Juho Hamari
Biographic Data
| ID | 790885 |
|---|---|
| NAME | Juho Hamari |
| GIVEN NAMES | Juho |
| FAMILY NAME | Hamari |
| SIGNATURE | HAMARI J |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0002-6573-588X |
| VERIFIED | Yes |
| TOTAL WORKS | 70 |
| TOTAL CITATIONS | 234 |
| AUTHOR COUNT | 70 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 7 |
Immersive Creativity
Leveraging the potential of Immersive Virtual Reality (IVR) environments for creativity enhancement, this randomized controlled experiment explores the impact of a novel IVR-based cognitive figural creativity training on creative thinking, engagement, and user experience among young adults. A total of 111 university students from a large Hungarian university were assigned to a 90-minute IVR-based creativity training intervention utilizing a 3D pa…
What leads to better immersive experiences? The role of guidance and mobility in virtual reality museums
Gamification in marketing
Purpose Gamification has been widely adopted to motivate consumers and enhance their experiences with products, services and brands. However, its effectiveness remains inconsistent: when applied superficially, it may be dismissed as a gimmick; and when misused, it may manipulate consumers and lead to negative outcomes. This study therefore develops a comprehensive understanding of how gamification works in marketing, which forms are most effectiv…
Empowered decision-making through virtual reality
Natural manipulation of virtual reality
The study experimentally compared the novel VR interfaces that use current state-of-the-art kinesthetic gloves as manipulation tools with the traditional controller-based VR interface in accurate 3D object manipulation. • The experiment demonstrated the strengths of finger-based multipoint interaction provided by kinesthetic gloves, in terms of task completion time, accuracy, perceived workload and user preference. • The results also revealed the…
The Effects of Gamification on Students' Flow Experience
Virtual empowerment
Social performance situations, often crucial and expected in today’s work contexts, can be perceived as highly challenging and stressful. Therefore, experiencing anxiety in public speaking situations can have a negative impact on individuals’ working lives and career prospects. Virtual reality environments offer novel means to practise public speaking anywhere, safely and privately, and to replace simulations with more dynamic and innovative trai…
Gamification for elderly well-being
Play, games, and gamification to support sustainability transitions
Transitioning towards more sustainable systems is crucial in an era where carbon emissions continue to rise and planetary boundaries have been exceeded. However, traditional methods for public engagement with institutionally, technically, and ecologically complex issues have shown limited results in motivating change. In response, play, games, and gamification promise to support sustainability transitions by engaging diverse stakeholders and prom…
State-of-the-art in climate resilience gamification for coastal environments
Gamification has emerged as a promising tool for education and awareness-raising in the context of climate adaptation, but we lack a clear understanding of its topical and geographical reach, as well as its effectiveness. To gain a comprehensive understanding of the state of the art, we conducted a systematic literature review of 40 studies addressing sea level rise; flooding resulting from sea level rise or extreme weather events; and transforma…
Fantastical cities
Virtually better
Immersive multi-user virtual reality (VR) enables users to embody a first-person avatar and through them enact agency over their virtual self-representations and identities. Moreover, these visual representations can profoundly impact users’ thinking and behaviour. Despite this, there is a dearth of understanding of how opportunities to create an avatar versus using a preassigned one might affect users. One of the first pre-registered multi-user …
The hurdles of saving the world
Purpose This study aims to increase our understanding of the value and ethical conflicts faced by sustainable consumption app (SCA) creators when applying gamification to support individual sustainability practices. The results include practical strategies and recommendations toward responsible innovation and sustainable human–computer interaction. Design/methodology/approach This study consists of semi-structured interviews with 21 SCA creators,…
Transforming a school into Hogwarts
Educators are continuously exploring ways to enhance the academic potential of students while fostering a positive social atmosphere within classrooms. To meet these various curricular and interpersonal objectives, teachers are increasingly utilising educational storification in order to engage students and positively support their social relationships. However, research still lacks in terms of how storification impacts students’ social behaviour…
Paying, Playing, and Spectating
The association between playing digital games and watching esports has, to date, been an explicit assumption of many works, specifically that there is a strong and direct correlation between playing games and watching esports. The conflation of game play and esports serves to create conceptual confusion and a lack of clarity in research, both in HCI and beyond. This exploratory, atheoretical work demonstrates that some correlations exist between …
Uncovering the theoretical basis of user types
Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to indiv…
Wearable gaming technology
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and overall wearable computing, wearable devices have become a mainstay in everyday life. While gaming is one of the most intuitively appealing areas for using wearable devices, most gaming concepts relying on wearable devices have had only moderate success. Therefore, further knowledge is needed by game developers for innovating new gaming concepts, by wearable…
Understanding experiences and interactions of children with Asperger’s syndrome in Virtual Reality-based learning systems
Asperger’s syndrome is part of the large group of Autism Spectrum Disorders. Children with Asperger’s syndrome suffer from communication difficulties, which leads to disabilities related to social skills and learning. One of the novel suggested approaches to help in their social interaction and learning has been the use of Virtual Reality environments. Following this path, in this long-term study, we explored the social interaction and communicat…
Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators
Background Although gamified sustainable consumption apps (SCAs) have been on the rise, only a few have survived longer than two years. While most existing research focuses on how gamification contributes to engagement and the formation of more sustainable consumption habits, there is little about how their survival is secured. Intervention’s Purpose Twenty-one SCA creators shared their considerations and experiences managing SCAs, providing valu…
Sexism in esports
While equality and inclusivity are promoted in the realm of video gaming, most gamer communities remain male-dominated, which may give rise to prejudices against female players and their skill among gamer and the general public. In this study, we conducted two experiments where we measured how participants evaluate players’ performance and agency attributions. We used two distinct experimental manipulations—one utilizing videos of players playing…
A conceptual framework for understanding and identifying gamblified experiences
Gamblification, i.e. the use of gambling as a tool to influence consumer decision-making, has most recently been associated with the monetisation of digital games. Yet, despite such implementations receiving the majority of attention, gamblification is not restricted to this context. Indeed, it is becoming increasingly visible across a range of media products and services, with the potential to be used to achieve pro-social as well as commercial …
Meditating in a neurofeedback virtual reality
With the advent of consumer-grade electroencephalography (EEG) and virtual reality (VR) devices, the use of human cognitive processes directly as means for user-adapted interaction in immersive virtual environments has become increasingly relevant. In this study (N = 43), we investigate electroencephalography-based neurofeedback interaction in virtual reality (VR). Particularly, we investigate this phenomenon in the context of meditation which en…
Uncovering associations between users' behaviour and their flow experience
Flow experience is one of the most ambitious targets of any user interface designer. However, it has remained elusive to evaluate how well user interfaces give rise to flow experience outside conducting invasive self-reporting-based questionnaires, which remove the users from the flow experience and can't be massively applied. At the same time, otherwise, well-built systems do track the behaviour of users on the interface, and therefore, user beh…
Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention
Achieving cooperation between individuals is challenging and often driven by self-beneficial motives. On the other hand, people also seem capable of subordinating their personal interests and of engaging in cooperation for motives other than their own, i.e. out of altruistic impulses. One context in which both motivational facets can be observed is multiplayer online games. However, there is a lack of knowledge about how cooperation based on altr…
From forceful compliance to motivated endorsement
The commonly applied strategies for promoting policy compliance can be coercive, potentially hindering behavioural change and discouraging individuals from taking a proactive role in their social settings.These approaches also pose risks related to ethics as they may sacrifice individual agency and autonomy.However, contemporary motivational strategies may provide solutions to these conundrums.One of the prominent approaches is gamification, whic…
What is eSports and why do people watch it
Purpose The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as "a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces." In more practical terms, eSports refer to competitive video gaming (broadcasted on th…
Social motivations of live-streaming viewer engagement on Twitch
ESports, skins and loot boxes
Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses partic…
Empathy machine”
Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news vid…
Fame and fortune, or just fun? A study on why people create content on video platforms
Purpose The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and t…
Digital athletics in analogue stadiums
Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet …
Gamification
Gamification broadly refers to technological, economic, cultural, and societal developments in which reality is becoming more gameful, and thus to a greater extent can afford the accruing of skills, motivational benefits, creativity, playfulness, engagement, and overall positive growth and happiness. These aspects are all commonly perceived as positive benefits of play and playing games. Gamification can be seen to progress through two primary de…
Gamblification
In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specifi…
Using augmented reality for shopping
Purpose A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is addressing contemporary challenges rooted in online shopping (e.g. in terms of experientiality and try-on) and is fundamentally reshaping consumers' experiences. The purpose of this study is to provide a synthesized and structured overview of the state-of-the-art res…
Acceptance of the metaverse
Purpose In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examinin…
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
Gamifying the city
This article builds on previous scholarship on urban play, playable cities, and gamification by focusing on the contemporary relationship between play and mobility in cities. The article applies Floch’s semiotic square of valorisations to urban mobility by examining the values that are employed to make sense of movement through the city. The model is developed through Caillois’ forms of play: chance, competition, simulation, and vertigo. The mode…
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…
Paying, Playing, and Spectating
The association between playing digital games and watching esports has, to date, been an explicit assumption of many works, specifically that there is a strong and direct correlation between playing games and watching esports. The conflation of game play and esports serves to create conceptual confusion and a lack of clarity in research, both in HCI and beyond. This exploratory, atheoretical work demonstrates that some correlations exist between …
The limits to sustainability
Future leaders will have the challenging task of transitioning current societal practices and organizations towards sustainability, but we lack in-depth characterizations of young sustainability leadership students within specialized higher education programs. Understanding their aspirations, doubts and fears may help educators to provide tailored and innovative teaching. In this study, we engage 24 students of a Finnish sustainability leadership…
Human–Robot Companionship
The field of robotics has grown exponentially over the years, especially the social aspect, which has enabled robots to interact with humans meaningfully. Robots are now used in many domains, such as manufacturing, healthcare, education, entertainment, rehabilitation, etc. Along with their widespread usage in many real-life environments, robots have been used as companions to humans. With the increased amount of research done on human–robot compa…
Gamification towards and alongside equity, diversity and inclusion
Given the urgent need for environments that enable everyone in fulfilling their fullest potential, many new media innovations have focused on equity, diversity and inclusion (EDI) actions. Gamification is one of these innovations, becoming a promising avenue to engage people towards effective social change. Yet, the intersection between EDI and gamification is incipient and fragmented, preventing a comprehensive understanding of current findings …
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 sharing economy
Information and communications technologies (ICTs) have enabled the rise of so‐called “Collaborative Consumption” (CC): the peer‐to‐peer‐based activity of obtaining, giving, or sharing the access to goods and services, coordinated through community‐based online services . CC has been expected to alleviate societal problems such as hyper‐consumption, pollution, and poverty by lowering the cost of economic coordination within communities. However, …
Challenging games help students learn
Why do people watch others play video games? An empirical study on the motivations of Twitch users
Do badges increase user activity? A field experiment on the effects of gamification
A definition for gamification
“Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with ser…
What is eSports and why do people watch it
Purpose The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as "a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces." In more practical terms, eSports refer to competitive video gaming (broadcasted on th…
ESports, skins and loot boxes
Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses partic…
A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements
Purpose The purpose of this paper is to develop and test a method that can gradually find a sweet spot between user experience and visual intensity of website elements to maximise user conversion with minimal adverse effect. Design/methodology/approach In the first phase of the study, the authors develop the method. In the second stage, the authors test and evaluate the method via an empirical study; also, an experiment was conducted within web i…
Social motivations of live-streaming viewer engagement on Twitch
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…
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
Live, Love, Juul
Objectives: In this study, we identified patterns of communication around Juul use and users on Twitter. Methods: Public tweets were collected from April 27, 2018 until June 27, 2018. We categorized 1008 randomly selected tweets on 4 dimensions: user type, sentiment, genre, and theme. Results: Most tweets were through personal accounts followed by ones of the tobacco industry. Participation by anti-tobacco campaigners, educational, and government…
Fame and fortune, or just fun? A study on why people create content on video platforms
Purpose The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and t…
Gamification
Gamification broadly refers to technological, economic, cultural, and societal developments in which reality is becoming more gameful, and thus to a greater extent can afford the accruing of skills, motivational benefits, creativity, playfulness, engagement, and overall positive growth and happiness. These aspects are all commonly perceived as positive benefits of play and playing games. Gamification can be seen to progress through two primary de…
The effect of challenge-based gamification on learning
Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of gamification in the context of education has been growing, there are blind spots regarding which types of gamification may be suitable for different educational contexts. This study investigates the effects of the challenge-based gamification on learning in the…
Tailored gamification
Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mos…
Avatar capital
Gameful civic engagement
With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a lo…
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…
Digital athletics in analogue stadiums
Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet …
Empathy machine”
Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news vid…
Empathizing with the End User
Trait emotional intelligence and evoked empathy may help in a task where emotion-evoking source material is utilized to ideate solutions and services for the end-user. Participants of the current study read life stories of different persons, with perspective-taking instruction to evoke either high or low empathy. The reading was followed with ideation tasks, first identifying problems that the person of the story is facing, and then creating init…
Psychology (53 works) · Computer Science (45 works) · Educational Games and Gamification (25 works) · Social Psychology (25 works) · Digital Games and Media (21 works) · Sociology (21 works) · Human–computer interaction (20 works) · Business (17 works) · Virtual Reality Applications and Impacts (17 works) · Political science (16 works)