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Juho Hamari
Juho Hamari
Gamification Group, UNITE Flagship, Tampere University
Verified email at uta.fi - Homepage
Title
Cited by
Cited by
Year
Does gamification work?—A literature review of empirical studies on gamification
J Hamari, J Koivisto, H Sarsa
Proceedings of the 47th Hawaii International Conference on System Sciences …, 2014
56992014
The sharing economy: Why people participate in collaborative consumption
J Hamari, M Sjöklint, A Ukkonen
Journal of the Association for Information Science and Technology 67 (9 …, 2016
44242016
Defining gamification - A service marketing perspective
K Huotari, J Hamari
Proceedings of The 16th International Academic Mindtrek Conference, 17-22, 2012
22412012
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
J Hamari, DJ Shernoff, E Rowe, B Coller, J Asbell-Clarke, T Edwards
Computers in human behavior 54, 170-179, 2016
16932016
What is eSports and why do people watch it?
J Hamari, M Sjöblom
Internet Research 27 (2), 211-232, 2017
11982017
The rise of motivational information systems: A review of gamification research
J Koivisto, J Hamari
International Journal of Information Management 45, 191-210, 2019
10872019
Demographic differences in perceived benefits from gamification
J Koivisto, J Hamari
Computers in Human Behavior 35, 179-188, 2014
10122014
Transforming Homo Economicus into Homo Ludens: a field experiment on gamification in a utilitarian peer-to-peer trading service
J Hamari
Electronic Commerce Research and Applications 12 (4), 236-245, 2013
10002013
A definition for gamification: anchoring gamification in the service marketing literature
K Huotari, J Hamari
Electronic Markets 27 (1), 21–31, 2017
9312017
Do badges increase user activity? A field experiment on the effects of gamification
J Hamari
Computers in Human Behavior 71, 469-478, 2017
8382017
Social motivations to use gamification: An empirical study of gamifying exercise
J Hamari, J Koivisto
Proceedings of the 21st European Conference on Information Systems, 2013
7242013
Why do people watch others play video games? An empirical study on the motivations of twitch users
M Sjöblom, J Hamari
Computers in Human Behavior 75, 985-996, 2017
6552017
Why do people use gamification services?
J Hamari, J Koivisto
International journal of information management 35 (4), 419-431, 2015
6512015
Game design as marketing: How game mechanics create demand for virtual goods
J Hamari, V Lehdonvirta
International Journal of Business Science & Applied Management 5 (1), 14-29, 2010
5692010
Social motivations of live-streaming viewer engagement on Twitch
Z Hilvert-Bruce, JT Neill, M Sjöblom, J Hamari
Computers in Human Behavior 84, 58-67, 2018
5622018
“Working out for likes”: An empirical study on social influence in exercise gamification
J Hamari, J Koivisto
Computers in human behavior 50, 333-347, 2015
4922015
Gamification of education and learning: A review of empirical literature
J Majuri, J Koivisto, J Hamari
Proceedings of the 2nd International GamiFIN Conference 2186, 11-19, 2018
4602018
Player Types: A Meta-synthesis
J Hamari, J Tuunanen
Transactions of the Digital Games Research Association 1 (2), 29-53, 2014
4292014
Do persuasive technologies persuade? - A review of empirical studies
J Hamari, J Koivisto, T Pakkanen
Persuasive Technology, 118-136, 2014
4022014
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
N Xi, J Hamari
International Journal of Information Management 46, 210-221, 2019
3892019
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