Juho Hamari

Active 2010–2026

443
Papers
35,158
Citations
72
h-index
181
i10-index

Citations

Citations per year for Juho Hamari1993: 1 citations2008: 1 citations2010: 1 citations2011: 8 citations2012: 14 citations2013: 51 citations2014: 191 citations2015: 378 citations2016: 499 citations2017: 781 citations2018: 1,042 citations2019: 1,440 citations2020: 1,521 citations2021: 1,730 citations2022: 1,519 citations2023: 1,792 citations2024: 1,890 citations2025: 1,452 citations2026: 456 citations1994–2007: no citations, so these years are not shown2009: no citations, so this year is not shown

Citation sources

Countries

World map of the countries and regions citing this authorUnited States: 1,403 citing papers, 11.6% of this breakdownChina: 1,073 citing papers, 8.9% of this breakdownGermany: 753 citing papers, 6.2% of this breakdownUnited Kingdom: 698 citing papers, 5.8% of this breakdownFinland: 641 citing papers, 5.3% of this breakdownSpain: 528 citing papers, 4.4% of this breakdownCanada: 415 citing papers, 3.4% of this breakdownAustralia: 376 citing papers, 3.1% of this breakdownItaly: 368 citing papers, 3.1% of this breakdownTaiwan: 336 citing papers, 2.8% of this breakdownNetherlands: 280 citing papers, 2.3% of this breakdownSouth Korea: 271 citing papers, 2.3% of this breakdown
0%11.6%Other 40.8%

Fields

  • Psychology37%
  • Computer Science23.3%
  • Social Sciences17.2%
  • Business, Management and Accounting7.4%
  • Decision Sciences4.2%
  • Engineering2.8%
  • Other8.1%

Topics

  • Educational Games and Gamification14.1%
  • Virtual Reality Applications and Impacts6.3%
  • Digital Games and Media5.9%
  • Digital Marketing and Social Media4.3%
  • Technology Adoption and User Behaviour3.7%
  • Impact of Technology on Adolescents3.3%
  • Other62.4%

Coauthors

All papers

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

    Authors: , , - 47th Hawaii International Conference on System Sciences, HICSS 2014 cited by 4,832

  2. The rise of motivational information systems: A review of gamification research

    Authors: , - International Journal of Information Management, Int. J. Inf. Manag. 2017 cited by 1,649

  3. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

    Authors: , , , , , - Computers in Human Behavior, Comput. Hum. Behav. 2015 cited by 1,644

  4. The challenges of entering the metaverse: An experiment on the effect of extended reality on workload

    Authors: , , , , - Information Systems Frontiers, Inf. Syst. Frontiers 2022 cited by 411

  5. Social motivations of live-streaming viewer engagement on Twitch

    Authors: , , , - Computers in Human Behavior, Comput. Hum. Behav. 2018 cited by 839

  6. Tailored gamification: A review of literature

    Authors: , , , - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 cited by 381

  7. Tailored gamification in education: A literature review and future agenda

    Authors: , , , , , , - Education and Information Technologies, Educ. Inf. Technol. 2022 cited by 311

  8. A definition for gamification: anchoring gamification in the service marketing literature

    Authors: , - Electronic Markets, Electron. Mark. 2016 cited by 1,039

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

    Authors: , - International Journal of Information Management, Int. J. Inf. Manag. 2019 cited by 602

  10. Shopping in virtual reality: A literature review and future agenda

    Authors: , - Journal of Business Research 2021 cited by 287

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

    Authors: , - Computers in Human Behavior, Comput. Hum. Behav. 2016 cited by 626

  12. What is eSports and why do people watch it?

    Authors: , - Internet Research, Internet Res. 2017 cited by 950

  13. Demographic differences in perceived benefits from gamification

    Authors: , - Computers in Human Behavior, Comput. Hum. Behav. 2014 cited by 822

  14. Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

    Authors: , , - User Modeling and User-Adapted Interaction, User Model. User Adapt. Interact. 2019 cited by 288

  15. Why do people use gamification services?

    Authors: , - International Journal of Information Management, Int. J. Inf. Manag. 2015 cited by 617

  16. The effect of challenge-based gamification on learning: An experiment in the context of statistics education

    Authors: , , , , - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 cited by 309

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

    Authors: - Computers in Human Behavior, Comput. Hum. Behav. 2015 cited by 664

  18. Defining gamification: a service marketing perspective

    Authors: , - Proceeding of the 16th International Academic MindTrek Conference 2012 cited by 1,139

  19. Does gamification affect brand engagement and equity? A study in online brand communities

    Authors: , - Journal of Business Research 2020 cited by 380

  20. Why do people play games? A meta-analysis

    Authors: , - International Journal of Information Management, Int. J. Inf. Manag. 2017 cited by 345

  21. Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda

    Authors: , , , , - Internet Research, Internet Res. 2022 cited by 149

  22. The effects of personalized gamification on students' flow experience, motivation, and enjoyment

    Authors: , , , , , , - Smart Learning Environments, Smart Learn. Environ. 2022 cited by 123

  23. AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education

    Authors: , , , - IEEE International Conference on Advanced Learning Technologies (ICALT) 2023 cited by 72

  24. Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing

    Authors: , , - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2018 cited by 213