrooms: A systematic review.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Virtual reality in emotion regulation: A scoping review.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

The impact of different gamification types in the context of data literacy: An online experiment.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Gamified apps for sustainable consumption: A systematic review.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Gameful civic education: A systematic literature review of empirical research.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Balancing the Augmented Experience: Design Tensions in the Location-based Game Pikmin Bloom.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

From-The-Wild: Towards Co-Designing For and From Nature.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
The relationship between user types and gamification designs.
User Model. User Adapt. Interact., 2021

Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony.
ACM Trans. Soc. Comput., 2021

Convergence between the real and the augmented: Experiences and perceptions in location-based games.
Telematics Informatics, 2021

Predicting students' flow experience through behavior data in gamified educational systems.
Smart Learn. Environ., 2021

Game-based Climate Change Engagement: Analyzing the Potential of Entertainment and Serious Games.
Proc. ACM Hum. Comput. Interact., 2021

What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors.
New Media Soc., 2021

Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality.
Interact. Comput., 2021

Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda.
Electron. Commer. Res. Appl., 2021

Designing Gaming Wearables: From Participatory Design to Concept Creation.
Proceedings of the TEI '21: Fifteenth International Conference on Tangible, 2021

Passive RFID-based Music Player Textile.
Proceedings of the IEEE International Conference on RFID Technology and Applications, 2021

Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

Modeling students' flow experience through data logs in gamified educational systems.
Proceedings of the 21st International Conference on Advanced Learning Technologies, 2021

Introduction to the Minitrack on Streaming Media in Entertainment.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Enhance User Engagement using Gamified Ineternet of Things.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

The Use of Augmented Reality in Retail: A Review of Literature.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Services and Applications.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Introduction to the Minitrack on Engaging Governance.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Information Protection in Dark Web Drug Markets Research.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Introduction to the Minitrack on Gamification.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Gamification of Sustainable Consumption: a systematic literature review.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Etsijä's call: Gamifying virtual conferences with alternate reality games.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Do people's user types change over time? An exploratory study.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Does gamification affect flow experience? A systematic literature review.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

My school is Hogwarts: Students' social behavior in storified classes.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Towards the Next Generation of Gaming Wearables.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Towards the Next Generation of Extended Reality Wearables.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons.
User Model. User Adapt. Interact., 2020

How players across gender and age experience Pokémon Go?
Univers. Access Inf. Soc., 2020

Fame and fortune, or just fun? A study on why people create content on video platforms.
Internet Res., 2020

Digital athletics in analogue stadiums.
Internet Res., 2020

"Empathy machine": how virtual reality affects human rights attitudes.
Internet Res., 2020

How does mobility affect social media advertising effectiveness? A study in WeChat.
Ind. Manag. Data Syst., 2020

The role of interactive practice in business performance.
Ind. Manag. Data Syst., 2020

The effect of challenge-based gamification on learning: An experiment in the context of statistics education.
Int. J. Hum. Comput. Stud., 2020

Tailored gamification: A review of literature.
Int. J. Hum. Comput. Stud., 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

Gameful civic engagement: A review of the literature on gamification of e-participation.
Gov. Inf. Q., 2020

Avatar capital: The relationships between player orientation and their avatar's social, symbolic, economic and cultural capital.
Comput. Hum. Behav., 2020

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

Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and article.
Proceedings of the 23rd Academic Mindtrek Conference, 2020

View, Play and Pay? - The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

Introduction to the Minitrack on Mixed, Augmented, and Virtual Reality: Co-designed Services and Applications.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 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

Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

Introduction to the Minitrack on Gamification.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

Motivational technology as a way of enhancing transportation safety - A systematic review of previous research.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Gamification in statistics education: A literature review.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

The relationship between player types and gamification feature preferences.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Understanding the what and how of successful social live streaming.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Immersive journalism: Extant corpus and future agenda.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos.
Proceedings of the Interactivity and Game Creation, 2020

Transurbanism: Smart Cities for Transhumans.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use.
User Model. User Adapt. Interact., 2019

eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling.
New Media Soc., 2019

A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements.
Internet Res., 2019

Strengthening gamification studies: Current trends and future opportunities of gamification research.
Int. J. Hum. Comput. Stud., 2019

Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing.
Int. J. Hum. Comput. Stud., 2019

An icon that everyone wants to click: How perceived aesthetic qualities predict app icon successfulness.
Int. J. Hum. Comput. Stud., 2019

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction.
Int. J. Inf. Manag., 2019

Is it a tool or a toy? How user's conception of a system's purpose affects their experience and use.
Int. J. Inf. Manag., 2019

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

How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking.
Int. J. Inf. Manag., 2019

Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?
Int. J. Hum. Comput. Interact., 2019

From the Hands of an Early Adopter's Avatar to Virtual Junkyards: Analysis of Virtual Goods' Lifetime Survival.
CoRR, 2019

The ingredients of Twitch streaming: Affordances of game streams.
Comput. Hum. Behav., 2019

Why do people play location-based augmented reality games: A study on Pokémon GO.
Comput. Hum. Behav., 2019

The Relationship Between Gamification, Brand Engagement and Brand Equity.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG).
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Co-designed Services and Applications.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Gamification of The Future: An Experiment on Gamifying Education of Forecasting.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 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

Gamification of E-Participation: A Literature Review.
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

The Games We Play: Relationships between game genre, business model and loot box opening.
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 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

What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns.
Proceedings of the 25th Americas Conference on Information Systems, 2019

VR Shopping: A Review of Literature.
Proceedings of the 25th Americas Conference on Information Systems, 2019

Dual Information Systems: A Review Of Factors Affecting Their Use.
Proceedings of the 25th Americas Conference on Information Systems, 2019

IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis.
Proceedings of the 25th Americas Conference on Information Systems, 2019

2018
Virtual Goods in Social Media.
Proceedings of the Encyclopedia of Social Network Analysis and Mining, 2nd Edition, 2018

Gamification, quantified-self or social networking? Matching users' goals with motivational technology.
User Model. User Adapt. Interact., 2018

How to design gamification? A method for engineering gamified software.
Inf. Softw. Technol., 2018

Investigating relationships between video gaming, spectating esports, and gambling.
Comput. Hum. Behav., 2018

Social motivations of live-streaming viewer engagement on Twitch.
Comput. Hum. Behav., 2018

Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events?
Proceedings of the 9th International Conference on Social Media and Society, 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

Introduction to the Minitrack on Mixed, Augmented and Virtual Reality.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

The Relationship Between Player's Gaming Orientation and Avatar's Capital: a Study in Final Fantasy XIV.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Introduction to the Minitrack on Gamification.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Likes and views: Investigating internet video content creators perceptions of popularity.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 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

A game of skill?: Miscognitions and problematic behaviour in video game players who gamble.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018

First-hand experience of why gamification projects fail and what could be done about it.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018

Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter.
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018

2017
What is eSports and why do people watch it?
Internet Res., 2017

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

Why do people play games? A meta-analysis.
Int. J. Inf. Manag., 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

A definition for gamification: anchoring gamification in the service marketing literature.
Electron. Mark., 2017

Large-scale study of social network structure and team performance in a multiplayer online game.
CoRR, 2017

Content structure is king: An empirical study on gratifications, game genres and content type on Twitch.
Comput. Hum. Behav., 2017

Why do people watch others play video games? An empirical study on the motivations of Twitch users.
Comput. Hum. Behav., 2017

How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game.
Comput. Hum. Behav., 2017

Why do people buy virtual goods: A meta-analysis.
Comput. Hum. Behav., 2017

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

Do badges increase user activity? A field experiment on the effects of gamification.
Comput. Hum. Behav., 2017

Personalized Product Recommendations: Evidence from the Field.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

Introduction to Customer Analytics and Data-Led Omnichannel Commerce Minitrack.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

How to Gamify? A Method For Designing Gamification.
Proceedings of the 50th Hawaii International Conference on System Sciences, 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

Introduction to Gamification Minitrack.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

Citizen Science, Gamification, and Virtual Reality for Cognitive Research.
Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2017

2016
The sharing economy: Why people participate in collaborative consumption.
J. Assoc. Inf. Sci. Technol., 2016

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning.
Comput. Hum. Behav., 2016

A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world.
Behav. Inf. Technol., 2016

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

Introduction to Gamification: Motivations, Effects and Analytics Minitrack.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Why do People Buy Virtual Goods? A Literature Review.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Critical Acclaim and Commercial Success in Mobile Free-to-Play Games.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Fictional Game Elements 2016.
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), 2016

Fictional Game Elements: Critical Perspectives on Gamification Design.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Crowdsourcing approaches for knowledge organization systems: Crowd collaboration or crowd work?
Proceedings of the Creating Knowledge, Enhancing Lives through Information & Technology, 2016

2015
Seek, share, or withhold: information trading in MMORPGs.
J. Documentation, 2015

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

Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment.
Int. J. Inf. Manag., 2015

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

Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

Why Do People Play Games? A Review of Studies on Adoption and Use.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

2014
Player Types: A Meta-synthesis.
Trans. Digit. Games Res. Assoc., 2014

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

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

Transparency of Intentions Decreases Privacy Concerns in Ubiquitous Surveillance.
Cyberpsychology Behav. Soc. Netw., 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
Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service.
Electron. Commer. Res. Appl., 2013

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

2012
Defining gamification: a service marketing perspective.
Proceedings of the International Conference on Media of the Future, 2012

2011
Framework for Designing and Evaluating Game Achievements.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011


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