Juho Hamari
Active 2010–2026
- 443
- Papers
- 35,158
- Citations
- 72
- h-index
- 181
- i10-index
Citations
Citation sources
Countries
Institutions
- Tampere University1.9%
- University of Turku0.8%
- I42101331100.6%
- Hong Kong Polytechnic University0.5%
- University of Waterloo0.5%
- Aalto University0.4%
- Other95.3%
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
- Nannan Xi74
- Wilk Oliveira49
- Oguz 'Oz' Buruk48
- Mila Bujic35
- Daniel Fernández Galeote32
- Jonna Koivisto28
- Nikoletta Zampeta Legaki27
- Joseph Macey26
- Mattia Thibault24
- Samuli Laato24
- Lobna Hassan23
- Benedikt Morschheuser20
- Velvet Spors16
- Max Sjöblom15
- Seiji Isotani14
- Ana Carolina Tomé Klock13
- Maria Törhönen13
- Elpida Bampouni12
- Çaglar Genç12
- Bastian Kordyaka11
- Ferran Altarriba Bertran11
- Simo Järvelä11
- Eshtiak Ahmed10
- Timo Nummenmaa10
All papers
- Does Gamification Work? - A Literature Review of Empirical Studies on Gamification
Authors: Juho Hamari, Jonna Koivisto, Harri Sarsa - 47th Hawaii International Conference on System Sciences, HICSS 2014 cited by 4,832
- The rise of motivational information systems: A review of gamification research
Authors: Jonna Koivisto, Juho Hamari - International Journal of Information Management, Int. J. Inf. Manag. 2017 cited by 1,649
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
Authors: Juho Hamari, David J. Shernoff, Elizabeth Rowe, Brianno D. Coller, Jodi Asbell-Clarke, Teon Edwards - Computers in Human Behavior, Comput. Hum. Behav. 2015 cited by 1,644
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload
Authors: Nannan Xi, Juan Chen, Filipe Gama, Marc Riar, Juho Hamari - Information Systems Frontiers, Inf. Syst. Frontiers 2022 cited by 411
- Social motivations of live-streaming viewer engagement on Twitch
Authors: Zorah Hilvert-Bruce, James T. Neill, Max Sjöblom, Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2018 cited by 839
- Tailored gamification: A review of literature
Authors: Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, Juho Hamari - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 cited by 381
- Tailored gamification in education: A literature review and future agenda
Authors: Wilk Oliveira, Juho Hamari, Lei Shi, Armando M. Toda, Luiz A. L. Rodrigues, Paula T. Palomino, Seiji Isotani - Education and Information Technologies, Educ. Inf. Technol. 2022 cited by 311
- A definition for gamification: anchoring gamification in the service marketing literature
Authors: Kai Huotari, Juho Hamari - Electronic Markets, Electron. Mark. 2016 cited by 1,039
- Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
Authors: Nannan Xi, Juho Hamari - International Journal of Information Management, Int. J. Inf. Manag. 2019 cited by 602
- Shopping in virtual reality: A literature review and future agenda
Authors: Nannan Xi, Juho Hamari - Journal of Business Research 2021 cited by 287
- Why do people watch others play video games? An empirical study on the motivations of Twitch users
Authors: Max Sjöblom, Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2016 cited by 626
- What is eSports and why do people watch it?
Authors: Juho Hamari, Max Sjöblom - Internet Research, Internet Res. 2017 cited by 950
- Demographic differences in perceived benefits from gamification
Authors: Jonna Koivisto, Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2014 cited by 822
- Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
Authors: Johan Högberg, Juho Hamari, Erik Wästlund - User Modeling and User-Adapted Interaction, User Model. User Adapt. Interact. 2019 cited by 288
- Why do people use gamification services?
Authors: Juho Hamari, Jonna Koivisto - International Journal of Information Management, Int. J. Inf. Manag. 2015 cited by 617
- The effect of challenge-based gamification on learning: An experiment in the context of statistics education
Authors: Nikoletta Zampeta Legaki, Nannan Xi, Juho Hamari, Kostas Karpouzis, Vassilios Assimakopoulos - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 cited by 309
- Do badges increase user activity? A field experiment on the effects of gamification
Authors: Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2015 cited by 664
- Defining gamification: a service marketing perspective
Authors: Kai Huotari, Juho Hamari - Proceeding of the 16th International Academic MindTrek Conference 2012 cited by 1,139
- Does gamification affect brand engagement and equity? A study in online brand communities
Authors: Nannan Xi, Juho Hamari - Journal of Business Research 2020 cited by 380
- Why do people play games? A meta-analysis
Authors: Juho Hamari, Lauri Keronen - International Journal of Information Management, Int. J. Inf. Manag. 2017 cited by 345
- Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda
Authors: Marc Riar, Nannan Xi, Jakob J. Korbel, Rüdiger Zarnekow, Juho Hamari - Internet Research, Internet Res. 2022 cited by 149
- The effects of personalized gamification on students' flow experience, motivation, and enjoyment
Authors: Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Armando M. Toda, Paula T. Palomino, Julita Vassileva, Seiji Isotani - Smart Learning Environments, Smart Learn. Environ. 2022 cited by 123
- AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education
Authors: Samuli Laato, Benedikt Morschheuser, Juho Hamari, Jari Björne - IEEE International Conference on Advanced Learning Technologies (ICALT) 2023 cited by 72
- Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing
Authors: Benedikt Morschheuser, Juho Hamari, Alexander Maedche - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2018 cited by 213
