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Professor Juho Hamari

 

Dr. Juho Hamari is a Professor of Gamification at the Faculty of Information Technology and Communications, Tampere University as well as at the Faculty of Humanities at University of Turku. He leads the Gamification Group.

 

Prior to current engagements, Dr. Hamari has been a researcher at Aalto University School of Business, Helsinki Institute for Information Technology HIIT as well as a Visiting Scholar at UC Berkeley School of Information (2015-2016).

 

Dr. Hamari’s and his research group’s (GG) research covers several forms of information technologies such as games, motivational information systems (e.g. gamification, game-based learning, persuasive technologies), new media (social networking services, online video streaming, eSports), peer-to-peer economies (sharing economy, collaborative consumption, crowdsourcing), and virtual economies

 

Dr. Hamari has authored several seminal empirical, theoretical and meta-analytical scholarly articles on these topics from perspective of consumer behavior, human-computer interaction, game studies and information systems science. His research has been published in a variety of prestigious venues such as Organization Studies, Journal of the Association for Information Science and Technology, User Modeling and User-Adapted Interaction, International Journal of Human-computer Studies, Information & Software Technology, Journal of Documentation, International Journal of Information Management, Computers in Human Behavior, Internet Research, Cyberpsychology, Behavior and Social Networking, Electronic Commerce Research and Applications, Simulation & Gaming as well as in books published by e.g. MIT Press.

 

Dr. Hamari has advised several organizations on varying topics including game design, marketing, behavioural economics and gamification.

 

Publications:

  • Jankowski, J., Hamari, J., & Watrobski, J. (2019). A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements. Internet Research.
  • Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-self or social networking? Matching users’ goals with motivational technologyUser Modeling and User-Adapted Interaction, 28(1), 35-74. 
  • Hamari, J., Malik, A., Koski, J., & Johri, A. (2018). Uses and gratifications in Pokémon Go: Why do people play mobile location-based augmented reality games?International Journal of Human-Computer Interaction. 
  • Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on TwitchComputers in Human Behavior, 84, 58-67. 
  • Macey, J. & Hamari, J. (2018). Esports, skins and loot boxes: Participants, practices, and problematic behaviour associated with new forms of gambling. New Media and Society.
  • Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gamblingComputers in Human Behavior, 80, 344-353. 
  • Morschheuser, B., & Hamari, J. (2018). The gamification of work: Lessons from crowdsourcing. Journal of Management Inquiry.
  • Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A method for engineering gamified softwareInformation & software technology, 95, 219-237. 
  • Hamari, J. (2017). Do badges increase user activity? A field experiment on effects of gamificationComputers in Human Behavior, 71, 469-478. DOI: 10.1016/j.chb.2015.03.036  
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas J. M., Koivisto, J, & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivationsComputers in Human Behavior, 68, 538-546. DOI: 10.1016/j.chb.2016.11.045  
  • Hamari, J., Hanner, N., & Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play gamesInternational Journal of Information Management, 37(1), 1449-1459. DOI: 10.1016/j.ijinfomgt.2016.09.004  
  • Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A Meta-analysisComputers in Human Behavior, 71, 59-69 DOI: 10.1016/j.chb.2017.01.042. 
  • Hamari, J., & Keronen, L. (2017). Why do people play games? A Meta-AnalysisInternational Journal of Information Management, 37(3), 125-141. DOI: 10.1016/j.ijinfomgt.2017.01.006 
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2). DOI: 10.1108/IntR-04-2016-0085  
  • Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literatureElectronic Markets, 27(1), 21-31. DOI: 10.1007/s12525-015-0212-z  
  • Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017). Gamified Crowdsourcing: Conceptualization, literature review, and future Agenda.International Journal of Human-Computer Studies, 106, 26-43. DOI 10.1016/j.ijhcs.2017.04.005  
  • Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. (2017). How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Computers in Human Behavior, 77, 169-183. DOI 10.1016/j.chb.2017.08.026  
  • Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of twitch users. Computers in Human Behavior, 75, 985-996. 
  • Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch.Computers in Human Behavior, 73, 161–171.  
  • Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer Games and Organization StudiesOrganization Studies, 38(2), 273-284. DOI: 10.1177/0170840616663242 
  • Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179. DOI: 10.1016/j.chb.2015.07.045 
  • Hamari, J., Sjöklint, M., & Ukkonen, A. (2016). The sharing economy: Why people participate in collaborative consumptionJournal of the Association for Information Science and Technology, 67(9), 2047-2059DOI: 10.1002/asi.23552  
  • Jankowski, J., Bródka, P., & Hamari, J. (2016). A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world. Behaviour & Information Technology, 35(11), 926-945. DOI: 10.1080/0144929X.2016.1212932  
  • Hamari, J. (2015). Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoymentInternational Journal of Information Management, 35(3), 299-308DOI: 10.1016/j.ijinfomgt.2015.01.007  
  • Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419-431. DOI: 10.1016/j.ijinfomgt.2015.04.006   
  • Hamari, J., & Koivisto, J. (2015). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior 50, 333-347. DOI: 10.1016/j.chb.2015.04.018  
  • Harviainen, J. T., & Hamari, J. (2015). Seek, share, or withhold: Information trading in MMORPGsJournal of Documentation, 71(6), 1119-1134. DOI: 10.1108/JD-09-2014-0135
  • Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2Computers in Human Behavior, 40, 133-143.  
  • Hamari, J., & Tuunanen, J. (2014). Player types: A meta-synthesisTransactions of the Digital Games Research Association, 1(2), 29-53.  
  • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamificationComputers in Human Behavior, 35, 179-188.  
  • Oulasvirta, A., Suomalainen, T., Hamari, J., Lampinen, A., & Karvonen, K. (2014). Transparency of intentions decreases privacy concerns in ubiquitous surveillanceCyberpsychology, Behavior, and Social Networking, 17(10), 633-638.  
  • Hamari, J. (2013). Transforming Homo Economicus into Homo Ludens: A field experiment on gamification in a utilitarian peer-to-peer trading serviceElectronic Commerce Research and Applications, 12(4), 236-245.  
  • Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013). Social Network Games: Players’ PerspectivesSimulation & Gaming, 44(6), 794-820.  
  • Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goodsInternational Journal of Business Science & Applied Management, 5(1), 14-29.  

Chapters in refereed books

  • Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and economics. In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications (pp. 139-161). Cambridge, MA: MIT Press. 
  • Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do persuasive technologies persuade? – A review of empirical studies. In: Spagnolli, A. et al. (Eds.), Persuasive Technology, LNCS 8462 (pp. 118-136). Springer International Publishing Switzerland. 
  • Hamari, J., & Järvinen, A. (2011). Building customer relationship through game mechanics in social games. In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments (pp. 348-365). Hershey, PA: IGI Global. 
  • Hamari, J., & Lehdonvirta, V. (2010). Pelimekaniikat osana ansaintalogiikkaa. Pelitutkimuksen Vuosikirja. In J. Suominen, R. Koskimaa, F. Mäyrä. & O. Sotamaa (Eds.), Pelitutkimuksen Vuosikirja 2010 (pp, 11-21). Tampere, Finland: University of Tampere. 

Articles in refereed conference/workshop proceedings

  • Hamari, J., & Parvinen, P. (2018). Introduction to Gamification Minitrack. In Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 3-6, 2018. 
  • Hassan, L., Harviainen, J. T., & Hamari, J. (2018). Enter Hogwarts: lessons on how to gamify education from the wizarding world of Harry Potter. In Proceedings of the 2nd International GamiFIN conference, Pori. Finland, May 21-23, 2018.
  • Hassan, L., Morschheuser, B., Alexan, N., & Hamari, J. (2018). First-Hand Experience of Why Gamification Projects Fail and What Could be Done About it. In Proceedings of the 2nd International GamiFIN conference, Pori. Finland, May 21-23, 2018.
  • Korkeila, H., & Hamari, J. (2018). The Relationship Between Player’s Gaming Orientation and Avatar’s Capital: a Study in Final Fantasy XIV. In Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 3-6, 2018. 
  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of Education and Learning: A Review of Empirical Literature. In Proceedings of the 2nd International GamiFIN conference, Pori. Finland, May 21-23, 2018.
  • Macey, J., Hamari, J. (2018). A game of skill: Miscognitions and problematic behaviour in video game players who gamble. In Proceedings of the 2nd International GamiFIN conference, Pori. Finland, May 21-23, 2018.
  • Parvinen, P., Hamari, J., & Pöyry, E. (2018). Introduction to the Minitrack on Mixed, Augmented and Virtual Reality. In Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 3-6, 2018.
  • Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., & Hamari, J. (2018). Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? In Proceedings of the 9th International Conference on Social Media & Society, Copenhagen, Denmark, July 18-20, 2018. ACM, New York, USA. 
  • Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Aspects of online popularity: What do content creators believe to affect their popularity on Twitch and YouTube? In Proceedings of the 2nd International GamiFIN conference, Pori. Finland, May 21-23, 2018.
  • Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2018). Gamification of the work floor: A literature review of gamifying production and logistics operations. In Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 3-6, 2018.
  • Hamari, J., & Parvinen, P. (2017). Introduction to gamification minitrack. In In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.  
  • Matallaoui, A., Koivisto, J., Hamari, J., & Zarnekow, R. (2017). How effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.  
  • Morschheuser, B., Werder, K., Hamari, J., & Abe, J. (2017). How to gamify? Development of a method for gamification. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.  
  • Parvinen, P., Kaptein, M., Pöyry, E., & Hamari, J. (2017). Introduction to Customer Analytics and Data-Led Omnichannel Commerce Minitrack.  In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.  
  • Pöyry, E., Hietaniemi, N., Parvinen, P., Hamari, J., & Kaptein, M. (2017). Personalized Product Recommendations: Evidence from the Field. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.  
  • Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2016). Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. In Proceedings of DiGRA FDG Conference, Dundee, Scotland, 1-6 August, 2016. 
  • Hamari, J., & Keronen, L. (2016). Why do people buy virtual goods? A literature review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2016. DOI: 10.1109/HICSS.2016.171  
  • Hamari, J., & Parvinen, P. (2016). Introduction to gamification: Motivations, effects and analytics minitrack. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2016. DOI: 10.1109/HICSS.2016.165  
  • Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in crowdsourcing: A review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2016. DOI: 10.1109/HICSS.2016.543  
  • Hamari, J., Keronen, L., & Alha, K. (2015). Why do people play games? A review of studies on adoption and use. In proceedings of the 48th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2015.  
  • Hamari, J., & Nousiainen, T. (2015). Why do teachers use game-based learning technologies? The role of Individual and Institutional ICT readiness. In proceedings of the 48th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2015.  
  • Hamari, J., Shernoff, D. J., Rowe E., Coller, B. D., Asbell-Clarke J., & Edwards, T. (2015). How being in flow affects engagement, immersion, and learning: An empirical study in game-based learning environments. Paper presented at the Annual Meeting of The American Educational Research Association, Chicago, IL, USA.
  • Hamari, J., Kinnunen, J. & Koivisto, J. (2015). The relationship of perceived service quality and playing intentions in online gambling. In Proceedings of SNSUS 2015 Conference (Stiftelsen Nordiska Sällskapet för Upplysning om Spelberoende), Stockholm, Sweden, June 2, 2015.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. In proceedings of the 47th Annual Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014. 
  • Shernoff, D. J., Hamari, J., & Rowe, E. (2014). Measuring flow in educational games & gamified learning environments. In Proceedings of EDMedia World Conference on Educational Media and Technology, Tampere, Finland, June 23-26, 2014.
  • Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-Play games: Professionals’ perspectives. In Proceedings of Nordic Digra 2014, Gotland, Sweden, May 29, 2014. 
  • Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the 21st European Conference on Information Systems, Utrecht, Netherlands, June 5–8, 2013. 
  • Huotari, K., & Hamari, J. (2012). Defining gamification – A service marketing perspective. In Proceedings of The 16th International Academic Mindtrek Conference, Tampere, Finland, October 3-5, 2012.
  • Tuunanen, J., & Hamari, J. (2012). Meta-synthesis of player typologies. Proceedings of Nordic Digra 2012 Conference: Local and Global – Games in Culture and Society, Tampere, Finland, June 6-8, 2012.
  • Hamari, J., & Eranti, V. (2011). Framework for designing and evaluating game achievements. In Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September 14-17, 2011.  
  • Hamari, J. (2011). Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games. In Proceedings of CHI’2011 (Social games workshop), Vancouver, Canada, May 7-12, 2011. Social games workshop.  
  • Huotari, K., & Hamari, J. (2011). “Gamification” from the perspective of service marketingIn Proceedings of CHI’2011 (Gamification workshop), Vancouver, Canada, May 7-12, 2011.