Does gamification work?—A literature review of empirical studies on gamification J Hamari, J Koivisto, H Sarsa Proceedings of the 47th Hawaii International Conference on System Sciences …, 2014 | 7028 | 2014 |
The sharing economy: Why people participate in collaborative consumption J Hamari, M Sjöklint, A Ukkonen Journal of the Association for Information Science and Technology 67 (9 …, 2016 | 5192 | 2016 |
Defining gamification - A service marketing perspective K Huotari, J Hamari Proceedings of The 16th International Academic Mindtrek Conference, 17-22, 2012 | 2582 | 2012 |
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning J Hamari, DJ Shernoff, E Rowe, B Coller, J Asbell-Clarke, T Edwards Computers in human behavior 54, 170-179, 2016 | 2107 | 2016 |
The rise of motivational information systems: A review of gamification research J Koivisto, J Hamari International Journal of Information Management 45, 191-210, 2019 | 1697 | 2019 |
What is eSports and why do people watch it? J Hamari, M Sjöblom Internet Research 27 (2), 211-232, 2017 | 1583 | 2017 |
A definition for gamification: anchoring gamification in the service marketing literature K Huotari, J Hamari Electronic Markets 27 (1), 21–31, 2017 | 1292 | 2017 |
Demographic differences in perceived benefits from gamification J Koivisto, J Hamari Computers in Human Behavior 35, 179-188, 2014 | 1204 | 2014 |
Transforming Homo Economicus into Homo Ludens: a field experiment on gamification in a utilitarian peer-to-peer trading service J Hamari Electronic Commerce Research and Applications 12 (4), 236-245, 2013 | 1133 | 2013 |
Do badges increase user activity? A field experiment on the effects of gamification J Hamari Computers in Human Behavior 71, 469-478, 2017 | 1008 | 2017 |
Why do people watch others play video games? An empirical study on the motivations of twitch users M Sjöblom, J Hamari Computers in Human Behavior 75, 985-996, 2017 | 889 | 2017 |
Social motivations of live-streaming viewer engagement on Twitch Z Hilvert-Bruce, JT Neill, M Sjöblom, J Hamari Computers in Human Behavior 84, 58-67, 2018 | 877 | 2018 |
Why do people use gamification services? J Hamari, J Koivisto International journal of information management 35 (4), 419-431, 2015 | 837 | 2015 |
Social motivations to use gamification: An empirical study of gamifying exercise J Hamari, J Koivisto Proceedings of the 21st European Conference on Information Systems, 2013 | 826 | 2013 |
Gamification of education and learning: A review of empirical literature J Majuri, J Koivisto, J Hamari Proceedings of the 2nd International GamiFIN Conference 2186, 11-19, 2018 | 659 | 2018 |
Game design as marketing: How game mechanics create demand for virtual goods J Hamari, V Lehdonvirta International Journal of Business Science & Applied Management 5 (1), 14-29, 2010 | 641 | 2010 |
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction N Xi, J Hamari International Journal of Information Management 46, 210-221, 2019 | 621 | 2019 |
“Working out for likes”: An empirical study on social influence in exercise gamification J Hamari, J Koivisto Computers in human behavior 50, 333-347, 2015 | 617 | 2015 |
Player Types: A Meta-synthesis J Hamari, J Tuunanen Transactions of the Digital Games Research Association 1 (2), 29-53, 2014 | 501 | 2014 |
Do persuasive technologies persuade? - A review of empirical studies J Hamari, J Koivisto, T Pakkanen Persuasive Technology, 118-136, 2014 | 477 | 2014 |