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AUTHORYEARTITLEVENUECITE
Hamari, J., Hassan, L., & Dias, A. 2018Gamification, quantified-self or social networking? Matching users’ goals with motivational technology.User Modelling and User-Adapted InteractionResearch Gate
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J.2018Social motivations of live-streaming viewer engagement on Twitch.Computers in Human BehaviorResearch Gate
Jankowski, J., Goode, S., & Hamari, J.2018A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements.Internet Research-
Macey, J., & Hamari, J.2018Investigating relationships between video gaming, spectating esports, and gambling.Computers in Human BehaviorResearch Gate
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. 2018How to design gamification? A method for engineering gamified software Information & software technologyResearch Gate
Hamari, J.2017Do badges increase user activity? A field experiment on effects of gamification.Computers in Human BehaviorResearch Gate
Hamari, J., Alha, K., Järvelä, S., Kivikangas J. M., Koivisto, J, & Paavilainen, J.2017Why do players buy in-game content? An empirical study on concrete purchase motivations.Computers in Human BehaviorResearch Gate
Hamari, J., Hanner, N., & Koivisto, J. 2017Service 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 ManagementResearch Gate
Hamari, J., & Keronen, L.2017Why do people buy virtual goods: A Meta-analysis. Computers in Human BehaviorResearch Gate
Hamari, J., & Keronen, L.2017Why do people play games? A Meta-Analysis. International Journal of Information ManagementResearch Gate
Hamari, J., & Sjöblom, M.2017What is eSports and why do people watch it?Internet researchResearch Gate
Huotari, K., & Hamari, J. 2017A definition for gamification: Anchoring gamification in the service marketing literature.Electronic MarketsResearch Gate
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. 2017Gamified Crowdsourcing: Conceptualization, literature review, and future Agenda.International Journal of Human-Computer StudiesResearch Gate
Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. 2017How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game.Computers in Human BehaviorResearch Gate
Sjöblom, M., & Hamari, J.2017Why do people watch others play video games? An empirical study on the motivations of twitch users.Computers in Human BehaviorResearch Gate
Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. 2017Content structure is king: An empirical study on gratifications, game genres and content type on Twitch.Computers in Human BehaviorResearch Gate
Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H.2017Computer Games and Organization Studies.Organization StudiesResearch Gate
Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., Asbell-Clarke, J., & Edwards, T. 2016Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning.Computers in Human BehaviorResearch Gate
Hamari, J., Sjöklint, M., & Ukkonen, A.2016The sharing economy: Why people participate in collaborative consumption.Journal of the Association for Information Science and TechnologyResearch Gate
Jankowski, J., Bródka, P., & Hamari, J.2016A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world.Behaviour & Information TechnologyResearch Gate
Hamari, J.2015Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information ManagementResearch Gate
Hamari, J., & Koivisto, J.2015Why do people use gamification services?International Journal of Information ManagementResearch Gate
Hamari, J., & Koivisto, J.2015Working out for likes”: An empirical study on social influence in exercise gamification.Computers in Human BehaviorResearch Gate
Harviainen, J. T., & Hamari, J.2015Seek, share, or withhold: Information trading in MMORPGs.Journal of DocumentationEmerald
Hamari, J., & Koivisto, J.2014Measuring flow in gamification: Dispositional Flow Scale-2.Computers in Human BehaviorResearch Gate
Hamari, J., & Tuunanen, J.2014Player types: A meta-synthesis.Transactions of the Digital Games Research AssociationResearch Gate
Koivisto, J., & Hamari, J.2014Demographic differences in perceived benefits from gamification.Computers in Human BehaviorResearch Gate
Oulasvirta, A., Suomalainen, T., Hamari, J., Lampinen, A., & Karvonen, K.2014Transparency of intentions decreases privacy concerns in ubiquitous surveillance. Cyberpsychology, Behavior, and Social NetworkingResearch Gate
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 ApplicationsPDF
Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J.2013Social Network Games: Players’ Perspectives.Simulation & GamingResearch Gate
Hamari, J., & Lehdonvirta, V.2010Game design as marketing: How game mechanics create demand for virtual goods.International Journal of Business Science & Applied ManagementPDF