Juho Hamari

2010–2026 年に発表

443
論文数
35,158
被引用数
72
h 指数
181
i10 指数

被引用数

Juho Hamari の年別被引用数1993 年: 被引用 1 件2008 年: 被引用 1 件2010 年: 被引用 1 件2011 年: 被引用 8 件2012 年: 被引用 14 件2013 年: 被引用 51 件2014 年: 被引用 191 件2015 年: 被引用 378 件2016 年: 被引用 499 件2017 年: 被引用 781 件2018 年: 被引用 1,042 件2019 年: 被引用 1,440 件2020 年: 被引用 1,521 件2021 年: 被引用 1,730 件2022 年: 被引用 1,519 件2023 年: 被引用 1,792 件2024 年: 被引用 1,890 件2025 年: 被引用 1,452 件2026 年: 被引用 456 件1994〜2007 年は被引用が無いため表示していません2009 年は被引用が無いため表示していません

引用元

国・地域

この著者を引用した国・地域の世界地図アメリカ合衆国: 引用元論文 1,403 件、この内訳の 11.6%中国: 引用元論文 1,073 件、この内訳の 8.9%ドイツ: 引用元論文 753 件、この内訳の 6.2%イギリス: 引用元論文 698 件、この内訳の 5.8%フィンランド: 引用元論文 641 件、この内訳の 5.3%スペイン: 引用元論文 528 件、この内訳の 4.4%カナダ: 引用元論文 415 件、この内訳の 3.4%オーストラリア: 引用元論文 376 件、この内訳の 3.1%イタリア: 引用元論文 368 件、この内訳の 3.1%台湾: 引用元論文 336 件、この内訳の 2.8%オランダ: 引用元論文 280 件、この内訳の 2.3%韓国: 引用元論文 271 件、この内訳の 2.3%
0%11.6%その他 40.8%

分野

  • Psychology37%
  • Computer Science23.3%
  • Social Sciences17.2%
  • Business, Management and Accounting7.4%
  • Decision Sciences4.2%
  • Engineering2.8%
  • その他8.1%

トピック

  • 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%
  • その他62.4%

共著者

全論文

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

    著者: , , - 47th Hawaii International Conference on System Sciences, HICSS 2014 被引用: 4,832

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

    著者: , - International Journal of Information Management, Int. J. Inf. Manag. 2017 被引用: 1,649

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

    著者: , , , , , - Computers in Human Behavior, Comput. Hum. Behav. 2015 被引用: 1,644

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

    著者: , , , , - Information Systems Frontiers, Inf. Syst. Frontiers 2022 被引用: 411

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

    著者: , , , - Computers in Human Behavior, Comput. Hum. Behav. 2018 被引用: 839

  6. Tailored gamification: A review of literature

    著者: , , , - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 被引用: 381

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

    著者: , , , , , , - Education and Information Technologies, Educ. Inf. Technol. 2022 被引用: 311

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

    著者: , - Electronic Markets, Electron. Mark. 2016 被引用: 1,039

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

    著者: , - International Journal of Information Management, Int. J. Inf. Manag. 2019 被引用: 602

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

    著者: , - Journal of Business Research 2021 被引用: 287

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

    著者: , - Computers in Human Behavior, Comput. Hum. Behav. 2016 被引用: 626

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

    著者: , - Internet Research, Internet Res. 2017 被引用: 950

  13. Demographic differences in perceived benefits from gamification

    著者: , - Computers in Human Behavior, Comput. Hum. Behav. 2014 被引用: 822

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

    著者: , , - User Modeling and User-Adapted Interaction, User Model. User Adapt. Interact. 2019 被引用: 288

  15. Why do people use gamification services?

    著者: , - International Journal of Information Management, Int. J. Inf. Manag. 2015 被引用: 617

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

    著者: , , , , - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 被引用: 309

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

    著者: - Computers in Human Behavior, Comput. Hum. Behav. 2015 被引用: 664

  18. Defining gamification: a service marketing perspective

    著者: , - Proceeding of the 16th International Academic MindTrek Conference 2012 被引用: 1,139

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

    著者: , - Journal of Business Research 2020 被引用: 380

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

    著者: , - International Journal of Information Management, Int. J. Inf. Manag. 2017 被引用: 345

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

    著者: , , , , - Internet Research, Internet Res. 2022 被引用: 149

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

    著者: , , , , , , - Smart Learning Environments, Smart Learn. Environ. 2022 被引用: 123

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

    著者: , , , - IEEE International Conference on Advanced Learning Technologies (ICALT) 2023 被引用: 72

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

    著者: , , - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2018 被引用: 213