Jonna Koivisto
Biographic Data
| ID | 10708387 |
|---|---|
| NAME | Jonna Koivisto |
| GIVEN NAMES | Jonna |
| FAMILY NAME | Koivisto |
| SIGNATURE | KOIVISTO J |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0002-6631-2571 |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2019 |
| H-INDEX | 0 |
The rise of motivational information systems
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?
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
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
No prominent works on this page.
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
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
Why do people use gamification services?
The rise of motivational information systems
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)