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List of works by Juho Hamari

A Typology of Fantastical Cities and Architecture: Categorizing the Urban Imaginary

scientific article published on 02 November 2023

A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world

Archetypes of Gamification: Analysis of mHealth Apps

scientific article published on 19 October 2020

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

article

Computer Games and Organization Studies

scientific article

Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing

Crafting Bodies and Auras: Speculative Designs for Transhuman Communication

scientific article published on 02 November 2023

Demographic differences in perceived benefits from gamification

Designing and Using the Wild Probes Toolkit (v1) to Co-Design From-the-Wild

scientific article published on 10 July 2023

Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications

scientific article published on 08 October 2024

Do badges increase user activity? A field experiment on the effects of gamification

Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

article

Effects of Immersion and Embodiment on Memory in Virtual Reality

scientific article published on 08 October 2024

Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts

scientific article published on 24 January 2024

Exploring the Use of Unplugged Gamification on Programming Learners’ Experience

scientific article published on 02 August 2024

Extended Reality for Public Understanding of Science: A Systematic Literature Review

scientific article published on 08 October 2024

GamCog: A measurement instrument for miscognitions related to gamblification, gambling, and video gaming

scientific article published on 07 November 2019

Game Design Concepts: A Tertiary Literature Review

scientific article published on 10 October 2024

Gamification for Climate Change Engagement: A User-Centered Design Agenda

scientific article published on 02 November 2023

Gamification for climate change engagement: review of corpus and future agenda

scientific article published in 2021

Gamification in Crowdsourcing: A Review

article

Gamification to Motivate the Crowdsourcing of Dynamic Nature Data: A Field Experiment in Northern Europe

scientific article published on 08 October 2024

Is it a tool or a toy? How user’s conception of a system’s purpose affects their experience and use

scientific article

Live, Love, Juul: User and Content Analysis of Twitter Posts about Juul

scientific article published on 01 March 2019

Measuring flow in gamification: Dispositional Flow Scale-2

article published in 2014

Sacred Spaces in the Digital Age: Perceptions of Lutheran Christian Priests on Augmented Reality at Holy Sites

scientific article published on 07 June 2024

Seek, share, or withhold: information trading in MMORPGs

Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human Design

scientific article published on 10 October 2024

The effect of challenge-based gamification on learning: An experiment in the context of statistics education

scientific article published on 14 June 2020

The sharing economy: Why people participate in collaborative consumption

Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service

Transparency of intentions decreases privacy concerns in ubiquitous surveillance.

scientific article published on 16 September 2014

Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play

scientific article published on 04 November 2022

What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns

journal article from 'AMCIS 2019 Proceedings' published in 2019

What is eSports and why do people watch it?

Why do people play location-based augmented reality games: A study on Pokémon GO

Why do people use gamification services?

“Working out for likes”: An empirical study on social influence in exercise gamification