RESEARCHER PROFILE

Juho Hamari

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J

Tampere University of Applied Sciences

Educational Games and GamificationDigital Games and MediaInnovative Human-Technology InteractionVirtual Reality Applications and ImpactsAugmented Reality Applications

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.

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

    2014 · 5,061 citations
  2. The sharing economy: Why people participate in collaborative consumption

    2015 · 3,429 citations
  3. The Rise of Motivational Information Systems: A Review of Gamification Research

    2017 · 1,750 citations
  4. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

    2015 · 1,704 citations
  5. Defining gamification

    2012 · 1,150 citations
  6. A definition for gamification: anchoring gamification in the service marketing literature

    2016 · 1,080 citations
  7. What Is eSports and Why Do People Watch It?

    2017 · 1,029 citations
  8. Social motivations of live-streaming viewer engagement on Twitch

    2018 · 864 citations
  9. Demographic differences in perceived benefits from gamification

    2014 · 836 citations
  10. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service

    2013 · 686 citations
  11. Do badges increase user activity? A field experiment on the effects of gamification

    2015 · 675 citations
  12. Why do people watch others play video games? An empirical study on the motivations of Twitch users

    2016 · 672 citations
  13. Why do people use gamification services?

    2015 · 642 citations
  14. Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

    2019 · 618 citations
  15. “Working out for likes”: An empirical study on social influence in exercise gamification

    2015 · 472 citations
  16. The challenges of entering the metaverse: An experiment on the effect of extended reality on workload

    2022 · 423 citations
  17. Does gamification affect brand engagement and equity? A study in online brand communities

    2020 · 410 citations
  18. Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise

    2013 · 409 citations
  19. Tailored gamification: A review of literature

    2020 · 403 citations
  20. Why do people play games? A meta-analysis

    2017 · 356 citations
  21. Player Types: A Meta-synthesis

    2014 · 348 citations
  22. Measuring flow in gamification: Dispositional Flow Scale-2

    2014 · 337 citations
  23. Tailored gamification in education: A literature review and future agenda

    2022 · 335 citations
  24. The effect of challenge-based gamification on learning: An experiment in the context of statistics education

    2020 · 328 citations
  25. Gamification of education and learning : A review of empirical literature

    2018 · 327 citations

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