Juho Hamari
Researcher Next ID · RN-023892
Researcher · Psychology
Kyoto, Finland
- Works count
- 483
- Citation count
- 37,955
- H-index
- 79
- i10-index
- 217
Research interests
Publications
Tailored gamification in education: A literature review and future agenda
Education and Information Technologies · 2022 · 10.1007/s10639-022-11122-4
The challenges of entering the metaverse: An experiment on the effect of extended reality on workload
Information Systems Frontiers · 2022 · 10.1007/s10796-022-10244-x
Tailored gamification: A review of literature
International Journal of Human-Computer Studies · 2020 · 10.1016/j.ijhcs.2020.102495
Does gamification affect brand engagement and equity? A study in online brand communities
Journal of Business Research · 2020 · 10.1016/j.jbusres.2019.11.058
"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
International Journal of Information Management · 2019 · https://doi.org/10.1016/j.ijinfomgt.2019.102040
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
International Journal of Information Management · 2019 · 10.1016/j.ijinfomgt.2018.12.002
The rise of motivational information systems: A review of gamification research
International Journal of Information Management · 2018 · https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Gamification of education and learning : A review of empirical literature
Tampere University Institutional Repository (Tampere University) · 2018
Social motivations of live-streaming viewer engagement on Twitch
Computers in Human Behavior · 2018 · 10.1016/j.chb.2018.02.013
Gamified crowdsourcing: Conceptualization, literature review, and future agenda
International Journal of Human-Computer Studies · 2017 · https://doi.org/10.1016/j.ijhcs.2017.04.005
What is eSports and why do people watch it?
Internet Research · 2017 · 10.1108/intr-04-2016-0085
Why do people play games? A meta-analysis
International Journal of Information Management · 2017 · 10.1016/j.ijinfomgt.2017.01.006
Gamification in Crowdsourcing: A Review
Journal · 2016 · https://doi.org/10.1109/hicss.2016.543
Why do people watch others play video games? An empirical study on the motivations of Twitch users
Computers in Human Behavior · 2016 · 10.1016/j.chb.2016.10.019
Why do players buy in-game content? An empirical study on concrete purchase motivations
Computers in Human Behavior · 2016 · https://doi.org/10.1016/j.chb.2016.11.045
A definition for gamification: anchoring gamification in the service marketing literature
Electronic Markets · 2016 · 10.1007/s12525-015-0212-z
“Working out for likes”: An empirical study on social influence in exercise gamification
Computers in Human Behavior · 2015 · https://doi.org/10.1016/j.chb.2015.04.018
Why do people use gamification services?
International Journal of Information Management · 2015 · https://doi.org/10.1016/j.ijinfomgt.2015.04.006
Do badges increase user activity? A field experiment on the effects of gamification
Computers in Human Behavior · 2015 · 10.1016/j.chb.2015.03.036
The sharing economy: Why people participate in collaborative consumption
Journal of the Association for Information Science and Technology · 2015 · https://doi.org/10.1002/asi.23552
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
Computers in Human Behavior · 2015 · https://doi.org/10.1016/j.chb.2015.07.045
Measuring flow in gamification: Dispositional Flow Scale-2
Computers in Human Behavior · 2014 · https://doi.org/10.1016/j.chb.2014.07.048
Player Types: A Meta-synthesis
Transactions of the Digital Games Research Association · 2014 · 10.26503/todigra.v1i2.13
Do Persuasive Technologies Persuade? - A Review of Empirical Studies
Lecture notes in computer science · 2014 · https://doi.org/10.1007/978-3-319-07127-5_11
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Journal · 2014 · https://doi.org/10.1109/hicss.2014.377
Demographic differences in perceived benefits from gamification
Computers in Human Behavior · 2014 · https://doi.org/10.1016/j.chb.2014.03.007
Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service
Electronic Commerce Research and Applications · 2013 · 10.1016/j.elerap.2013.01.004
Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
European Conference on Information Systems · 2013
Defining gamification
Journal · 2012 · https://doi.org/10.1145/2393132.2393137
Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods
Econstor (Econstor) · 2010
Game design as marketing: How game mechanics create demand for virtual goods
International journal of business science & applied management. · 2010 · https://doi.org/10.69864/ijbsam.5-1.48
Current projects
No projects listed.