Ikuti
Jonna Koivisto
Jonna Koivisto
Nama lainnyaJonna Maarit Koivisto
Research Lead; Postdoctoral researcher
Email yang diverifikasi di jonnakoivisto.com
Judul
Dikutip oleh
Dikutip oleh
Tahun
Does gamification work?--a literature review of empirical studies on gamification
J Hamari, J Koivisto, H Sarsa
2014 47th Hawaii international conference on system sciences, 3025-3034, 2014
79432014
The rise of motivational information systems: A review of gamification research
J Koivisto, J Hamari
International journal of information management 45, 191-210, 2019
20142019
Demographic differences in perceived benefits from gamification
J Koivisto, J Hamari
Computers in Human Behavior, 2014
12872014
Why do people use gamification services?
J Hamari, J Koivisto
International journal of information management 35 (4), 419-431, 2015
9222015
Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise.
J Hamari, J Koivisto
ECIS 105 (5), 18-19, 2013
8672013
Gamification of education and learning: A review of empirical literature.
J Majuri, J Koivisto, J Hamari
GamiFIN, 11-19, 2018
7452018
“Working out for likes”: An empirical study on social influence in exercise gamification
J Hamari, J Koivisto
Computers in human behavior 50, 333-347, 2015
6732015
Measuring flow in gamification: Dispositional flow scale-2
J Hamari, J Koivisto
Computers in human behavior 40, 133-143, 2014
5042014
Do Persuasive Technologies Persuade? - A Review of Empirical Studies
J Hamari, J Koivisto, T Pakkanen
Persuasive Technology, 118-136, 2014
4962014
Gamified crowdsourcing: Conceptualization, literature review, and future agenda
B Morschheuser, J Hamari, J Koivisto, A Maedche
International Journal of Human-Computer Studies 106, 26-43, 2017
4032017
Why do players buy in-game content? An empirical study on concrete purchase motivations
J Hamari, K Alha, S Järvelä, JM Kivikangas, J Koivisto, J Paavilainen
Computers in Human Behavior 68, 538-546, 2017
3562017
Gamification in crowdsourcing: a review
B Morschheuser, J Hamari, J Koivisto
2016 49th Hawaii international conference on system sciences (HICSS), 4375-4384, 2016
2982016
" Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
J Hamari, N Hanner, J Koivisto
International Journal of Information Management 51, 102040, 2020
2682020
Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games
J Hamari, N Hanner, J Koivisto
International Journal of Information Management 37 (1), 1449-1459, 2017
2602017
Gamification of production and logistics operations: Status quo and future directions
H Warmelink, J Koivisto, I Mayer, M Vesa, J Hamari
Journal of business research 106, 331-340, 2020
2282020
How effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames
A Matallaoui, J Koivisto, J Hamari, R Zarnekow
1512017
Gamification for older adults: a systematic literature review
J Koivisto, A Malik
The Gerontologist 61 (7), e360-e372, 2021
1392021
Gamification of physical activity: A systematic literature review of comparison studies.
J Koivisto, J Hamari
GamiFIN, 106-117, 2019
992019
Gamification of the work floor: A literature review of gamifying production and logistics operations
H Warmelink, J Koivisto, I Mayer, M Vesa, J Hamari
702018
Gameful self-regulation: A study on how gamified self-tracking features evoke gameful experiences
L Hassan, N Xi, B Gurkan, J Koivisto, J Hamari
53rd Annual Hawaii International Conference on System Sciences, HICSS 2020 …, 2020
502020
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