Professor Juho Hamari

Contact Information

 

Email: juho.hamari@tuni.fi

Phone: +358 50 318 6861

 

            

HAMARI, JUHO

Dr. Juho Hamari is a Professor of Gamification at the Faculty of Information Technology and Communications, Tampere University as well as at the Faculty of Humanities at University of Turku. He leads the Gamification Group.

 

Prior to current engagements, Dr. Hamari has been a researcher at Aalto University School of Business, Helsinki Institute for Information Technology HIIT as well as a Visiting Scholar at UC Berkeley School of Information (2015-2016).

 

Dr. Hamari’s and his research group’s (GG) research covers several forms of information technologies such as games, motivational information systems (e.g. gamification, game-based learning, persuasive technologies), new media (social networking services, online video streaming, eSports), peer-to-peer economies (sharing economy, collaborative consumption, crowdsourcing), and virtual economies

 

Dr. Hamari has authored several seminal empirical, theoretical and meta-analytical scholarly articles on these topics from perspective of consumer behavior, human-computer interaction, game studies and information systems science. His research has been published in a variety of prestigious venues such as Organization Studies, Journal of the Association for Information Science and Technology, User Modeling and User-Adapted Interaction, International Journal of Human-computer Studies, Information & Software Technology, Journal of Documentation, International Journal of Information Management, Computers in Human Behavior, Internet Research, Cyberpsychology, Behavior and Social Networking, Electronic Commerce Research and Applications, Simulation & Gaming as well as in books published by e.g. MIT Press.

 

Dr. Hamari has advised several organizations on varying topics including game design, marketing, behavioural economics and gamification.

Publications

Journal publications

 

j50                          Korkeila, H., & Hamari, J. (2019). Avatar capital: The relationships between player orientation and their avatar’s social, symbolic, economic and cultural capital. Computers in Human Behavior, 102, 14-21.

(Impact factor 4.306 | JUFO 2)

j49                          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 4.306 | JUFO 2)

j48                          Bortko, K., Pazura, P., Hamari, J., Bartków, P., & Jankowski, J. (2019). From the Hands of an Early Adopter’s Avatar to Virtual Junkyards: Analysis of Virtual Goods’ Lifetime Survival. Applied Sciences, 9(7), 1268.

(Impact factor 1.689 | JUFO 1)

J47                          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 1.905 | JUFO 1)

j46                          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 5.063 | JUFO 2)

j45                          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, 29(3), 619-660.

(Impact factor 3.625 | JUFO 3)

j44                          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 4.109 | JUFO 2)

j43                          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, 130, 75-85.

(Impact factor 2.863 | JUFO 3)

j42                          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 5.063 | JUFO 2)

j41                          Köse, B. D., Morschheuser, B., & Hamari, J. (2019). Is it a tool or a toy? How user conceptions of a system’s purpose affect their experience and use. International Journal of Information Management, 49, 461-474.

(Impact factor 5.063 | JUFO 2)

j40                          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)

j39                          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, 43(2), 326-336.

(Impact factor 1.840 | JUFO 1)

j38                          Morschheuser, B., & Hamari, J. (2019). The gamification of work: Lessons from crowdsourcing. Journal of Management Inquiry. (online first).

(Impact factor 1.793 | JUFO 1)

j37                          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, 127, 7-24.

(Impact factor 2.863 | JUFO 3)

j36                          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, 127, 1-6.

(Impact factor 2.863 | JUFO 3)

j35                          Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2019). The ingredients of Twitch streaming: Affordances of game streams. Computers in Human Behavior, 92, 20-28.

(Impact factor 4.306 | JUFO 2)

j34                          Törhönen, M., Sjöblom, M., Hassan, L., & Hamari, J. (2019). Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Research, (in press).

(Impact factor 4.109 | JUFO 2)

j33                          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)

j32                          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 5.063 | JUFO 2)

j31                          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)

j30                          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 4.306 | JUFO 2)

J29                          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)

j28                          Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353.

(Impact factor 4.306 | JUFO 2)

j27                          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)

j26                          Hamari, J. (2017). Do badges increase user activity? A field experiment on effects of gamification. Computers in Human Behavior, 71, 469-478.

(Impact factor 4.306 | JUFO 2)

j25                          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 4.306 | JUFO 2)

j24                          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 5.063 | JUFO 2)

j23                          Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A Meta-analysis. Computers in Human Behavior, 71, 59-69.

(Impact factor 4.306 | JUFO 2)

j22                          Hamari, J., & Keronen, L. (2017). Why do people play games? A Meta-analysis. International Journal of Information Management, 37(3), 125-141.

(Impact factor 5.063 | JUFO 2)

j21                          Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2).

(Impact factor 4.109 | JUFO 2 | Emerald Literati Award of Excellence)

j20                          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)

j19                          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)

j18                          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 4.306 | JUFO 2)

j17                          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 4.306 | JUFO 2)

j16                          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 4.306 | JUFO 2)

j15                          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)

j14                          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 4.306 | JUFO 2 | Emerging Virtual Scholar Award)

j13                          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 2.738 | JUFO 3)

j12                          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)

j11                          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 5.063 | JUFO 2)

j10                          Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), 419-431.

(Impact factor 5.063 | JUFO 2)

j9                             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 4.306 | JUFO 2)

j8                             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)

j7                             Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40, 133-143.

(Impact factor 4.306 | JUFO 2)

j6                             Hamari, J., & Tuunanen, J. (2014). Player types: a meta-synthesis. Transactions of the Digital Games Research Association, 1 (2), 29-53.

(JUFO 1)

j5                             Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.

(Impact factor 4.306 | JUFO 2)

j4                             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)

j3                             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)

j2                             Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013). Social network games: players’ perspectives. Simulation & Gaming, 44 (6), 794-820.

(JUFO 2)

j1                             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)

 

 

Articles in refereed edited books

 

b6                           Hamari, J. (2019). Gamification. In G. Ritzer & C. Rojek (Eds.), The Blackwell Encyclopedia of Sociology. New York John Wiley & Sons.

(JUFO 2)

b5                           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)

b4                           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)

b3                           Hamari, J. (2013). Pelillistäminen. In J. T. Harviainen, M. Meriläinen & T. Tossavainen (Eds.) Pelikasvattajan käsikirja. Helsinki: Mediakasvatus- ja kuvaohjelmakeskus.

b2                           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)

b1                           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)

 

Articles in refereed conference / workshop proceedings

 

c56                         Hamari, J., Hassan, L., & Thibault, M. (2020). Gamification. In Proceedings of 53rd Hawaii International Conference on System Sciences, Hawaii, January 7-10, 2020.

(JUFO 1)

c55                         Hassan, L., Jylhä, H., Sjöblom, M., & Hamari, J. (2020). Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use. In Proceedings of 53rd Hawaii International Conference on System Sciences, Hawaii, January 7-10, 2020.

(JUFO 1)

c54                         Hassan, L., Xi, N., Gurkan, B., Koivisto, J., & Hamari, J. (2020). Gameful self-regulation: A study on how gamified self-tracking features evoke gameful experiences. In Proceedings of 53rd Hawaii International Conference on System Sciences, Hawaii, January 7-10, 2020.

(JUFO 1)

c53                         Holopainen, J., Pöyry, E., Hamari, J., Mattila, O. (2020). Mixed, Augmented, and Virtual Reality: Co-designed Services and Applications. In Proceedings of 53rd Hawaii International Conference on System Sciences, Hawaii, January 7-10, 2020.

(JUFO 1)

c52                         Riar, M., Morschheuser, B., Hamari, J., & Zarnekow, R. (2020). How game features give rise to altruism and collective action? Implications for cultivating cooperation by gamification. In Proceedings of 53rd Hawaii International Conference on System Sciences, Hawaii, January 7-10, 2020.

(JUFO 1)

c51                         Törhönen, M., Sjöblom, M., Vahlo, J., & Hamari, J. (2020). View, play and pay? – The relationship between consumption of gaming video content and video game playing and buying. In Proceedings of 53rd Hawaii International Conference on System Sciences, Hawaii, January 7-10, 2020.

(JUFO 1)

c50                         Feng, C., Xi, N., Zhuang, G., & Hamari, J. (2019). IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis. In Proceedings of the 25th Americas Conference on Information Systems, Cancun, Mexico, August 15-17, 2019.

(JUFO 1)

c49                         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)

c48                         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)

c47                         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)

c46                         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)

c45                         Köse, D. B., & Hamari, J. (2019). Dual Information Systems: A Review Of Factors Affecting Their Use. In Proceedings of the 25th Americas Conference on Information Systems, Cancun, Mexico, August 15-17, 2019.

(JUFO 1)

c44                         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)

c43                         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)

c42                         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)

c41                         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)

c40                         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)

c39                         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)

c38                         Xi, N., & Hamari, J. (2019). VR Shopping: A review of Literature. In Proceedings of the 25th Americas Conference on Information Systems, Cancun, Mexico, August 15-17, 2019.

(JUFO 1)

c37                         Xu, H., Wu, Y., Xi, N., & Hamari, J. (2019). What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns. In Proceedings of the 25th Americas Conference on Information Systems, Cancun, Mexico, August 15-17, 2019.

(JUFO 1)

c36                         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)

c35                         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)

c34                         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.

(JUFO 1)

c33                         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.

(JUFO 1)

c32                         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)

c31                         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)

c30                         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)

c29                         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)

c28                         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)

c27                         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)

c26                         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.

(JUFO 1)

c25                         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.

c24                         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)

c23                         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)

c22                         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)

c21                         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)

c20                         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)

Poster                   Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2016). Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. International Communication Association ICA conference, Fukuoka, Japan, June 9-13, 2016. [POSTER + PRESENTATION ONLY].

c19                         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)

c18                         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)

Presentaton      Järvelä, S., Salminen, M., Kivikangas, J.M., Hamari, J., & Ravaja, N., (2016). Neuroeconomics of free-to-play games: frustration as a predictor of buying behavior in Candy Crush Saga. Games and Money, the 12th Annual Game Research Lab Spring Seminar. Tampere, Finland.

c17                         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)

c16                         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)

c15                         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)

c14                         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)

c13                         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).

c12                         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)

c11                         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.

c10                         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.

c9                            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)

c8                            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)

c7                            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)

c6                            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)

c5                            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)

c4                            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)

c3                            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)

c2                            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)

c1                            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)