Juho Hamari

ORCID: 0000-0002-6573-588X
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Virtual Reality Applications and Impacts
  • Digital Marketing and Social Media
  • Impact of Technology on Adolescents
  • Technology Adoption and User Behaviour
  • Innovative Human-Technology Interaction
  • Augmented Reality Applications
  • Flow Experience in Various Fields
  • Gambling Behavior and Treatments
  • Media Influence and Health
  • Interactive and Immersive Displays
  • Sexuality, Behavior, and Technology
  • Motivation and Self-Concept in Sports
  • Environmental Education and Sustainability
  • Education and Learning Interventions
  • Artificial Intelligence in Games
  • Online Learning and Analytics
  • Open Source Software Innovations
  • Consumer Retail Behavior Studies
  • Behavioral Health and Interventions
  • Sports Analytics and Performance
  • Child Development and Digital Technology
  • Sharing Economy and Platforms
  • Climate Change Communication and Perception

Tampere University
2016-2025

University of Turku
2016-2023

University of Vaasa
2022

University of Chinese Academy of Sciences
2022

Technische Universität Berlin
2021

Tieto (Czechia)
2021

Finland University
2018-2020

Karlsruhe Institute of Technology
2017-2020

Hanken School of Economics
2019

Tampere University of Applied Sciences
2019

Information and communications technologies (ICTs) have enabled the rise of so‐called “Collaborative Consumption” (CC): peer‐to‐peer‐based activity obtaining, giving, or sharing access to goods services, coordinated through community‐based online services . CC has been expected alleviate societal problems such as hyper‐consumption, pollution, poverty by lowering cost economic coordination within communities. However, beyond anecdotal evidence, there is a dearth understanding why people...

10.1002/asi.23552 article EN Journal of the Association for Information Science and Technology 2015-06-02

During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification been solely based on act adding systemic elements into services. In this paper, we propose a new definition for gamification, which emphases experiential nature games instead understanding. Furthermore, tie to theory from service marketing because majority implementations aim towards goals marketing, brings discussion notion how...

10.1145/2393132.2393137 article EN 2012-10-03

Abstract “Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia been largely confined to human–computer interaction game studies domains. Since gamification is often used service design, it important that concept be brought line with literature. So far, though, there a dearth of such This article an attempt tie marketing theory, which conceptualizes consumer as co-producer service. It presents games systems composed operant operand...

10.1007/s12525-015-0212-z article EN cc-by Electronic Markets 2016-01-15

Purpose The purpose of this paper is to investigate why do people spectate eSports on the internet. authors define (electronic sports) as “a form sports where primary aspects sport are facilitated by electronic systems; input players and teams well output system mediated human-computer interfaces.” In more practical terms, refer competitive video gaming (broadcasted internet). Design/methodology/approach study employs motivations scale for consumption which one most widely applied...

10.1108/intr-04-2016-0085 article EN Internet Research 2017-03-22

10.1016/j.chb.2014.03.007 article EN Computers in Human Behavior 2014-03-27

10.1016/j.ijinfomgt.2015.04.006 article EN International Journal of Information Management 2015-05-13

This paper investigates different ways in which players have been typified past research literature order to distinguish relevant typologies for further as well designing and marketing of games. The goal is synthesize the results various studies find prevailing concepts, compare them, draw implications studies. process this study proceeded from a search, author-centric (Webster & Watson 2002) identification categorization previous works based on established larger factors such...

10.26503/todigra.v1i2.13 article EN Transactions of the Digital Games Research Association 2014-03-24

Abstract Information technologies exist to enable us either do things we have not done before or familiar more efficiently. Metaverse (i.e. extended reality: XR) enables novel forms of engrossing telepresence, but it also may make mundate tasks effortless. Such increasingly facilitate our work, education, healthcare, consumption and entertainment; however, at the same time, metaverse bring a host challenges. Therefore, pose question whether XR technologies, specifically Augmented Reality...

10.1007/s10796-022-10244-x article EN cc-by Information Systems Frontiers 2022-02-12

10.1016/j.chb.2014.07.048 article EN Computers in Human Behavior 2014-08-27

10.1016/j.ijinfomgt.2017.01.006 article EN International Journal of Information Management 2017-01-23

Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to brand. However, there is current dearth empirical evidence supporting these beliefs beyond pervasive hype. In this study we investigated relationships between gamification, brand engagement equity among (N = 824) two online gamified communities. The results showed achievement social interaction -related...

10.1016/j.jbusres.2019.11.058 article EN cc-by-nc-nd Journal of Business Research 2020-01-02
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