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Juho Hamari

Datos Biográficos

ID790885
NOMBREJuho Hamari
NOMBRESJuho
APELLIDOHamari
FIRMAHAMARI J
AFILIACIONESTampere University
ORCID0000-0002-6573-588X
VERIFICADOSí
TOTAL DE OBRAS70
TOTAL DE CITAS234
TOTAL COMO AUTOR70
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2014
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H7
  • Immersive Creativity

    Open Access•Enikő Orsolya Bereczki, Albert L Lehrman et al.•ARTICLE•Thinking Skills and Creativity•2026

    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

    Open Access•Elías Vega, Vega Elías et al.•ARTICLE•International Journal of…•2026

  • Gamification in marketing

    Open Access•Xinyi Yang, Nannan Xi et al.•ARTICLE•Internet Research•2026

    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

    Open Access•Chengyuan Li, Nannan Xi et al.•ARTICLE•Behaviour and Information…•2026

  • Natural manipulation of virtual reality

    Open Access•Zhenxing Li, Oğuz Buruk et al.•ARTICLE•International Journal of…•2025

    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

    Open Access•Wilk Oliveira, Pasqueline Dantas Scaico et al.•ARTICLE•Journal of Computer Assisted…•2025

  • Virtual empowerment

    Open Access•Anna-Leena Macey, Joseph Macey et al.•ARTICLE•Behaviour and Information…•2025

    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

    Open Access•Yanping Zhang, Nannan Xi et al.•ARTICLE•Technological Forecasting and…•2025

  • Play, games, and gamification to support sustainability transitions

    Open Access•Daniel Fernández Galeote, Linas Gabrielaitis et al.•ARTICLE•Environmental Innovation and…•2025

    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

    Open Access•Carlos Álvarez Barroso, Daniel Fernández Galeote et al.•ARTICLE•Environmental Research Letters•2025

    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

    Open Access•Narmeen Marji, Mattia Thibault et al.•ARTICLE•Futures•2025

  • Virtually better

    Open Access•Mila Bujić, Anna-Leena Macey et al.•ARTICLE•New Media & Society•2025•Referencias: 4

    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

    Open Access•Georgina Guillen, Juho Hamari et al.•ARTICLE•Internet Research•2025•Referencias: 3

    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

    Open Access•Isabella Aura, Lobna Hassan et al.•ARTICLE•Educational Review•2025•Referencias: 47

    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

    Open Access•Joseph Macey, Topias Mattinen et al.•ARTICLE•Games and Culture•2025•Citada por: 1•Referencias: 60

    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

    Open Access•Jeanine Krath, Maximilian Altmeyer et al.•ARTICLE•International Journal of…•2024

    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

    Open Access•Nannan Xi, Oğuz Buruk et al.•ARTICLE•International Journal of…•2024

    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

    Open Access•Aiganym Soltiyeva, Wilk Oliveira et al.•ARTICLE•Interactive Learning Environments•2024

    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

    Open Access•Georgina Guillen, Juho Hamari•ARTICLE•Simulation & Gaming•2024

    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

    Open Access•Radosław Trepanowski, Samuli Laato et al.•ARTICLE•Computers in Human Behavior•2024

    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

    Open Access•Joseph Macey, Juho Hamari et al.•ARTICLE•Computers in Human Behavior•2024

    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

    Mikko Salminen, Simo Järvelä et al.•ARTICLE•Behaviour and Information…•2024

    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

    Open Access•Wilk Oliveira, Juho Hamari et al.•ARTICLE•Behaviour and Information…•2024

    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

    Open Access•Marc Riar, Benedikt Morschheuser et al.•ARTICLE•Behaviour and Information…•2024

    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

    Open Access•Eetu Wallius, Ana Carolina Tomé Klock et al.•ARTICLE•Behaviour and Information…•2024

    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…

Siguiente
  • What is eSports and why do people watch it

    Open Access•Juho Hamari, Mirja Sjöblom et al.•ARTICLE•Internet Research•2017•Citada por: 92•Referencias: 15

    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

    Open Access•Zorah Hilvert-Bruce, James T Neill et al.•ARTICLE•Computers in Human Behavior•2018•Citada por: 66•Referencias: 8

  • ESports, skins and loot boxes

    Open Access•Joseph Macey, Juho Hamari•ARTICLE•New Media & Society•2018•Citada por: 17•Referencias: 5

    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”

    Open Access•Mila Bujić, Mikko Salminen et al.•ARTICLE•Internet Research•2020•Citada por: 13•Referencias: 10

    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

    Open Access•Maria Törhönen, Mirja Sjöblom et al.•ARTICLE•Internet Research•2019•Citada por: 9•Referencias: 15

    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

    Open Access•Mirja Sjöblom, Max Sjöblom et al.•ARTICLE•Internet Research•2020•Citada por: 7•Referencias: 10

    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

    Open Access•Juho Hamari•OTHER•The Blackwell Encyclopedia of…•2019•Citada por: 7•Referencias: 4

    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

    Open Access•Joseph Macey, Juho Hamari•ARTICLE•New Media & Society•2022•Citada por: 6•Referencias: 10

    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

    Marc Riar, Nannan Xi et al.•ARTICLE•Internet Research•2022•Citada por: 5•Referencias: 8

    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

    Open Access•Nannan Xi, Juan Chen et al.•ARTICLE•Internet Research•2024•Citada por: 2•Referencias: 10

    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

    Open Access•Samuli Laato, Bastian Kordyaka et al.•ARTICLE•Internet Research•2022•Citada por: 2•Referencias: 7

    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

    Eetu Wallius, Mattia Thibault et al.•ARTICLE•Mobilities•2022•Citada por: 2•Referencias: 44

    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

    Open Access•Joseph Macey, Brett Abarbanel et al.•ARTICLE•New Media & Society•2020•Citada por: 2•Referencias: 7

    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

    Open Access•Joseph Macey, Topias Mattinen et al.•ARTICLE•Games and Culture•2025•Citada por: 1•Referencias: 60

    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

    Open Access•Daniel Fernández Galeote, Velvet Spors et al.•ARTICLE•Environmental Education Research•2024•Citada por: 1•Referencias: 8

    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

    Open Access•Eshtiak Ahmed, Oğuz Buruk et al.•ARTICLE•International Journal of Social…•2024•Citada por: 1•Referencias: 75

    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

    Open Access•Ana Carolina Tomé Klock, Paula T Palomino et al.•ARTICLE•New Media & Society•2024•Citada por: 1•Referencias: 47

    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

    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 sharing economy

    Open Access•Juho Hamari, Mimmi Sjöklint et al.•ARTICLE•Journal of the Association for…•2016

    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

    Open Access•Juho Hamari, David J Shernoff et al.•ARTICLE•Computers in Human Behavior•2016

  • Why do people watch others play video games? An empirical study on the motivations of Twitch users

    Open Access•Mirja Sjöblom, Max Sjöblom et al.•ARTICLE•Computers in Human Behavior•2016

  • Do badges increase user activity? A field experiment on the effects of gamification

    Open Access•Juho Hamari•ARTICLE•Computers in Human Behavior•2017

  • A definition for gamification

    Open Access•Kai Huotari, Juho Hamari•ARTICLE•Electronic Markets•2017

    “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

    Open Access•Juho Hamari, Mirja Sjöblom et al.•ARTICLE•Internet Research•2017•Citada por: 92•Referencias: 15

    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

    Open Access•Joseph Macey, Juho Hamari•ARTICLE•New Media & Society•2018•Citada por: 17•Referencias: 5

    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

    Open Access•Jarosław Jankowski, Juho Hamari et al.•ARTICLE•Internet Research•2018•Referencias: 6

    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

    Open Access•Zorah Hilvert-Bruce, James T Neill et al.•ARTICLE•Computers in Human Behavior•2018•Citada por: 66•Referencias: 8

  • 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…

  • Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

    Open Access•Nannan Xi, Juho Hamari•ARTICLE•International Journal of…•2019

  • Live, Love, Juul

    Aqdas Malik, Yisheng Li et al.•ARTICLE•American Journal of Health Behavior•2019

    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

    Open Access•Maria Törhönen, Mirja Sjöblom et al.•ARTICLE•Internet Research•2019•Citada por: 9•Referencias: 15

    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

    Open Access•Juho Hamari•OTHER•The Blackwell Encyclopedia of…•2019•Citada por: 7•Referencias: 4

    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

    Open Access•Nikoletta-Zampeta Legaki, Nannan Xi et al.•ARTICLE•International Journal of…•2020

    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

    Open Access•Ana Carolina Tomé Klock, Isabela Gasparini et al.•ARTICLE•International Journal of…•2020

    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

    Open Access•Henry Korkeila, Juho Hamari•ARTICLE•Computers in Human Behavior•2020

  • Gameful civic engagement

    Open Access•Lobna Hassan, Juho Hamari•ARTICLE•Government Information Quarterly•2020

    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

    Open Access•Joseph Macey, Brett Abarbanel et al.•ARTICLE•New Media & Society•2020•Citada por: 2•Referencias: 7

    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

    Open Access•Mirja Sjöblom, Max Sjöblom et al.•ARTICLE•Internet Research•2020•Citada por: 7•Referencias: 10

    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”

    Open Access•Mila Bujić, Mikko Salminen et al.•ARTICLE•Internet Research•2020•Citada por: 13•Referencias: 10

    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

    Open Access•Mikko Salminen, Juho Hamari et al.•ARTICLE•Creativity Research Journal•2021

    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 obras) · Computer Science (45 obras) · Educational Games and Gamification (25 obras) · Social Psychology (25 obras) · Digital Games and Media (21 obras) · Sociology (21 obras) · Human–computer interaction (20 obras) · Business (17 obras) · Virtual Reality Applications and Impacts (17 obras) · Political science (16 obras)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae