Journal

  1. Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do people play location-based augmented reality games: A study on Pokémon GO. Computers in Human Behavior, 93, 114-122. (Impact factor 3.435 | JUFO 2) [Researchgate]
  2. Hamari, J., Malik, A., Koski, J., & Johri, A. (2019). Uses and gratifications in Pokémon Go: Why do people play mobile location-based augmented reality games? International Journal of Human-Computer Interaction, 35(9), 804-819. (Impact factor 1.259 | JUFO 1) [Taylor and francis online]
  3. Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking. International Journal of Information Management, 46, 151-162 (Impact factor 4.516 | JUFO 2) [Researchgate]
  4. Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful Experience Questionnaire (GAMEFULQUEST): An instrument for measuring the perceived gamefulness of system use. User Modelling and User-Adapted Interaction. (In press). (Impact factor 3.625 | JUFO 3) [Researchgate]
  5. 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, 29(1), 194-217. (Impact factor 3.838 | JUFO 2) [Emeraldinsight]
  6. Jylhä, H., & Hamari, J. (2019). An icon that everyone wants to click on: An empirical study on attractiveness of app icons. International Journal of Human-Computer Studies. (In press). (Impact factor 2.863 | JUFO 3)
  7. Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification literature. International Journal of Information Management, 45, 191-210. (Impact factor 4.516 | JUFO 2)
  8. Macey, J. & Hamari, J. (2019). Esports, skins and loot boxes: Participants, practices, and problematic behaviour associated with new forms of gambling. New Media and Society, 21(1), 20-41. (Impact factor 4.180 | JUFO 3)
  9. Malik, A., Lee, Y., Karbasian, H., Hamari, J., & Johri, A. (2019). Live, Love, Juul: User and Content Analysis of Twitter Posts about Juul. American Journal of Health Behavior (in press). (Impact factor 1.840 | JUFO 1)
  10. Morschheuser, B., & Hamari, J. (2019). The gamification of work: Lessons from crowdsourcing. Journal of Management Inquiry. (online first). (Impact factor 1.793 | JUFO 1)
  11. Morschheuser, B., Hamari, J., & Maedche, A. (2019). Cooperation or Competition – When do people contribute more? A field experiment on gamification of crowdsourcing. International Journal of Human-Computers Studies. (online first). (Impact factor 2.863 | JUFO 3) [ScienceDirect]
  12. Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streamsComputers in Human Behavior, 92, 20-28. (Impact factor 3.435 | JUFO 2) [ScienceDirect]
  13. Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2019). Gamification of production and logistics operations: Status quo and future directions. Journal of Business Research. (Online first). (Impact factor 2.509 | JUFO 2) [ScienceDirect]
  14. Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221. (Impact factor 4.516 | JUFO 2) [Researchgate] [ScienceDirect]
  15. Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-self or social networking? Matching users’ goals with motivational technology. User Modelling and User-Adapted Interaction, 28(1), 35-74(Impact factor 3.625 | JUFO 3) [Researchgate]
  16. Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.  (Impact factor 3.435 | JUFO 2) [ScienceDirect]
  17. King, D. L. et al. (2018). Letter to the editor: Comment on the global gaming industry’s statement on ICD-11 gaming disorder: A corporate strategy to disregard harm and deflect social responsibility? Addiction, 113(11), 2145-2146. (Impact Factor 5.953 | JUFO 3)
  18.  Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353. (Impact factor 3.435 | JUFO 2)
  19. Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Information & software technology, 95, 219-237. (Impact factor 2.694 | JUFO 3)
  20. Hamari, J. (2017). Do badges increase user activity? A field experiment on effects of gamification. Computers in Human Behavior, 71, 469-478. (Impact factor 3.435 | JUFO 2)
  21. 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 motivations. Computers in Human Behavior, 68, 538-546. (Impact factor 3.435 | JUFO 2)
  22. 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 games. International Journal of Information Management, 37(1), 1449-1459. (Impact factor 4.516 | JUFO 2)
  23. Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A Meta-analysis. Computers in Human Behavior, 71, 59-69. (Impact factor 3.435 | JUFO 2)
  24. Hamari, J., & Keronen, L. (2017). Why do people play games? A Meta-analysis. International Journal of Information Management, 37(3), 125-141. (Impact factor 4.516 | JUFO 2)
  25. Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2). (Impact factor 3.838 | JUFO 2 | Emerald Literati Award of Excellence)
  26. Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31. (Impact factor 3.818 | JUFO 1 | Best paper award)
  27. 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. (Impact factor 2.863 | JUFO 3)
  28. 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(Impact factor 3.435 | JUFO 2)
  29. 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(Impact factor 3.435 | JUFO 2)
  30. 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. (Impact factor 3.435 | JUFO 2)
  31. Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer Games and Organization Studies. Organization Studies, 38(32). 273-284. (Impact factor 3.107 | JUFO 3 | FT50)
  32. Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., & 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. (Impact factor 3.435 | JUFO 2 | Emerging Virtual Scholar Award)
  33. Hamari, J., Sjöklint, M., & Ukkonen, A. (2016). The sharing economy: Why people participate in collaborative consumption. Journal of the Association for Information Science and Technology, 67(9), 2047-2059. (Impact factor 2.452 | JUFO 3)
  34. 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. (Impact factor 1.388 | JUFO 2)
  35. Hamari, J. (2015). Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299-308. (Impact factor 4.516 | JUFO 2)
  36. Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419-431. (Impact factor 4.516 | JUFO 2)
  37. 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. (Impact factor 3.435 | JUFO 2)
  38. Harviainen, J. T., & Hamari, J. (2015). Seek, share, or withhold: information trading in MMORPGs. Journal of Documentation, 71(6), 1119-1134. (Impact factor 1.063 | JUFO 3)
  39. Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40, 133-143. (Impact factor 3.435 | JUFO 2)
  40. Hamari, J., & Tuunanen, J. (2014). Player types: a meta-synthesis. Transactions of the Digital Games Research Association, 1 (2), 29-53. (JUFO 1)
  41. Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. (Impact factor 3.435 | JUFO 2)
  42. Oulasvirta, A., Suomalainen, T., Hamari, J., Lampinen, A., & Karvonen, K. (2014). Transparency of intentions decreases privacy concerns in ubiquitous surveillance. Cyberpsychology, Behavior, and Social Networking, 17(10), 633-638. (Impact factor 2.689 | JUFO 1)
  43. Hamari, J. (2013). Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-peer trading Service. Electronic Commerce Research and Applications, 12 (4), 236-245. (Impact factor 2.139 | JUFO 1)
  44. Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013). Social network games: players’ perspectives. Simulation & Gaming, 44 (6), 794-820. (JUFO 2)
  45. Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: how game mechanics create demand for virtual goods. International journal of business science & applied management, 5 (1), 14-29. (JUFO 1)

Book chapters

  1. Hamari, J. (2019). Gamification. Wiley Blackwell Encyclopedia of Sociology (in press). (JUFO 2)
  2. Jankowski, J., & Hamari, J. (2018). Virtual goods in social media. Encyclopedia of Social Network Analysis and Mining. Alhajj, R. & Rokne, J. (eds.). New York, NY: Springer New York. (JUFO 2)
  3. Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and economics. In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press. (JUFO 3)
  4. Hamari, J. (2013). Pelillistäminen. In J. T. Harviainen, M. Meriläinen & T. Tossavainen (Eds.) Pelikasvattajan käsikirja. Helsinki: Mediakasvatus- ja kuvaohjelmakeskus.
  5. 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. Hershey, PA: IGI Global. (JUFO 1)
  6. 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. (JUFO 1)

Conference

  1. Hassan, L., & Hamari, J. (2019). Gamification of E-Participation: A Literature Review. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  2. Koivisto, J., & Hamari, J. (2019). Gamification of physical activity: A systematic literature review of comparison studies. In Proceedings of the 3rd International GamiFIN conference, Levi, Finland, April 8-10, 2019. (JUFO 1)
  3. Koivisto, J., Malik, A., Gurkan B., Hamari, J. (2019). Getting healthy by catching them all: A study on the relationship between player orientations and health benefits in an augmented reality game. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  4. Legaki, N., Xi, N., Vassilios, A., & Hamari, J. (2019). Gamification of the future: an experiment on gamifying education of forecasting. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  5. Macey, J., & Hamari, J. (2019). The Games We Play: Relationships between game genre, business model and loot box opening. In Proceedings of the 3rd International GamiFIN conference, Levi, Finland, April 8-10, 2019. (JUFO 1)
  6. Törhönen, M., Hassan, L., Sjöblom, M., & Hamari, J. (2019). Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Productivity among Streamers and YouTubers. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  7. Vahlo, J., & Hamari, J. (2019). Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG). In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  8. Xi, N., & Hamari, J. (2019). The relationship between gamification, brand engagement and brand equity. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019.  (JUFO 1 | Best Paper award)
  9. 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. (JUFO 1)
  10.  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.
  11. 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.
  12. 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. (JUFO 1)
  13. 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. (JUFO 1)
  14. 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. (JUFO 1)
  15. 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. (JUFO 1)
  16. 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. (JUFO 1)
  17. Jarecki, J., Sherson, J. F., Hamari, J., Bopp, J. A., Jarecki, J., Heaney, L., Steinemann, S. T., Haikka, P., & Bergenholtz, C. (2017). Citizen Science, Gamification, and Virtual Reality for Cognitive Research. In Proceedings of The 39th Annual Conference Of The Cognitive Science Society, London, UK, 26-29, 2017.
  18. 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. (JUFO 1)
  19. 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. (JUFO 1)
  20. 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. (JUFO 1)
  21. 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. (JUFO 1)
  22. 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. (JUFO 1)
  23. 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. (JUFO 1 | Best paper nominee)
  24. Rapp, A., Cena, F., Hopfgartner, F., Hamari, J., & Linehan, C. (2016). Fictional Game Elements: Critical Perspectives on Gamification Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion ’16). ACM, New York, NY, USA, 373-377. (JUFO 1)
  25. Zhitomirsky-Geffet, M., Zhitomirsky, M., Kwaśnik, B. H., Hajibayova, L., Hamari, J., & Bowman, T. Crowdsourcing Approaches for Knowledge Organization Systems: Crowd collaboration or crowd work? Proceedings of the Association for Information Science and Technology, 53: 1–6. (JUFO 1)
  26. Hamari, J., Keronen, L., & Alha, K. (2015). Why do people play games? A review of empirical studies on game adoption and use. In Proceedings of the 48th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2015. (JUFO 1)
  27. Hamari, J., Kinnunen, J. & Koivisto, J. (2015). The relationship of perceived service quality and playing intentions in online gambling. Paper presented at SNSUS 2015 Conference (Stiftelsen Nordiska Sällskapet för Upplysning om Spelberoende). 2.6.2015. Stockholm, Sweden. (Presentation only).
  28. 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. (JUFO 1)
  29. 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.
  30. 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.
  31. 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. DOI:10.1007/978-3-319-07127-5_11 (JUFO 1)
  32. 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 (HICSS), Hawaii, USA, January 6-9, 2014. DOI: 10.1109/HICSS.2014.377. (JUFO 1 | top10 most downloaded paper in IEEE repository)
  33. 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. (JUFO 1)
  34. 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. (JUFO 1)
  35. 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. (JUFO 1)
  36. 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. (One of the best papers (invited to journal)
  37. Hamari, J. (2011). Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games. ACM Conference on Human Factors in Computing Systems (CHI), Vancouver, Canada, May 7-12, 2011. (JUFO 2)
  38. Hamari, J., & Eranti, V. (2011). Framework for designing and evaluating game achievements. Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September 14-17, 2011. (JUFO 1)
  39. Huotari, K., & Hamari, J. (2011). “Gamification” from the perspective of service marketing. ACM Conference on Human Factors in Computing Systems, Vancouver, Canada, May 7-12, 2011. (JUFO 2)

Editorial

  1. Hamari, J., Koivisto, J., & Parvinen, P. (2019). Introduction to Gamification Minitrack. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  2. Parvinen, P., Hamari, J., & Pöyry, E. (2019). Introduction to Mixed, Augmented and Virtual Reality: Co-Designed Services and Applications Minitrack. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019. (JUFO 1)
  3. Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., & Cena, F. (2019). Strengthening gamification studies: Current trends and future opportunities of gamification research. International Journal of Human-Computers Studies. (online first). (Impact factor 2.863 | JUFO 3)
  4. 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. (JUFO 1)
  5. Parvinen, P., Hamari, J., & Pöyry, E. (2018). Introduction to the Minitrack on Mixed, Augmented and Virtual Reality. In Proceedings of the 51th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 3-6, 2018. (JUFO  1)
  6. Hamari, J., & Parvinen, P. (2017). Introduction to Gamification Minitrack. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, 2017.
  7. 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. (JUFO  1)
  8. 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. (JUFO 1)