Juho Hamari
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Finnish researcher, professor on gamification
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Computer Science
Juho Hamari's Degrees
- PhD Computer Science University of Helsinki
- Masters Computer Science University of Helsinki
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(Suggest an Edit or Addition)Juho Hamari's Published Works
Published Works
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014) (3111)
- The sharing economy: Why people participate in collaborative consumption (2016) (1951)
- Defining gamification: a service marketing perspective (2012) (1204)
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016) (1035)
- The rise of motivational information systems: A review of gamification research (2019) (662)
- Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013) (636)
- Demographic differences in perceived benefits from gamification (2014) (634)
- A definition for gamification: anchoring gamification in the service marketing literature (2017) (563)
- What is eSports and why do people watch it? (2017) (531)
- Do badges increase user activity? A field experiment on the effects of gamification (2017) (527)
- Why do people use gamification services? (2015) (434)
- Why do people watch others play video games? An empirical study on the motivations of Twitch users (2017) (381)
- Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013) (361)
- Social motivations of live-streaming viewer engagement on Twitch (2018) (345)
- "Working out for likes": An empirical study on social influence in exercise gamification (2015) (342)
- Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods (2010) (299)
- Do Persuasive Technologies Persuade? - A Review of Empirical Studies (2014) (273)
- Player Types: A Meta-synthesis (2014) (263)
- Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019) (231)
- Framework for Designing and Evaluating Game Achievements (2011) (228)
- Why do people play games? A meta-analysis (2017) (216)
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014) (206)
- Gamified crowdsourcing: Conceptualization, literature review, and future agenda (2017) (199)
- How to design gamification? A method for engineering gamified software (2017) (198)
- Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment (2015) (193)
- Gamification in Crowdsourcing: A Review (2016) (184)
- Gamification of education and learning: A review of empirical literature (2018) (181)
- Why do players buy in-game content? An empirical study on concrete purchase motivations (2017) (150)
- Strengthening gamification studies: Current trends and future opportunities of gamification research (2019) (145)
- Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games (2017) (142)
- How to Gamify? A Method For Designing Gamification (2017) (142)
- eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling (2018) (140)
- Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018) (126)
- Free-to-Play Games: Professionals’ Perspectives (2014) (124)
- Content structure is king: An empirical study on gratifications, game genres and content type on Twitch (2017) (122)
- Investigating relationships between video gaming, spectating esports, and gambling (2018) (117)
- Does gamification affect brand engagement and equity? A study in online brand communities (2020) (115)
- Tailored gamification: A review of literature (2020) (105)
- How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game (2017) (104)
- Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019) (99)
- The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020) (98)
- Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing (2019) (98)
- The ingredients of Twitch streaming: Affordances of game streams (2019) (97)
- How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking (2019) (96)
- Why do people buy virtual goods: A meta-analysis (2017) (93)
- Computer Games and Organization Studies (2017) (93)
- Gamification of production and logistics operations: Status quo and future directions (2018) (91)
- Building Customer Relationship through Game Mechanics in Social Games (2011) (90)
- Why do people play location-based augmented reality games: A study on Pokémon GO (2019) (83)
- Social Network Games (2013) (82)
- "Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2020) (73)
- Gamification, quantified-self or social networking? Matching users’ goals with motivational technology (2018) (73)
- How Effective Is "Exergamification"? A Systematic Review on the Effectiveness of Gamification Features in Exergames (2017) (68)
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload (2022) (66)
- Meta-synthesis of player typologies (2012) (60)
- Gameful civic engagement: A review of the literature on gamification of e-participation (2020) (47)
- Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness (2015) (44)
- Shopping in virtual reality : A literature review and future agenda (2021) (42)
- A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements (2019) (42)
- The Gamification of Work: Lessons From Crowdsourcing (2018) (41)
- Transparency of Intentions Decreases Privacy Concerns in Ubiquitous Surveillance (2014) (37)
- Gamification of the work floor: A literature review of gamifying production and logistics operations (2018) (37)
- "Empathy machine": how virtual reality affects human rights attitudes (2020) (36)
- Why Do People Play Games? A Review of Studies on Adoption and Use (2015) (36)
- The great game of business: Advancing knowledge on gamification in business contexts (2019) (35)
- Why do People Buy Virtual Goods? A Literature Review (2016) (29)
- Live, Love, Juul: User and Content Analysis of Twitter Posts about Juul. (2019) (28)
- Fame and fortune, or just fun? A study on why people create content on video platforms (2019) (28)
- Gamification of E-Participation: A Literature Review (2019) (28)
- Archetypes of Gamification: Analysis of mHealth Apps (2020) (27)
- Critical Acclaim and Commercial Success in Mobile Free-to-Play Games (2016) (26)
- Does esports spectating influence game consumption? (2020) (24)
- Is it a tool or a toy? How user's conception of a system's purpose affects their experience and use (2019) (24)
- What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors (2020) (23)
- A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world (2016) (22)
- The Relationship Between Gamification, Brand Engagement and Brand Equity (2019) (21)
- Seek, share, or withhold: information trading in MMORPGs (2015) (21)
- Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback (2019) (21)
- Virtual technologies in supporting sustainable consumption: From a single-sensory stimulus to a multi-sensory experience (2021) (20)
- Understanding continuance intention to play online games: roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk (2020) (19)
- Measuring Flow in Educational Games and Gamified Learning Environments (2014) (19)
- The relationship between user types and gamification designs (2021) (19)
- Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course (2021) (19)
- An icon that everyone wants to click: How perceived aesthetic qualities predict app icon successfulness (2019) (18)
- How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification (2020) (18)
- Gamification of physical activity: A systematic literature review of comparison studies (2019) (17)
- Avatar capital: The relationships between player orientation and their avatar's social, symbolic, economic and cultural capital (2020) (17)
- How players across gender and age experience Pokémon Go? (2019) (17)
- Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences (2020) (16)
- Gamification for climate change engagement: review of corpus and future agenda (2021) (16)
- eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling: (2019) (15)
- Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda (2021) (15)
- Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers (2019) (15)
- GamCog: A measurement instrument for miscognitions related to gamblification, gambling, and video gaming. (2019) (14)
- Fictional Game Elements: Critical Perspectives on Gamification Design (2016) (13)
- Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game (2019) (13)
- Transurbanism: Smart Cities for Transhumans (2020) (13)
- Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG) (2019) (13)
- Gamification of The Future: An Experiment on Gamifying Education of Forecasting (2019) (13)
- Augmented Virtual Reality Meditation (2021) (12)
- VR Shopping: A Review of Literature (2019) (11)
- How does mobility affect social media advertising effectiveness? A study in WeChat (2020) (11)
- What determines the successfulness of a crowdsourcing campaign: A study on the relationships between indicators of trustworthiness, popularity, and success (2022) (11)
- Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? (2018) (11)
- Gamification - Motivations & Effects (2015) (11)
- Do people's user types change over time? An exploratory study (2021) (11)
- Digital athletics in analogue stadiums (2020) (10)
- Teaching within a Story: Understanding storification of pedagogy (2021) (10)
- The Games We Play: Relationships between game genre, business model and loot box opening (2019) (10)
- View, Play and Pay? - The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying (2020) (10)
- Content versus community focus in live streaming services: how to drive engagement in synchronous social media (2021) (10)
- Convergence between the real and the augmented: Experiences and perceptions in location-based games (2021) (10)
- Virtual goods sales : new requirements for business modelling? (2009) (10)
- The Use of Augmented Reality in Retail: A Review of Literature (2021) (9)
- Seven Points to Reappropriate Gamification (2021) (9)
- Introduction to Gamification: Motivations, Effects and Analytics Minitrack (2016) (9)
- The effects of personalized gamification on students’ flow experience, motivation, and enjoyment (2022) (9)
- Gamification of backcasting for sustainability: The development of the gameful backcasting framework (GAMEBACK) (2021) (9)
- Introduction to the Minitrack on Mixed, Augmented and Virtual Reality (2018) (8)
- Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda (2022) (8)
- The Relationship Between Player's Gaming Orientation and Avatar's Capital: a Study in Final Fantasy XIV (2018) (8)
- Likes and views: Investigating internet video content creators perceptions of popularity (2018) (8)
- Towards the Next Generation of Gaming Wearables (2021) (8)
- First-hand experience of why gamification projects fail and what could be done about it (2018) (8)
- Tailored gamification in education: A literature review and future agenda (2022) (7)
- Gamification in freight transportation: extant corpus and future agenda (2021) (7)
- Does gamification affect flow experience? A systematic literature review (2021) (7)
- First-hand experience of why gamification projects fail and what to do about it (2018) (7)
- Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons (2020) (7)
- Gamification (2019) (7)
- Designing Gaming Wearables: From Participatory Design to Concept Creation (2021) (6)
- Esports Scholarship Review: Synthesis, Contributions, and Future Research (2022) (6)
- Game-based Climate Change Engagement (2021) (6)
- Gamers Who Gamble: Examining the Relationship Between Esports Spectatorship and Event Wagering (2020) (6)
- Gamification of Sustainable Consumption: a systematic literature review (2021) (5)
- Frontline employees’ compliance with fuzzy requests: A request–appraisal–behavior perspective (2021) (5)
- Information Protection in Dark Web Drug Markets Research (2021) (5)
- Playing it safe: A literature review and research agenda on motivational technologies in transportation safety (2022) (5)
- Gamification in statistics education: A literature review (2020) (5)
- Gamblification: A definition (2022) (5)
- Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter (2018) (5)
- Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement (2021) (4)
- Modeling students’ flow experience through data logs in gamified educational systems (2021) (4)
- The role of interactive practice in business performance (2020) (4)
- Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use (2020) (4)
- Immersive journalism: Extant corpus and future agenda (2020) (4)
- Introduction to Gamification Minitrack (2017) (4)
- Empathizing with the End User: Effect of Empathy and Emotional Intelligence on Ideation (2021) (4)
- Crowdsourcing approaches for knowledge organization systems: Crowd collaboration or crowd work? (2016) (4)
- Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices (2022) (3)
- Balancing the Augmented Experience: Design Tensions in the Location-based Game Pikmin Bloom (2022) (3)
- Passive RFID-based Music Player Textile (2021) (3)
- Introduction to Customer Analytics and Data-Led Omnichannel Commerce Minitrack (2017) (3)
- Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans (2021) (3)
- Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and article (2020) (3)
- Predicting students’ flow experience through behavior data in gamified educational systems (2021) (3)
- Dual Information Systems: A Review Of Factors Affecting Their Use (2019) (3)
- Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese (2022) (3)
- The relationship between player types and gamification feature preferences (2020) (2)
- Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation (2021) (2)
- How to improve creativity: a study of gamification, money, and punishment (2022) (2)
- From-The-Wild: Towards Co-Designing For and From Nature (2022) (2)
- The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities (2021) (2)
- Gamification and economics (2014) (2)
- Gamification of cooperation: A framework, literature review and future research agenda (2022) (2)
- Free2Play Research Project Final Report (2016) (2)
- From the Hands of an Early Adopter's Avatar to Virtual Junkyards: Analysis of Virtual Goods' Lifetime Survival (2019) (2)
- Territorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO (2022) (2)
- Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons (2020) (2)
- Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone (2021) (2)
- IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis (2019) (2)
- A game of skill?: Miscognitions and problematic behaviour in video game players who gamble (2018) (2)
- Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality (2021) (1)
- Demographic factors have little effect on aesthetic perceptions of icons: a study of mobile game icons (2021) (1)
- Virtual Reality Marketing: A Review and Prospects (2019) (1)
- The impact of different gamification types in the context of data literacy: An online experiment (2022) (1)
- Gamifying the city: E-scooters and the critical tensions of playful urban mobility (2021) (1)
- My school is Hogwarts: Students' social behavior in storified classes (2021) (1)
- Resemblance of religion and pervasive games: A study among church employees and gamers (2023) (1)
- Personalized Product Recommendations: Evidence from the Field (2017) (1)
- Virtual reality in emotion regulation: A scoping review (2022) (1)
- GamCog: Adapting the Gambling Related Cognitions Scale (GRCS) for video game-related gambling (2019) (1)
- What is Gameful Experience? Towards a Conceptual Definition (2021) (1)
- Fictional Game Elements 2016 (2016) (1)
- Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study (2022) (1)
- Free 2 Play Research Project Final Report (2016) (1)
- How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment (2022) (1)
- Acceptance of Wearable Technology: A Meta-Analysis (2022) (1)
- Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention (2023) (1)
- Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context (2021) (1)
- What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns (2019) (1)
- Game-Based Learning Measure (2016) (1)
- Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos (2020) (1)
- Altered States of Consciousness in Human-Computer Interaction: A Review (2022) (1)
- Towards the Next Generation of Extended Reality Wearables (2021) (1)
- Integrating DGNSS/RTK Positioning with IoT and Smart City Applications (2021) (1)
- Anagenesis : A Framework for Gameful, Playful and Democratic Future Smart Cities (2021) (1)
- Introduction to the Minitrack on Gamification (2018) (1)
- Games and gamification in flipped classrooms: A systematic review (2022) (1)
- Introduction to the Minitrack on Engaging Governance (2021) (0)
- Introduction to the Minitrack on Cybercrime (2023) (0)
- Understanding the what and how of successful social live streaming (2020) (0)
- Gamers Who Gamble (2022) (0)
- Archetypes of Gamification: Analysis of mHealth Apps (Preprint) (2020) (0)
- Psychedelic VR Experience: An Exploratory Study on Cosmic Flow (2022) (0)
- Passive RFID based Control Interface Integrated into Clothing and Furniture (2023) (0)
- Gamification Service Use Survey (2016) (0)
- Gambling in Digital Games and Esports: A Scoping Review (2023) (0)
- Passive RFID-Based Phone Call System Integrated into Clothing and Furniture (2022) (0)
- Socially Assistive Robots as Decision Makers in the Wild: Insights from a Participatory Design Workshop (2023) (0)
- The effects of gender stereotype-based interfaces on users’ flow experience and performance (2022) (0)
- Transforming a school into Hogwarts: storification of classrooms and students’ social behaviour (2023) (0)
- Design and Evaluation of Passive RFID-Based Music Player Textile Prototypes (2022) (0)
- Citizen Science, Gamification, and Virtual Reality for Cognitive Research (2017) (0)
- Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play (2022) (0)
- A definition for gamification: anchoring gamification in the service marketing literature (2016) (0)
- Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF (2022) (0)
- Longing to be the Mountain: A Scoping Review about Nature-Centric, Health-Minded Technologies (2023) (0)
- Gamification in Academia (2022) (0)
- Predicting students’ flow experience through behavior data in gamified educational systems (2021) (0)
- Does Mouse Click Frequency Predict Students' Flow Experience? (2023) (0)
- How Location-based Gaming Affects Players' Nature and Forest Experiences (2023) (0)
- School of Chemical Technology Degree Programme of Chemical, Biochemical and Materials Engineering (2016) (0)
- Introduction to the 1st Game-based Learning Minitrack (2023) (0)
- Gameful civic education: A systematic literature review of empirical research (2022) (0)
- Gamified apps for sustainable consumption: A systematic review (2022) (0)
- Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality (2023) (0)
- Motivational technology as a way of enhancing transportation safety - A systematic review of previous research (2020) (0)
- Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization (2021) (0)
- Exploring the Application of RFID for Designing Augmented Virtual Reality Experience (2022) (0)
- Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality (2021) (0)
- Introduction to the Minitrack on Digitalization of Work (2022) (0)
- Introduction to the Minitrack on Streaming Media in Entertainment (2021) (0)
- Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security (2023) (0)
- The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change Engagement (2022) (0)
- Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review (2023) (0)
- Demographic differences in accumulated types of capital in massively multiplayer online role-playing games (2020) (0)
- Gamification Engagement Measure (2018) (0)
- Large-scale study of social network structure and team performance in a multiplayer online game (2017) (0)
- Game-Based Approaches to Enhancing Public Understanding of Science: A Descriptive Literature Review (2023) (0)
- Anagenesis (2021) (0)
- Forest Data to Insights and Experiences Using Gamification (2022) (0)
- The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems (2022) (0)
- How Do Shoppers Behave in Extended Realities? A Video-based Comparative Thematic Study (2022) (0)
- Unethical Gamification: A Literature Review (2023) (0)
- The Gamification of Enterprise Cooperation (2021) (0)
- Robots as Human Companions: A Review (2022) (0)
- Enhance User Engagement using Gamified Ineternet of Things (2021) (0)
- Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019) (0)
- Scale for Video Game-Related Gambling Cognitions (2020) (0)
- School of Chemical Technology Degree Programme of Forest Products Technology Sami Mäkinen WHICH RECOMMENDATION TYPE IS MOST LIKELY TO LEAD TO PURCHASE ONCE CLICKED? Master’s thesis for the degree of Master of Science in Technology (2016) (0)
- Gamification, quantified-self or social networking? Matching users’ goals with motivational technology (2018) (0)
- The effects of personalized gamification on students’ flow experience, motivation, and enjoyment (2022) (0)
- The effect of audio on the experience in virtual reality: a scoping review (2023) (0)
- ReGammend: A method for personalized recommendation of gamification designs (2022) (0)
- Transurbanism (2020) (0)
- Etsijä's call: Gamifying virtual conferences with alternate reality games (2021) (0)
- Storifying a Serious Mobile Game: Exploring Players’ Perception of Storification Features, Narrative Engagement, and Behavioral Intentions (2022) (0)
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