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
引用元
国・地域
機関
- Tampere University1.9%
- University of Turku0.8%
- I42101331100.6%
- Hong Kong Polytechnic University0.5%
- University of Waterloo0.5%
- Aalto University0.4%
- その他95.3%
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
- 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
全論文
- Does Gamification Work? - A Literature Review of Empirical Studies on Gamification
著者: Juho Hamari, Jonna Koivisto, Harri Sarsa - 47th Hawaii International Conference on System Sciences, HICSS 2014 被引用: 4,832
- The rise of motivational information systems: A review of gamification research
著者: Jonna Koivisto, Juho Hamari - International Journal of Information Management, Int. J. Inf. Manag. 2017 被引用: 1,649
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
著者: Juho Hamari, David J. Shernoff, Elizabeth Rowe, Brianno D. Coller, Jodi Asbell-Clarke, Teon Edwards - Computers in Human Behavior, Comput. Hum. Behav. 2015 被引用: 1,644
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload
著者: Nannan Xi, Juan Chen, Filipe Gama, Marc Riar, Juho Hamari - Information Systems Frontiers, Inf. Syst. Frontiers 2022 被引用: 411
- Social motivations of live-streaming viewer engagement on Twitch
著者: Zorah Hilvert-Bruce, James T. Neill, Max Sjöblom, Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2018 被引用: 839
- Tailored gamification: A review of literature
著者: Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, Juho Hamari - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 被引用: 381
- Tailored gamification in education: A literature review and future agenda
著者: 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 被引用: 311
- A definition for gamification: anchoring gamification in the service marketing literature
著者: Kai Huotari, Juho Hamari - Electronic Markets, Electron. Mark. 2016 被引用: 1,039
- Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
著者: Nannan Xi, Juho Hamari - International Journal of Information Management, Int. J. Inf. Manag. 2019 被引用: 602
- Shopping in virtual reality: A literature review and future agenda
著者: Nannan Xi, Juho Hamari - Journal of Business Research 2021 被引用: 287
- Why do people watch others play video games? An empirical study on the motivations of Twitch users
著者: Max Sjöblom, Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2016 被引用: 626
- What is eSports and why do people watch it?
著者: Juho Hamari, Max Sjöblom - Internet Research, Internet Res. 2017 被引用: 950
- Demographic differences in perceived benefits from gamification
著者: Jonna Koivisto, Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2014 被引用: 822
- Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
著者: Johan Högberg, Juho Hamari, Erik Wästlund - User Modeling and User-Adapted Interaction, User Model. User Adapt. Interact. 2019 被引用: 288
- Why do people use gamification services?
著者: Juho Hamari, Jonna Koivisto - International Journal of Information Management, Int. J. Inf. Manag. 2015 被引用: 617
- The effect of challenge-based gamification on learning: An experiment in the context of statistics education
著者: Nikoletta Zampeta Legaki, Nannan Xi, Juho Hamari, Kostas Karpouzis, Vassilios Assimakopoulos - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2020 被引用: 309
- Do badges increase user activity? A field experiment on the effects of gamification
著者: Juho Hamari - Computers in Human Behavior, Comput. Hum. Behav. 2015 被引用: 664
- Defining gamification: a service marketing perspective
著者: Kai Huotari, Juho Hamari - Proceeding of the 16th International Academic MindTrek Conference 2012 被引用: 1,139
- Does gamification affect brand engagement and equity? A study in online brand communities
著者: Nannan Xi, Juho Hamari - Journal of Business Research 2020 被引用: 380
- Why do people play games? A meta-analysis
著者: Juho Hamari, Lauri Keronen - International Journal of Information Management, Int. J. Inf. Manag. 2017 被引用: 345
- Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda
著者: Marc Riar, Nannan Xi, Jakob J. Korbel, Rüdiger Zarnekow, Juho Hamari - Internet Research, Internet Res. 2022 被引用: 149
- The effects of personalized gamification on students' flow experience, motivation, and enjoyment
著者: Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Armando M. Toda, Paula T. Palomino, Julita Vassileva, Seiji Isotani - Smart Learning Environments, Smart Learn. Environ. 2022 被引用: 123
- AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education
著者: Samuli Laato, Benedikt Morschheuser, Juho Hamari, Jari Björne - IEEE International Conference on Advanced Learning Technologies (ICALT) 2023 被引用: 72
- Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing
著者: Benedikt Morschheuser, Juho Hamari, Alexander Maedche - International Journal of Human-Computer Studies, Int. J. Hum. Comput. Stud. 2018 被引用: 213
