Jonna Koivisto
Orcid: 0000-0002-6631-2571
According to our database1,
Jonna Koivisto
authored at least 21 papers
between 2013 and 2020.
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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
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
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
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018., 2018
2017
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
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016
2015
"Working out for likes": An empirical study on social influence in exercise gamification.
Comput. Hum. Behav., 2015
2014
Comput. Hum. Behav., 2014
Comput. Hum. Behav., 2014
Proceedings of the Persuasive Technology - 9th International Conference, 2014
Proceedings of the 47th Hawaii International Conference on System Sciences, 2014
2013
Proceedings of the 21st European Conference on Information Systems, 2013