Juho Hamari
Orcid: 0000-0002-6573-588X
According to our database1,
Juho Hamari
authored at least 309 papers
between 2011 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
On csauthors.net:
Bibliography
2024
Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap.
Smart Learn. Environ., December, 2024
Int. J. Hum. Comput. Interact., November, 2024
Behav. Inf. Technol., October, 2024
Virtual Real., September, 2024
Meditating in a neurofeedback virtual reality: effects on sense of presence, meditation depth and brain oscillations.
Behav. Inf. Technol., September, 2024
Int. J. Soc. Robotics, August, 2024
Altruism or egoism - how do game features motivate cooperation? An investigation into user we-intention and I-intention.
Behav. Inf. Technol., April, 2024
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
Behav. Inf. Technol., January, 2024
ACM Trans. Comput. Educ., 2024
Proc. ACM Hum. Comput. Interact., 2024
Transhuman Communication: Human Augmentation Technologies through Co-Speculation Workshops.
Proc. ACM Hum. Comput. Interact., 2024
Changing Climate Change Mental Models Through Game-Based Learning: A Controlled Experiment Involving Cognitive Mapping.
Proc. ACM Hum. Comput. Interact., 2024
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design.
Int. J. Hum. Comput. Stud., 2024
Musical atmosphere as a (dis)tractive facet of user interfaces: An experiment on sustainable consumption decisions in eCommerce.
Int. J. Inf. Manag., 2024
Challenges in the adoption of sustainability information systems: A study on green IS in organizations.
Int. J. Inf. Manag., 2024
Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement.
Inf. Manag., 2024
Sexism in esports: How male and female players evaluate each others' performance and agency.
Comput. Hum. Behav., 2024
Corrigendum to "A conceptual framework for understanding and identifying gamblified experiences" [Computers in Human Behavior 152 (2024) 108087.
Comput. Hum. Behav., 2024
Sacred Spaces in the Digital Age: Perceptions of Lutheran Christian Priests on Augmented Reality at Holy Sites.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024
Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts.
Proceedings of the Eighteenth International Conference on Tangible, 2024
Proceedings of the 33rd IEEE International Conference on Robot and Human Interactive Communication, 2024
Gameful Experience in Game-Based Ethics Learning: Comparison between Intransigent and Compromise Types of Ethics Sense-Making Activities.
Proceedings of the 28th Pacific Asia Conference on Information Systems, 2024
What Motivates Metaverse Consumers to Purchase Virtual Assets? A Study on the Perceived Value of NFT Art.
Proceedings of the 28th Pacific Asia Conference on Information Systems, 2024
Gamified Marketing Practice: An Experiment-Based Study on The Effect of Social and Empowering Gamification.
Proceedings of the 28th Pacific Asia Conference on Information Systems, 2024
Gamification to Motivate the Crowdsourcing of Dynamic Nature Data: A Field Experiment in Northern Europe.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Beyond the Blueprint: Exploring Virtual Reality and Speculative Design in Architectural Pedagogy.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Extended Reality for Public Understanding of Science: A Systematic Literature Review.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Virtual Reality for Mindfulness: Aspects for Helping or Hindering Focus and Practice.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy.
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Proceedings of the 27th International Academic Mindtrek Conference, 2024
Proceedings of the 45th International Conference on Information Systems, 2024
Parents' Perception of the Use of Virtual Reality-based Learning Systems for Children with Asperger's Syndrome.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Effects of Ecological Gamification on Learners' Engagement: A Quasi-Experimental Study.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Flow Experience Analysis in Gameful Educational Environments: A Systematic Literature Review.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Effects of Gamification on Students' Flow Experience: A Controlled Experimental Study.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2024
The Relationship Between Students' Myers-Briggs Type Indicator and Their Behavior within Educational Systems.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 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
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
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
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
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Proceedings of the HCI in Games, 2024
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024
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
Proceedings of the 32nd European Conference on Information Systems, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human Design.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Players' Matches.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Ecological In/Congruence: Becoming Sensitised to Nature in Video Games through Humanistic First-Person Research.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Exploring the association between engagement with location-based game features and getting inspired about environmental issues and nature.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 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
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
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
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences, 2023
Proceedings of the 26th International Academic Mindtrek Conference, 2023
Proceedings of the 26th International Academic Mindtrek Conference, 2023
Proceedings of the 26th International Academic Mindtrek Conference, 2023
Proceedings of the 26th International Academic Mindtrek Conference, 2023
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
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
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
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
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
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
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
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
Proceedings of the 29th Americas Conference on Information Systems, 2023
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
Proceedings of the Australasian Conference on Information Systems, 2023
Proceedings of the Australasian Conference on Information Systems, 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
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023
2022
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
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
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
Proceedings of the 26th Pacific Asia Conference on Information Systems, 2022
Proceedings of the NordiCHI '22: Nordic Human-Computer Interaction Conference, Aarhus, Denmark, October 8, 2022
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
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
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
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Services and Applications.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022
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
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022
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
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
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
Proceedings of the TEI '21: Fifteenth International Conference on Tangible, 2021
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
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
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
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
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
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
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
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
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
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
Univers. Access Inf. Soc., 2020
Fame and fortune, or just fun? A study on why people create content on video platforms.
Internet Res., 2020
Internet Res., 2020
Ind. Manag. Data Syst., 2020
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
"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
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
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020
Proceedings of the Interactivity and Game Creation, 2020
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
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
Comput. Hum. Behav., 2019
Comput. Hum. Behav., 2019
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019
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
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
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019
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
Proceedings of the 25th Americas Conference on Information Systems, 2019
Proceedings of the 25th Americas Conference on Information Systems, 2019
Proceedings of the 25th Americas Conference on Information Systems, 2019
2018
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
Inf. Softw. Technol., 2018
Comput. Hum. Behav., 2018
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
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
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
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
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
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 players buy in-game content? An empirical study on concrete purchase motivations.
Comput. Hum. Behav., 2017
Comput. Hum. Behav., 2017
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017
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
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017
Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2017
2016
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
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 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
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
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
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015
2014
Comput. Hum. Behav., 2014
Comput. Hum. Behav., 2014
Cyberpsychology Behav. Soc. Netw., 2014
Proceedings of the Persuasive Technology - 9th International Conference, 2014
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
Proceedings of the 21st European Conference on Information Systems, 2013
2012
Proceedings of the International Conference on Media of the Future, 2012
2011
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011