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Jonna Koivisto

Biographic Data

ID10708387
NAMEJonna Koivisto
GIVEN NAMESJonna
FAMILY NAMEKoivisto
SIGNATUREKOIVISTO J
AFFILIATIONSTampere University
ORCID0000-0002-6631-2571
VERIFIEDNo
TOTAL WORKS4
TOTAL CITATIONS0
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2019
H-INDEX0
  • The rise of motivational information systems

    Open Access•Jonna Koivisto, Juho Hamari•ARTICLE•International Journal of…•2019

    Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growin…

  • Why do people use gamification services?

    Open Access•Juho Hamari, Jonna Koivisto•ARTICLE•International Journal of…•2015

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

    Juho Hamari, Jonna Koivisto et al.•CONFERENCE•2014 47th Hawaii International…•2014

    This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types o…

  • Demographic differences in perceived benefits from gamification

    Open Access•Jonna Koivisto, Juho Hamari•ARTICLE•Computers in Human Behavior•2014

No prominent works on this page.

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

    Juho Hamari, Jonna Koivisto et al.•CONFERENCE•2014 47th Hawaii International…•2014

    This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types o…

  • Demographic differences in perceived benefits from gamification

    Open Access•Jonna Koivisto, Juho Hamari•ARTICLE•Computers in Human Behavior•2014

  • Why do people use gamification services?

    Open Access•Juho Hamari, Jonna Koivisto•ARTICLE•International Journal of…•2015

  • The rise of motivational information systems

    Open Access•Jonna Koivisto, Juho Hamari•ARTICLE•International Journal of…•2019

    Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growin…

Educational Games and Gamification (4 works) · Psychology (4 works) · Technology Adoption and User Behaviour (4 works) · Empirical research (3 works) · Social Psychology (3 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Epistemology (2 works) · Field (mathematics) (2 works) · Impact of Technology on Adolescents (2 works)

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