RESEARCHER PROFILE
Juho Hamari
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Tampere University of Applied Sciences
Juho Hamari works in Educational Games and Gamification, Digital Games and Media, Innovative Human-Technology Interaction, Virtual Reality Applications and Impacts, Augmented Reality Applications. Recorded institutional associations include Ritsumeikan University, Tampere University of Applied Sciences, Tampere University.
609Publications
37,580Citations
78H-index
Inclusion identifies researchers whose recorded research contributions may inform their university’s understanding of its research community. It does not rank individual research quality or establish current employment.
Selected research works
Up to 100 highly cited works; DOI links open the original research. Counts reflect the collected record, not real-time citation totals.
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
2014 · 5,061 citationsThe sharing economy: Why people participate in collaborative consumption
2015 · 3,429 citationsThe Rise of Motivational Information Systems: A Review of Gamification Research
2017 · 1,750 citationsChallenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 · 1,704 citationsDefining gamification
2012 · 1,150 citationsA definition for gamification: anchoring gamification in the service marketing literature
2016 · 1,080 citationsWhat Is eSports and Why Do People Watch It?
2017 · 1,029 citationsSocial motivations of live-streaming viewer engagement on Twitch
2018 · 864 citationsDemographic differences in perceived benefits from gamification
2014 · 836 citationsTransforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service
2013 · 686 citationsDo badges increase user activity? A field experiment on the effects of gamification
2015 · 675 citationsWhy do people watch others play video games? An empirical study on the motivations of Twitch users
2016 · 672 citationsWhy do people use gamification services?
2015 · 642 citationsDoes gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
2019 · 618 citations“Working out for likes”: An empirical study on social influence in exercise gamification
2015 · 472 citationsThe challenges of entering the metaverse: An experiment on the effect of extended reality on workload
2022 · 423 citationsDoes gamification affect brand engagement and equity? A study in online brand communities
2020 · 410 citationsSocial Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
2013 · 409 citationsTailored gamification: A review of literature
2020 · 403 citationsWhy do people play games? A meta-analysis
2017 · 356 citationsPlayer Types: A Meta-synthesis
2014 · 348 citationsMeasuring flow in gamification: Dispositional Flow Scale-2
2014 · 337 citationsTailored gamification in education: A literature review and future agenda
2022 · 335 citationsThe effect of challenge-based gamification on learning: An experiment in the context of statistics education
2020 · 328 citationsGamification of education and learning : A review of empirical literature
2018 · 327 citations
