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Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussionExpand
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The sharing economy: Why people participate in collaborative consumption
TLDR
Information and communications technologies (ICTs) have enabled the rise of so‐called “Collaborative Consumption” (CC): the peer‐to‐peer‐based activity of obtaining, giving, or sharing the access to goods and services, coordinated through community‐based online services. Expand
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Defining gamification: a service marketing perspective
TLDR
We propose a new definition for gamification which emphases the experiential nature of games and gamification, instead of the systemic understanding, and tie this definition to theory from service marketing. Expand
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Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service
  • Juho Hamari
  • Psychology, Computer Science
  • Electron. Commer. Res. Appl.
  • 1 July 2013
TLDR
This paper reports the results of a field experiment, which gamifies a utilitarian peer-to-peer trading service by implementing the game mechanism of badges that users can earn from a variety of tasks. Expand
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Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
TLDR
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments.Challenge affected learning both directly and via the increased engagement. Expand
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Do badges increase user activity? A field experiment on the effects of gamification
  • Juho Hamari
  • Psychology, Computer Science
  • Comput. Hum. Behav.
  • 1 June 2017
TLDR
We studied the effects of gamification on user activity in a sharing economy service by implementing a game mechanic called badges. Expand
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Why do people use gamification services?
TLDR
Utilitarian, hedonic and social motivations to use gamification are investigated. Expand
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Demographic differences in perceived benefits from gamification
TLDR
We examine the effects of gender, age, and time using the service on social, hedonic, and utilitarian benefits and facilitating features of gamifying exercise. Expand
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What is eSports and why do people watch it?
TLDR
We investigate why do people spectate eSports on the internet and propose a definition for eSports. Expand
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A definition for gamification: anchoring gamification in the service marketing literature
TLDR
We propose a definition for gamification, one that emphasizes its experiential nature. Expand
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