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Juho Hamari
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2020 – today
- 2024
- [j103]Isak de Villiers Bosman, Oguz 'Oz' Buruk, Kristine Jørgensen, Juho Hamari:
The effect of audio on the experience in virtual reality: a scoping review. Behav. Inf. Technol. 43(1): 165-199 (2024) - [j102]Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, Juho Hamari:
Altruism or egoism - how do game features motivate cooperation? An investigation into user we-intention and I-intention. Behav. Inf. Technol. 43(6): 1017-1041 (2024) - [j101]Mikko Salminen, Simo Järvelä, Ilkka Kosunen, Antti Ruonala, Juho Hamari, Niklas Ravaja, Giulio Jacucci:
Meditating in a neurofeedback virtual reality: effects on sense of presence, meditation depth and brain oscillations. Behav. Inf. Technol. 43(12): 2750-2764 (2024) - [j100]Joseph Macey, Juho Hamari, Martin Adam:
A conceptual framework for understanding and identifying gamblified experiences. Comput. Hum. Behav. 152: 108087 (2024) - [j99]Joseph Macey, Juho Hamari, Martin Adam:
Corrigendum to "A conceptual framework for understanding and identifying gamblified experiences" [Computers in Human Behavior 152 (2024) 108087. Comput. Hum. Behav. 155: 108170 (2024) - [j98]Radoslaw Trepanowski, Samuli Laato, Dariusz Drazkowski, Juho Hamari, Zuzanna Kopec:
Sexism in esports: How male and female players evaluate each others' performance and agency. Comput. Hum. Behav. 161: 108415 (2024) - [j97]Xuejie Yang, Nannan Xi, Dongxiao Gu, Changyong Liang, Hu Liu, Hairui Tang, Juho Hamari:
Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement. Inf. Manag. 61(7): 103906 (2024) - [j96]Hui Xu, Yang Wu, Juho Hamari:
Musical atmosphere as a (dis)tractive facet of user interfaces: An experiment on sustainable consumption decisions in eCommerce. Int. J. Inf. Manag. 75: 102715 (2024) - [j95]Jeanine Kirchner-Krath, Benedikt Morschheuser, Nevena Sicevic, Nannan Xi, Harald F. O. von Korflesch, Juho Hamari:
Challenges in the adoption of sustainability information systems: A study on green IS in organizations. Int. J. Inf. Manag. 77: 102754 (2024) - [j94]Nannan Xi, Oguz 'Oz' Buruk, Juan Chen, Shiva Jabari, Juho Hamari:
Wearable gaming technology: A study on the relationships between wearable features and gameful experiences. Int. J. Hum. Comput. Stud. 181: 103157 (2024) - [j93]Jeanine Kirchner-Krath, Maximilian Altmeyer, Linda Schürmann, Bastian Kordyaka, Benedikt Morschheuser, Ana Carolina Tomé Klock, Lennart E. Nacke, Juho Hamari, Harald F. O. von Korflesch:
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design. Int. J. Hum. Comput. Stud. 190: 103314 (2024) - [j92]Eshtiak Ahmed, Oguz 'Oz' Buruk, Juho Hamari:
Human-Robot Companionship: Current Trends and Future Agenda. Int. J. Soc. Robotics 16(8): 1809-1860 (2024) - [j91]Joseph Macey, Juho Hamari:
Gamblification: A definition. New Media Soc. 26(4): 2046-2065 (2024) - [j90]Noemi Honorato, Aiganym Soltiyeva, Wilk Oliveira, Saul Emanuel Delabrida, Juho Hamari, Madina Alimanova:
Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap. Smart Learn. Environ. 11(1): 25 (2024) - [j89]Ruowei Xiao, Rongzheng Zhang, Oguz Turan Buruk, Juho Hamari, Johanna Virkki:
Toward next generation mixed reality games: a research through design approach. Virtual Real. 28(3): 142 (2024) - [c198]Velvet Spors, Oguz 'Oz' Buruk, Juho Hamari:
Ecological In/Congruence: Becoming Sensitised to Nature in Video Games through Humanistic First-Person Research. CHI 2024: 522:1-522:16 - [c197]Bastian Kordyaka, Samuli Laato, Sebastian Weber, Juho Hamari, Björn Niehaves:
Exploring the association between engagement with location-based game features and getting inspired about environmental issues and nature. CHI 2024: 755:1-755:15 - [c196]Samuli Laato, Bastian Kordyaka, Juho Hamari:
Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community. CHI 2024: 758:1-758:18 - [c195]Dion Deng, Radoslaw Trepanowski, Mingrui Li, Yin Zhang, Mila Bujic, Juho Hamari:
Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Players' Matches. CHI PLAY (Companion) 2024: 50-55 - [c194]Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing. CHI PLAY (Companion) 2024: 71-77 - [c193]Çaglar Genç, Ferran Altarriba Bertran, Oguz 'Oz' Buruk, Sangwon Jung, Velvet Spors, Juho Hamari:
Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human Design. CHI PLAY (Companion) 2024: 97-103 - [c192]Sol Klapztein, Ana Cláudia Guimarães Santos, Wilk Oliveira, J. Tuomas Harviainen, André Ribeiro de Oliveira, Juho Hamari:
Game Design Concepts: A Tertiary Literature Review. CHI PLAY (Companion) 2024: 139-144 - [c191]Isak de Villiers Bosman, Ross Tordiffe, Tianyou 'Jackie' Huang, Oguz 'Oz' Buruk, Kristine Jørgensen, Juho Hamari:
SoundTrek: A Virtual Reality Audio Perspective-Switching Game. CHI PLAY (Companion) 2024: 352-358 - [c190]Prajwal D'Souza, Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Edutainment in the Context of Science Communication in Virtual Reality. CHI PLAY (Companion) 2024: 359-364 - [c189]Radoslaw Trepanowski, Wu Li, Juho Hamari:
Perceptions of esports and esport athleticism among gamers. GamiFIN 2024: 10-22 - [c188]Dion Deng, Mila Bujic, Wang Chi Lee, Mingrui Li, Juho Hamari:
Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviews. GamiFIN 2024: 132-141 - [c187]Georgina Guillén Mandujano, Nevena Sicevic, Juho Hamari:
Gamifying responsibly: Sustainable HCI for the future. GamiFIN 2024: 170-182 - [c186]Samuli Laato, Bastian Kordyaka, Velvet Spors, Juho Hamari:
How StarCraft II Players Cope with Toxicity: Insights from Player Interviews. HCI (48) 2024: 203-219 - [c185]Juho Hamari, Nannan Xi, Ana Carolina Tomé Klock, Benedikt Morschheuser:
Introduction to the Minitrack on Gamification. HICSS 2024: 1317 - [c184]Wilk Oliveira, Juho Hamari:
Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies. HICSS 2024: 1318-1327 - [c183]Nannan Xi, Chengyuan Li, Elpida Bampouni, Juho Hamari:
How Do Personality Traits Affect Consumer Decision-Making in Metaverse? HICSS 2024: 1438-1447 - [c182]Joseph Macey, Katrin Scheibe, Franziska Zimmer, Juho Hamari:
Introduction to the Minitrack on Streaming Media in Entertainment. HICSS 2024: 2873-2874 - [c181]Yanping Zhang, Nannan Xi, Changyong Liang, Juho Hamari:
The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications. HICSS 2024: 3395-3404 - [c180]Juho Hamari, Robert W. Gehl, Piotr Siuda, J. Tuomas Harviainen:
Introduction to the Minitrack on Cybercrime. HICSS 2024: 4204-4205 - [c179]Bernice Beukes, Ana Carolina Tomé Klock, Nikoletta Zampeta Legaki, Juho Hamari:
Gamified scaffolding in formal education: A scoping review. HICSS 2024: 5144-5153 - [c178]Juho Hamari, Stephanie Orme, Brian McCauley, Tobias Scholz:
Introduction to the Minitrack on Digitalization of Work. HICSS 2024: 5246-5247 - [c177]Sara Lehtoranta, Nannan Xi, Juho Hamari:
Gamification and Employee Well-being: A Systematic Literature Review. HICSS 2024: 5277-5286 - [c176]Wilk Oliveira, Maximilian Altmeyer, Juho Hamari:
Introduction to the Minitrack on Game-based Learning. HICSS 2024: 5327-5328 - [c175]Samuli Laato, Nannan Xi, Velvet Spors, Mattia Thibault, Juho Hamari:
Making Sense of Reality: A Mapping of Terminology Related to Virtual Reality, Augmented Reality, Mixed Reality, XR and the Metaverse. HICSS 2024: 6625-6634 - [c174]Akerke Alseitova, Wilk Oliveira, Zhaoxing Li, Lei Shi, Juho Hamari:
The Relationship Between Students' Myers-Briggs Type Indicator and Their Behavior within Educational Systems. ICALT 2024: 3-7 - [c173]Lucas Fellipe Dos Santos, Wilk Oliveira, Juho Hamari, Anderson Corrêa de Lima, Amaury Antônio de Castro:
The Effects of Ecological Gamification on Learners' Engagement: A Quasi-Experimental Study. ICALT 2024: 8-9 - [c172]Wilk Oliveira, Juho Hamari:
Flow Experience Analysis in Gameful Educational Environments: A Systematic Literature Review. ICALT 2024: 44-46 - [c171]Wilk Oliveira, Pasqueline Dantas Scaico, Andrea Brambilla, Aiganym Soltiyeva, Juho Hamari, SeyedHasan MilHosseini, Muhterem Dindar:
The Effects of Gamification on Students' Academic Performance: A Controlled Experimental Study. ICALT 2024: 47-49 - [c170]Aiganym Soltiyeva, Wilk Oliveira, Madina Alimanova, Juho Hamari:
Parents' Perception of the Use of Virtual Reality-based Learning Systems for Children with Asperger's Syndrome. ICALT 2024: 137-141 - [c169]Andreza Ferreira, Wilk Oliveira, Rafael de Amorim Silva, Juho Hamari, Seiji Isotani:
Internet of Things for Smart Education: A Systematic Literature Review. ICALT 2024: 179-181 - [c168]Andrea Brambilla, Wilk Oliveira, Pasqueline Dantas Scaico, Juho Hamari, Zhaoxing Li, Lei Shi, Muhterem Dindar:
The Effects of Gamification on Students' Flow Experience: A Controlled Experimental Study. ICALT 2024: 245-249 - [c167]Pasqueline Dantas Scaico, Wilk Oliveira, Juho Hamari, Isabelle Melo do Nascimento:
Gamifying Class Assignments: Allowing Students to Choose Based on Their Interests. ICALT 2024: 255-257 - [c166]Elpida Bampouni, Ans Ahmad, Nannan Xi, Nikoletta Zampeta Legaki, Juho Hamari:
Effects of Immersion and Embodiment on Memory in Virtual Reality. MindTrek 2024: 58-67 - [c165]Narmeen Marji, Janset Shawash, Mattia Thibault, Juho Hamari:
Beyond the Blueprint: Exploring Virtual Reality and Speculative Design in Architectural Pedagogy. MindTrek 2024: 155-167 - [c164]Prajwal D'Souza, Nikoletta Zampeta Legaki, Daniel Fernández Galeote, Juho Hamari:
Extended Reality for Public Understanding of Science: A Systematic Literature Review. MindTrek 2024: 168-175 - [c163]Laura D. Cosio, Saurav Sarkar, Salik Tariq, Oguz 'Oz' Buruk, Juho Hamari:
Pine Cone Prowl: Embodying a Flying Squirrel in Forest. MindTrek 2024: 220-224 - [c162]Ville-Veikko Uhlgren, Samuli Laato, Juho Hamari, Timo Nummenmaa:
Gamification to Motivate the Crowdsourcing of Dynamic Nature Data: A Field Experiment in Northern Europe. MindTrek 2024: 230-234 - [c161]Anatolii Belousov, Terho Ojell-Järventausta, Mila Bujic, Joseph Macey, Juho Hamari:
A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy. MindTrek 2024: 249-253 - [c160]Isak de Villiers Bosman, Mila Bujic, Laura Diana Cosio, Oguz 'Oz' Buruk, Kristine Jørgensen, Juho Hamari:
Virtual Reality for Mindfulness: Aspects for Helping or Hindering Focus and Practice. MindTrek 2024: 264-269 - [c159]Terho Ojell-Järventausta, Anatolii Belousov, Mila Bujic, Joseph Macey, Juho Hamari:
Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications. MindTrek 2024: 320-324 - [c158]Samaan Al-Msallam, Nannan Xi, Juho Hamari:
Gamified Marketing Practice: An Experiment-Based Study on The Effect of Social and Empowering Gamification. PACIS 2024 - [c157]Xinyi Yang, Nannan Xi, Juho Hamari:
What Motivates Metaverse Consumers to Purchase Virtual Assets? A Study on the Perceived Value of NFT Art. PACIS 2024 - [c156]Galina Zvereva, Hairui Tang, Nannan Xi, Juho Hamari:
Gameful Experience in Game-Based Ethics Learning: Comparison between Intransigent and Compromise Types of Ethics Sense-Making Activities. PACIS 2024 - [c155]Eshtiak Ahmed, Çaglar Genç, Velvet Spors, Juho Hamari, Oguz 'Oz' Buruk:
Walking Your Robot Dog: Experiences and Lessons Learned. RO-MAN 2024: 2264-2271 - [c154]Çaglar Genç, Velvet Spors, Oguz 'Oz' Buruk, Mattia Thibault, Leland Masek, Juho Hamari:
Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts. TEI 2024: 42:1-42:14 - [c153]Samuli Laato, Sampsa Rauti, Anni Maria Laato, Samaan Al-Msallam, Sangwon Jung, Erkki Sutinen, Juho Hamari:
Sacred Spaces in the Digital Age: Perceptions of Lutheran Christian Priests on Augmented Reality at Holy Sites. IMX 2024: 256-267 - [e9]Oguz 'Oz' Buruk, Guo Freeman, Juho Hamari:
Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2024, Tampere, Finland, October 14-17, 2024. ACM 2024, ISBN 979-8-4007-0692-9 [contents] - [e8]Prajwal D'Souza, Mila Bujic, Nannan Xi, Juho Hamari:
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024. CEUR Workshop Proceedings 3669, CEUR-WS.org 2024 [contents] - 2023
- [j88]Hui Xu, Juho Hamari:
How to improve creativity: a study of gamification, money, and punishment. Behav. Inf. Technol. 42(15): 2545-2559 (2023) - [j87]Anna-Leena Macey, Simo Järvelä, Daniel Fernández Galeote, Juho Hamari:
Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality. Cyberpsychology Behav. Soc. Netw. 26(4): 246-254 (2023) - [j86]Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Text- and game-based communication for climate change attitude, self-efficacy, and behavior: A controlled experiment. Comput. Hum. Behav. 149: 107930 (2023) - [j85]Wilk Oliveira, Juho Hamari, Lei Shi, Armando M. Toda, Luiz A. L. Rodrigues, Paula T. Palomino, Seiji Isotani:
Tailored gamification in education: A literature review and future agenda. Educ. Inf. Technol. 28(1): 373-406 (2023) - [j84]Aiganym Soltiyeva, Wilk Oliveira, Madina Alimanova, Shyngys Adilkhan, Marat Urmanov, Juho Hamari:
My Lovely Granny's Farm: An immersive virtual reality training system for children with autism spectrum disorder. Educ. Inf. Technol. 28(12): 16887-16907 (2023) - [j83]Mila Bujic, Mikko Salminen, Juho Hamari:
Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality. Int. J. Hum. Comput. Stud. 179: 103118 (2023) - [j82]Marc Riar, Nannan Xi, Jakob J. Korbel, Rüdiger Zarnekow, Juho Hamari:
Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda. Internet Res. 33(1): 242-279 (2023) - [j81]Nannan Xi, Juan Chen, Filipe Gama, Marc Riar, Juho Hamari:
The challenges of entering the metaverse: An experiment on the effect of extended reality on workload. Inf. Syst. Frontiers 25(2): 659-680 (2023) - [j80]Juan Chen, Nannan Xi, Vilma Pohjonen, Juho Hamari:
Paying attention in metaverse: an experiment on spatial attention allocation in extended reality shopping. Inf. Technol. People 36(8): 255-283 (2023) - [j79]Wilk Oliveira, Juho Hamari, Seiji Isotani:
The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 319-341 (2023) - [j78]Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 503-525 (2023) - [j77]Bastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, Björn Niehaves:
The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 611-641 (2023) - [j76]Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, Juho Hamari:
How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 642-664 (2023) - [j75]Topias Mattinen, Joseph Macey, Juho Hamari:
A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 721-747 (2023) - [j74]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani:
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time. Proc. ACM Hum. Comput. Interact. 7(CHI PLAY): 1253-1281 (2023) - [c152]Ferran Altarriba Bertran, Núria Jordán Sánchez, Jordi Márquez Puig, Maria Llop Cirera, Ernest Forts Plana, Ester Montero Collell, Oriol Martín Capdeferro, Oguz 'Oz' Buruk, Juho Hamari:
The WildTech Experience: a Playful Installation for Walking Through the Outcomes of a One-Month Backpacking Study. Conference on Designing Interactive Systems (Companion Volume) 2023: 246-250 - [c151]Ferran Altarriba Bertran, Jordi Márquez Puig, Maria Llop Cirera, Eva Forest Illas, Joan Planas Bertran, Ernest Forts Plana, Oguz 'Oz' Buruk, Çaglar Genç, Mattia Thibault, Juho Hamari:
Designing and Using the Wild Probes Toolkit (v1) to Co-Design From-the-Wild. Conference on Designing Interactive Systems 2023: 765-778 - [c150]Ferran Altarriba Bertran, Oguz 'Oz' Buruk, Velvet Spors, Juho Hamari:
Playful Inspiration for a New Wave of Joyful Forest Technology. Conference on Designing Interactive Systems 2023: 1886-1903 - [c149]Yingzhou Qin, Nannan Xi, Juho Hamari:
Creativity in Virtual Reality: A Systematic Literature Review. ACIS 2023 - [c148]Galina Zvereva, Nannan Xi, Juho Hamari, Henri Pirkkalainen:
Gamification in Ethics Education: A Literature Review. ACIS 2023 - [c147]Isak de Villiers Bosman, Mila Bujic, Laura Diana Cosio, Oguz 'Oz' Buruk, Kristine Jørgensen, Juho Hamari:
The relationship of visual and aural perspective with decentering in virtual reality. AfriCHI 2023: 15-18 - [c146]Elpida Bampouni, Nannan Xi, Juho Hamari:
Decision-Making Styles in Metaverse: Effects of Immersion and Embodiment. AMCIS 2023 - [c145]Elpida Bampouni, Nannan Xi, Juho Hamari:
Emotion in Motion: Experiment on Affective Responses to Virtual Realities. AMCIS 2023 - [c144]Marigo Raftopoulos, Juho Hamari:
Artificial Intelligence in the Workplace: Implementation Challenges and Opportunities. AMCIS 2023 - [c143]Xinyi Yang, Nannan Xi, Hairui Tang, Juho Hamari:
Gamification and Marketing Management: A Literature Review and Future Agenda. AMCIS 2023 - [c142]Laura D. Cosio, Oguz 'Oz' Buruk, Daniel Fernández Galeote, Isak de Villiers Bosman, Juho Hamari:
Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review. CHI 2023: 6:1-6:23 - [c141]Samuli Laato, Sampsa Rauti, Juho Hamari:
Resemblance of religion and pervasive games: A study among church employees and gamers. CHI 2023: 292:1-292:15 - [c140]Velvet Spors, Samuli Laato, Oguz 'Oz' Buruk, Juho Hamari:
Longing to be the Mountain: A Scoping Review about Nature-Centric, Health-Minded Technologies. CHI 2023: 523:1-523:16 - [c139]Anatolii Belousov, Terho Ojell-Järventausta, Mila Bujic, Joseph Macey, Juho Hamari:
Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective. CHI PLAY (Companion) 2023: 127-134 - [c138]Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Climate Connected: An Immersive VR and PC Game for Climate Change Engagement. CHI PLAY (Companion) 2023: 266-273 - [c137]Jeanine Krath, Benedikt Morschheuser, Harald F. O. von Korflesch, Juho Hamari:
How to increase sustainable engagement in the workplace through green IS: the role of instructional and motivational design features. ECIS 2023 - [c136]Marigo Raftopoulos, Juho Hamari:
Human-AI Collaboration in Organisations: a literature Review on Enabling Value Creation. ECIS 2023 - [c135]Isabelle Melo do Nascimento, Wilk Oliveira, Pasqueline Dantas, Luiz Oliveira da Silva Junior, Juho Hamari, José Rocha do Amaral Neto:
UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification. FIE 2023: 1-8 - [c134]Isabelle Melo do Nascimento, Wilk Oliveira, Pasqueline Dantas, Luiz Oliveira da Silva Junior, Juho Hamari, José Rocha do Amaral Neto:
An Experience Report on Teachers' Training for Unplugged Gamified Teaching in Brazil. FIE 2023: 1-5 - [c133]Jeanine Krath, Ana Carolina Tomé Klock, Benedikt Morschheuser, Nikoletta Zampeta Legaki, Solip Park, Harald F. O. von Korflesch, Juho Hamari:
Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work. GamiFIN 2023: 1-12 - [c132]Bastian Kordyaka, Samuli Laato, Juho Hamari, Tobias Scholz, Björn Niehaves:
What drives gamer toxicity? Essays from players. GamiFIN 2023: 86-95 - [c131]Mila Bujic, Anna-Leena Macey, Bojan Kerous, Anatolii Belousov, Oguz 'Oz' Buruk, Juho Hamari:
Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VR. GamiFIN 2023: 96-105 - [c130]Eetu Wallius, Ana Carolina Tomé Klock, Juho Hamari:
How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study. GamiFIN 2023: 132-143 - [c129]Nannan Xi, Benedikt Morschheuser, Juho Hamari, Nikoletta Zampeta Legaki:
Introduction to the Minitrack on Gamification. HICSS 2023: 1105 - [c128]Samaan Al-Msallam, Nannan Xi, Juho Hamari:
Unethical Gamification: A Literature Review. HICSS 2023: 1106-1115 - [c127]Pedro Kenzo Muramatsu, Wilk Oliveira, Juho Hamari, Kiemute Oyibo:
Does Mouse Click Frequency Predict Students' Flow Experience? HICSS 2023: 1281-1290 - [c126]Katrin Scheibe, Franziska Zimmer, Juho Hamari, Joseph Macey:
Introduction to the Minitrack on Streaming Media in Entertainment. HICSS 2023: 2493-2494 - [c125]Eetu Wallius, Ana Carolina Tomé Klock, Juho Hamari:
Gamification and Policy Compliance: Results from an Online Vignette Experiment in the Context of Social Distancing for Public Health Security. HICSS 2023: 2943-2952 - [c124]Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, Juho Hamari:
How Location-based Gaming Affects Players' Nature and Forest Experiences. HICSS 2023: 3224-3233 - [c123]Juho Hamari, J. Tuomas Harviainen, Piotr Siuda, Robert W. Gehl:
Introduction to the Minitrack on Cybercrime. HICSS 2023: 3609-3610 - [c122]Topias Mattinen, Joseph Macey, Juho Hamari:
Gambling in Digital Games and Esports: A Scoping Review. HICSS 2023: 3921-3930 - [c121]Stephanie Orme, Brian McCauley, Tobias Scholz, Juho Hamari:
Introduction to the Minitrack on Digitalization of Work. HICSS 2023: 4586-4587 - [c120]Wilk Oliveira, Julita Vasileva, Kristian Kiili, Juho Hamari:
Introduction to the 1st Game-based Learning Minitrack. HICSS 2023: 4669-4670 - [c119]Lewen Wei, Juho Hamari:
Game-Based Approaches to Enhancing Public Understanding of Science: A Descriptive Literature Review. HICSS 2023: 4681-4690 - [c118]José Rocha do Amaral Neto, Wilk Oliveira, Juho Hamari, Pasqueline Dantas, Isabelle Melo do Nascimento:
Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19. ICALT 2023: 97-99 - [c117]Noemi Honorato, Wilk Oliveira, Juho Hamari, Saul E. Delabrida:
Gameful Approaches for the Education of Autistic Children: A Systematic Mapping and Research Agenda. ICALT 2023: 116-120 - [c116]Ainur Issabek, Wilk Oliveira, Juho Hamari, Andrey Bogdanchikov:
Understanding the Effects of Gender, Age, and Cultural Orientation on Users' Flow Experience During the Use of a Gameful Educational System. ICALT 2023: 124-126 - [c115]Samuli Laato, Benedikt Morschheuser, Juho Hamari, Jari Björne:
AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education. ICALT 2023: 226-230 - [c114]Roberto Farias, Wilk Oliveira, Juho Hamari:
An Early Case Study Analyzing Teachers' Acceptance Towards of the Use of Gameful Approaches in Education in Brazil. ICALT 2023: 304-306 - [c113]Samuli Laato, Sampsa Rauti, Alexander Espeseth, Heinrich Söbke, Juho Hamari, Oguz 'Oz' Buruk:
Composing Music Through Tile-based Games. ISM 2023: 309-314 - [c112]Daniel Fernández Galeote, Mikko Rajanen, Dorina Rajanen, Nikoletta Zampeta Legaki, David J. Langley, Juho Hamari:
Gamification for Climate Change Engagement: A User-Centered Design Agenda. MindTrek 2023: 45-56 - [c111]Annique Smith, Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Gamified metacognitive prompts in a higher education flipped classroom. MindTrek 2023: 95-107 - [c110]Narmeen Marji, Mattia Thibault, Juho Hamari:
A Typology of Fantastical Cities and Architecture: Categorizing the Urban Imaginary. MindTrek 2023: 207-222 - [c109]Çaglar Genç, Velvet Spors, Oguz 'Oz' Buruk, Mattia Thibault, Leland Masek, Juho Hamari:
Crafting Bodies and Auras: Speculative Designs for Transhuman Communication. MindTrek 2023: 354-358 - [c108]Mila Bujic, Mikko Salminen, Juho Hamari:
More Immersed but Less Present: Unpacking Factors of Presence Across Devices. IMX 2023: 140-149 - [c107]Dion Deng, Mila Bujic, Juho Hamari:
Understanding Multi-platform Social VR Consumer Opinions: A Case Study in VRChatUsing Topics Modeling of Reviews. WHICEB (2) 2023: 35-46 - [e7]Mila Bujic, Prajwal D'Souza, Nannan Xi, Juho Hamari:
Proceedings of the 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023. CEUR Workshop Proceedings 3405, CEUR-WS.org 2023 [contents] - [i8]Eshtiak Ahmed, Laura D. Cosio, Juho Hamari, Oguz 'Oz' Buruk:
Socially Assistive Robots as Decision Makers in the Wild: Insights from a Participatory Design Workshop. CoRR abs/2304.08885 (2023) - [i7]Ana Carolina Tomé Klock, Brenda Salenave Santana, Juho Hamari:
Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions. CoRR abs/2309.14918 (2023) - 2022
- [j73]Ruowei Xiao, Aleksi Vianto, Asif Shaikh, Oguz 'Oz' Buruk, Juho Hamari, Johanna Virkki:
Exploring the Application of RFID for Designing Augmented Virtual Reality Experience. IEEE Access 10: 96840-96851 (2022) - [j72]Joseph Macey, Ville Tyrväinen, Henri Pirkkalainen, Juho Hamari:
Does esports spectating influence game consumption? Behav. Inf. Technol. 41(1): 181-197 (2022) - [j71]Tripti Ghosh Sharma, Juho Hamari, Ankit Kesharwani, Preeti Tak:
Understanding continuance intention to play online games: roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk. Behav. Inf. Technol. 41(2): 348-364 (2022) - [j70]Tomas Kratochvil, Martin Vaculík, Jakub Prochazka, Juho Hamari:
Gamification in Academia: Does Psychological Engagement Boost Performance? Int. J. Game Based Learn. 12(1): 1-18 (2022) - [j69]Ruowei Xiao, Zhanwei Wu, Juho Hamari:
Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User Engagement. Int. J. Hum. Comput. Interact. 38(12): 1113-1137 (2022) - [j68]Tommi Laukkanen, Nannan Xi, Heli Hallikainen, Nino Ruusunen, Juho Hamari:
Virtual technologies in supporting sustainable consumption: From a single-sensory stimulus to a multi-sensory experience. Int. J. Inf. Manag. 63: 102455 (2022) - [j67]Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, Juho Hamari:
Gamification of cooperation: A framework, literature review and future research agenda. Int. J. Inf. Manag. 67: 102549 (2022) - [j66]Henrietta Jylhä, Juho Hamari:
Demographic factors have little effect on aesthetic perceptions of icons: a study of mobile game icons. Internet Res. 32(7): 87-110 (2022) - [j65]Samuli Laato, Bastian Kordyaka, A. K. M. Najmul Islam, Konstantinos Papangelis, Juho Hamari:
Territorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO. Internet Res. 32(7): 330-353 (2022) - [j64]Ruowei Xiao, Sangwon Jung, Oguz 'Oz' Buruk, Juho Hamari:
Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study. Proc. ACM Hum. Comput. Interact. 6(CHI PLAY): 1-26 (2022) - [j63]Eetu Wallius, Ana Carolina Tomé Klock, Juho Hamari:
Playing it safe: A literature review and research agenda on motivational technologies in transportation safety. Reliab. Eng. Syst. Saf. 223: 108514 (2022) - [j62]Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Armando M. Toda, Paula T. Palomino, Julita Vassileva, Seiji Isotani:
The effects of personalized gamification on students' flow experience, motivation, and enjoyment. Smart Learn. Environ. 9(1): 16 (2022) - [j61]Mikko Salminen, Simo Järvelä, Antti Ruonala, Ville J. Harjunen, Juho Hamari, Giulio Jacucci, Niklas Ravaja:
Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback. IEEE Trans. Affect. Comput. 13(2): 746-755 (2022) - [c106]Ferran Altarriba Bertran, Oguz 'Oz' Buruk, Juho Hamari:
From-The-Wild: Towards Co-Designing For and From Nature. CHI Extended Abstracts 2022: 315:1-315:7 - [c105]Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Juho Hamari:
Balancing the Augmented Experience: Design Tensions in the Location-based Game Pikmin Bloom. CHI Extended Abstracts 2022: 325:1-325:7 - [c104]Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices. CHI 2022: 561:1-561:18 - [c103]Nikoletta Zampeta Legaki, Mattia Thibault, Juho Hamari:
Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF. FDG 2022: 54:1-54:4 - [c102]Daniel Fernández Galeote, Marius Diamant, Kristofers Volkovs, Chubo Zeko, Mattia Thibault, Nikoletta Zampeta Legaki, Juho Hamari:
Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play. FDG 2022: 57:1-57:4 - [c101]Isabella Aura, Lobna Hassan, Juho Hamari:
Gameful civic education: A systematic literature review of empirical research. GamiFIN 2022: 1-10 - [c100]Nikoletta Zampeta Legaki, Daniel Fernández Galeote, Juho Hamari:
The impact of different gamification types in the context of data literacy: An online experiment. GamiFIN 2022: 22-32 - [c99]Annique Smith, Nikoletta Zampeta Legaki, Juho Hamari:
Games and gamification in flipped classrooms: A systematic review. GamiFIN 2022: 33-43 - [c98]Anna-Leena Macey, Joseph Macey, Juho Hamari:
Virtual reality in emotion regulation: A scoping review. GamiFIN 2022: 64-74 - [c97]Gabriel Vasconcelos, Wilk Oliveira, Ana Cláudia Guimarães Santos, Juho Hamari:
ReGammend: A method for personalized recommendation of gamification designs. GamiFIN 2022: 85-94 - [c96]Georgina Guillen, Daniel Fernández Galeote, Nevena Sicevic, Juho Hamari, Jaco Quist:
Gamified apps for sustainable consumption: A systematic review. GamiFIN 2022: 135-145 - [c95]Lobna Hassan, J. Tuomas Harviainen, Juho Hamari, Mattia Thibault:
Introduction to the Minitrack on Engaging Governance. HICSS 2022: 1 - [c94]Jani Holopainen, Essi Pöyry, Juho Hamari, Osmo Mattila:
Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Services and Applications. HICSS 2022: 1-2 - [c93]Nikoletta Zampeta Legaki, Nannan Xi, Juho Hamari:
Introduction to the Minitrack on Gamification. HICSS 2022: 1-2 - [c92]Wilk Oliveira, Kamilla Tenório, Juho Hamari, Seiji Isotani:
The Relationship Between Students' Flow Experience and Their Behavior Data in Gamified Educational Systems. HICSS 2022: 1-10 - [c91]Chenming Peng, Nannan Xi, Zhao Hong, Juho Hamari:
Acceptance of Wearable Technology: A Meta-Analysis. HICSS 2022: 1-10 - [c90]Katrin Scheibe, Franziska Zimmer, Juho Hamari, Maria Törhönen:
Introduction to the Minitrack on Streaming Media in Entertainment. HICSS 2022: 1-2 - [c89]Tobias Scholz, Juho Hamari, Maria Törhönen, Brian McCauley:
Introduction to the Minitrack on Digitalization of Work. HICSS 2022: 1-2 - [c88]Nannan Xi, Elpida Bampouni, Juho Hamari:
How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment. HICSS 2022: 1-9 - [c87]Sangwon Jung, Oguz 'Oz' Buruk, Juho Hamari:
Psychedelic VR Experience: An Exploratory Study on Cosmic Flow. MindTrek 2022: 23-30 - [c86]Simo Järvelä, Lewen Wei, Lobna Hassan, Juho Hamari:
Storifying a Serious Mobile Game: Exploring Players' Perception of Storification Features, Narrative Engagement, and Behavioral Intentions. MindTrek 2022: 53-61 - [c85]Daniel Fernández Galeote, Chubo Zeko, Kristofers Volkovs, Marius Diamant, Mattia Thibault, Nikoletta Zampeta Legaki, Dorina Rajanen, Mikko Rajanen, Juho Hamari:
The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change Engagement. MindTrek 2022: 256-267 - [c84]Sangwon Jung, Oguz 'Oz' Buruk, Juho Hamari:
Altered States of Consciousness in Human-Computer Interaction: A Review. NordiCHI 2022: 69:1-69:13 - [c83]Eshtiak Ahmed, Oguz 'Oz' Buruk, Juho Hamari:
Robots as Human Companions: A Review. PACIS 2022: 246 - [c82]Juan Chen, Nannan Xi, Elpida Bampouni, Juho Hamari:
How Do Shoppers Behave in Extended Realities? A Video-based Comparative Thematic Study. WHICEB 2022: 14 - [e6]Mila Bujic, Jonna Koivisto, Juho Hamari:
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022 - (Organized as an online conference). CEUR Workshop Proceedings 3147, CEUR-WS.org 2022 [contents] - 2021
- [j60]Maria Törhönen, Johann Giertz, Welf H. Weiger, Juho Hamari:
Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda. Electron. Commer. Res. Appl. 46: 101027 (2021) - [j59]Mila Bujic, Anna-Leena Macey, Simo Järvelä, Juho Hamari:
Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality. Interact. Comput. 33(6): 583-595 (2021) - [j58]Joseph Macey, Brett Abarbanel, Juho Hamari:
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors. New Media Soc. 23(6) (2021) - [j57]Daniel Fernández Galeote, Juho Hamari:
Game-based Climate Change Engagement: Analyzing the Potential of Entertainment and Serious Games. Proc. ACM Hum. Comput. Interact. 5(CHI PLAY): 226:1-226:21 (2021) - [j56]Wilk Oliveira, Kamilla Tenório, Juho Hamari, Olena Pastushenko, Seiji Isotani:
Predicting students' flow experience through behavior data in gamified educational systems. Smart Learn. Environ. 8(1): 30 (2021) - [j55]Samuli Laato, Nobufumi Inaba, Juho Hamari:
Convergence between the real and the augmented: Experiences and perceptions in location-based games. Telematics Informatics 65: 101716 (2021) - [j54]Simo Järvelä, Benjamin Cowley, Mikko Salminen, Giulio Jacucci, Juho Hamari, Niklas Ravaja:
Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony. ACM Trans. Soc. Comput. 4(2): 6:1-6:19 (2021) - [j53]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Seiji Isotani:
The relationship between user types and gamification designs. User Model. User Adapt. Interact. 31(5): 907-940 (2021) - [c81]Oguz 'Oz' Buruk, Juho Hamari:
Towards the Next Generation of Extended Reality Wearables. CHI Extended Abstracts 2021: 333:1-333:7 - [c80]Oguz 'Oz' Buruk, Mikko Salminen, Nannan Xi, Timo Nummenmaa, Juho Hamari:
Towards the Next Generation of Gaming Wearables. CHI 2021: 444:1-444:15 - [c79]Isabella Aura, Lobna Hassan, Juho Hamari:
My school is Hogwarts: Students' social behavior in storified classes. GamiFIN 2021: 11-20 - [c78]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. GamiFIN 2021: 90-99 - [c77]Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. GamiFIN 2021: 110-119 - [c76]Joseph Macey, Juho Hamari, Max Sjöblom, Maria Törhönen:
Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans. GamiFIN 2021: 120-129 - [c75]Mattia Thibault, Nikoletta Zampeta Legaki, Oguz Turan Buruk, Juho Hamari:
Etsijä's call: Gamifying virtual conferences with alternate reality games. GamiFIN 2021: 160-169 - [c74]Mila Bujic, Nannan Xi, Juho Hamari:
Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context. HICSS 2021: 1-10 - [c73]Georgina Guillen, Juho Hamari, Jaco Quist:
Gamification of Sustainable Consumption: a systematic literature review. HICSS 2021: 1-10 - [c72]Juho Hamari, Lobna Hassan, Nannan Xi:
Introduction to the Minitrack on Gamification. HICSS 2021: 1 - [c71]J. Tuomas Harviainen, Ari Haasio, Teemu Ruokolainen, Lobna Hassan, Piotr Siuda, Juho Hamari:
Information Protection in Dark Web Drug Markets Research. HICSS 2021: 1-8 - [c70]Lobna Hassan, Mattia Thibault, J. Tuomas Harviainen, Juho Hamari:
Introduction to the Minitrack on Engaging Governance. HICSS 2021: 1 - [c69]Essi Pöyry, Osmo Mattila, Juho Hamari, Jani Holopainen:
Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Services and Applications. HICSS 2021: 1-2 - [c68]Marc Riar, Jakob J. Korbel, Nannan Xi, Rüdiger Zarnekow, Juho Hamari:
The Use of Augmented Reality in Retail: A Review of Literature. HICSS 2021: 1-10 - [c67]Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila, Juho Hamari:
The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities. HICSS 2021: 1-10 - [c66]Ruowei Xiao, Zhanwei Wu, Oguz Turan Buruk, Juho Hamari:
Enhance User Engagement using Gamified Ineternet of Things. HICSS 2021: 1-10 - [c65]Franziska Zimmer, Maria Törhönen, Kaja Fietkiewicz, Juho Hamari:
Introduction to the Minitrack on Streaming Media in Entertainment. HICSS 2021: 1-2 - [c64]Wilk Oliveira, Seiji Isotani, Olena Pastushenko, Tomás Hruska, Juho Hamari:
Modeling students' flow experience through data logs in gamified educational systems. ICALT 2021: 97-101 - [c63]Eetu Wallius, Ana Carolina Tomé Klock, Vilhelmiina Eronen, Juho Hamari:
Preconceptions towards gamifying work: A thematic analysis of responses of a maritime logistics organization. MindTrek 2021: 128-133 - [c62]Oguz Turan Buruk, Juho Hamari:
Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone. MindTrek 2021: 165-175 - [c61]Asif Shaikh, Shiva Jabari, Ruowei Xiao, Adnan Mehmood, Juho Hamari, Oguz Turan Buruk, Johanna Virkki:
Passive RFID-based Music Player Textile. RFID-TA 2021: 181-182 - [c60]Sangwon Jung, Ruowei Xiao, Oguz 'Oz' Buruk, Juho Hamari:
Designing Gaming Wearables: From Participatory Design to Concept Creation. TEI 2021: 91:1-91:14 - [e5]Mila Bujic, Jonna Koivisto, Juho Hamari:
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021 - (Organized as an online conference). CEUR Workshop Proceedings 2883, CEUR-WS.org 2021 [contents] - [i6]Wilk Oliveira, Olena Pastushenko, Luiz A. L. Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani:
Does gamification affect flow experience? A systematic literature review. CoRR abs/2106.09942 (2021) - [i5]Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani:
Do people's user types change over time? An exploratory study. CoRR abs/2106.10148 (2021) - 2020
- [j52]Henry Korkeila, Juho Hamari:
Avatar capital: The relationships between player orientation and their avatar's social, symbolic, economic and cultural capital. Comput. Hum. Behav. 102: 14-21 (2020) - [j51]Lobna Hassan, Juho Hamari:
Gameful civic engagement: A review of the literature on gamification of e-participation. Gov. Inf. Q. 37(3): 101461 (2020) - [j50]Juho Hamari, Nicolai Hanner, Jonna Koivisto:
"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games. Int. J. Inf. Manag. 51: 102040 (2020) - [j49]Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, Juho Hamari:
Tailored gamification: A review of literature. Int. J. Hum. Comput. Stud. 144: 102495 (2020) - [j48]Nikoletta Zampeta Legaki, Nannan Xi, Juho Hamari, Kostas Karpouzis, Vassilios Assimakopoulos:
The effect of challenge-based gamification on learning: An experiment in the context of statistics education. Int. J. Hum. Comput. Stud. 144: 102496 (2020) - [j47]Chao Feng, Nannan Xi, Guijun Zhuang, Juho Hamari:
The role of interactive practice in business performance. Ind. Manag. Data Syst. 120(8): 1521-1542 (2020) - [j46]Yanping Zhang, Xiaodong Li, Juho Hamari:
How does mobility affect social media advertising effectiveness? A study in WeChat. Ind. Manag. Data Syst. 120(11): 2081-2101 (2020) - [j45]Maria Törhönen, Max Sjöblom, Lobna Hassan, Juho Hamari:
Fame and fortune, or just fun? A study on why people create content on video platforms. Internet Res. 30(1): 165-190 (2020) - [j44]Max Sjöblom, Joseph Macey, Juho Hamari:
Digital athletics in analogue stadiums. Internet Res. 30(3): 713-735 (2020) - [j43]Mila Bujic, Mikko Salminen, Joseph Macey, Juho Hamari:
"Empathy machine": how virtual reality affects human rights attitudes. Internet Res. 30(5): 1407-1425 (2020) - [j42]Aqdas Malik, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, Aditya Johri:
How players across gender and age experience Pokémon Go? Univers. Access Inf. Soc. 19(4): 799-812 (2020) - [j41]Henrietta Jylhä, Juho Hamari:
Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons. User Model. User Adapt. Interact. 30(5): 949-982 (2020) - [c59]Mattia Thibault, Oguz 'Oz' Buruk, Seda Suman Buruk, Juho Hamari:
Transurbanism: Smart Cities for Transhumans. Conference on Designing Interactive Systems 2020: 1915-1928 - [c58]Timo Nummenmaa, Oguz Turan Buruk, Mila Bujic, Max Sjöblom, Jussi Holopainen, Juho Hamari:
Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos. ArtsIT 2020: 119-138 - [c57]Lobna Hassan, Jere Rantalainen, Nannan Xi, Henri Pirkkalainen, Juho Hamari:
The relationship between player types and gamification feature preferences. GamiFIN 2020: 11-20 - [c56]Nikoletta Zampeta Legaki, Juho Hamari:
Gamification in statistics education: A literature review. GamiFIN 2020: 41-51 - [c55]Eetu Wallius, Juho Hamari:
Motivational technology as a way of enhancing transportation safety - A systematic review of previous research. GamiFIN 2020: 92-102 - [c54]Mila Bujic, Juho Hamari:
Immersive journalism: Extant corpus and future agenda. GamiFIN 2020: 136-145 - [c53]Johann Giertz, Welf H. Weiger, Maria Törhönen, Juho Hamari:
Understanding the what and how of successful social live streaming. GamiFIN 2020: 167-176 - [c52]Juho Hamari, Mattia Thibault, Lobna Hassan:
Introduction to the Minitrack on Gamification. HICSS 2020: 1 - [c51]Lobna Hassan, Henrietta Jylhä, Max Sjöblom, Juho Hamari:
Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use. HICSS 2020: 1-10 - [c50]Lobna Hassan, Nannan Xi, Bahadir Gurkan, Jonna Koivisto, Juho Hamari:
Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences. HICSS 2020: 1-10 - [c49]Essi Pöyry, Osmo Mattila, Juho Hamari, Jani Holopainen:
Introduction to the Minitrack on Mixed, Augmented, and Virtual Reality: Co-designed Services and Applications. HICSS 2020: 1 - [c48]Marc Riar, Benedikt Morschheuser, Juho Hamari, Rüdiger Zarnekow:
How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification. HICSS 2020: 1-10 - [c47]Maria Törhönen, Max Sjöblom, Jukka Vahlo, Juho Hamari:
View, Play and Pay? - The Relationship between Consumption of Gaming Video Content and Video Game Playing and Buying. HICSS 2020: 1-10 - [c46]Henry Korkeila, Jonna Koivisto, Juho Hamari:
Demographic differences in accumulated types of capital in massively multiplayer online role-playing games. Mindtrek 2020: 74-82 - [c45]Mila Bujic, Juho Hamari:
Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and article. Mindtrek 2020: 120-125 - [e4]Jonna Koivisto, Mila Bujic, Juho Hamari:
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020 - (Organized as an online conference). CEUR Workshop Proceedings 2637, CEUR-WS.org 2020 [contents]
2010 – 2019
- 2019
- [j40]Max Sjöblom, Maria Törhönen, Juho Hamari, Joseph Macey:
The ingredients of Twitch streaming: Affordances of game streams. Comput. Hum. Behav. 92: 20-28 (2019) - [j39]Kati Alha, Elina Koskinen, Janne Paavilainen, Juho Hamari:
Why do people play location-based augmented reality games: A study on Pokémon GO. Comput. Hum. Behav. 93: 114-122 (2019) - [j38]Juho Hamari, Aqdas Malik, Johannes Koski, Aditya Johri:
Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? Int. J. Hum. Comput. Interact. 35(9): 804-819 (2019) - [j37]Jonna Koivisto, Juho Hamari:
The rise of motivational information systems: A review of gamification research. Int. J. Inf. Manag. 45: 191-210 (2019) - [j36]Lobna Hassan, Antonio Dias, Juho Hamari:
How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking. Int. J. Inf. Manag. 46: 151-162 (2019) - [j35]Nannan Xi, Juho Hamari:
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. Int. J. Inf. Manag. 46: 210-221 (2019) - [j34]Dicle Berfin Köse, Benedikt Morschheuser, Juho Hamari:
Is it a tool or a toy? How user's conception of a system's purpose affects their experience and use. Int. J. Inf. Manag. 49: 461-474 (2019) - [j33]Amon Rapp, Frank Hopfgartner, Juho Hamari, Conor Linehan, Federica Cena:
Strengthening gamification studies: Current trends and future opportunities of gamification research. Int. J. Hum. Comput. Stud. 127: 1-6 (2019) - [j32]Benedikt Morschheuser, Juho Hamari, Alexander Maedche:
Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing. Int. J. Hum. Comput. Stud. 127: 7-24 (2019) - [j31]Henrietta Jylhä, Juho Hamari:
An icon that everyone wants to click: How perceived aesthetic qualities predict app icon successfulness. Int. J. Hum. Comput. Stud. 130: 73-85 (2019) - [j30]Jaroslaw Jankowski, Juho Hamari, Jaroslaw Watróbski:
A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements. Internet Res. 29(1): 194-217 (2019) - [j29]Joseph Macey, Juho Hamari:
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media Soc. 21(1) (2019) - [j28]Johan Högberg, Juho Hamari, Erik Wästlund:
Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Model. User Adapt. Interact. 29(3): 619-660 (2019) - [c44]Chao Feng, Nannan Xi, Guijun Zhuang, Juho Hamari:
IT Capability and Firm Performance: The Mediating Roles of Interaction Praxis. AMCIS 2019 - [c43]Dicle Berfin Köse, Juho Hamari:
Dual Information Systems: A Review Of Factors Affecting Their Use. AMCIS 2019 - [c42]Nannan Xi, Juho Hamari:
VR Shopping: A Review of Literature. AMCIS 2019 - [c41]Hui Xu, Yang Wu, Nannan Xi, Juho Hamari:
What Determines the Successfulness of a Crowdsourcing Campaign? A Study on Attributes of Crowdsourcing Campaigns. AMCIS 2019 - [c40]Jonna Koivisto, Juho Hamari:
Gamification of physical activity: A systematic literature review of comparison studies. GamiFIN 2019: 106-117 - [c39]Joseph Macey, Juho Hamari:
The Games We Play: Relationships between game genre, business model and loot box opening. GamiFIN 2019: 193-204 - [c38]Juho Hamari, Jonna Koivisto, Petri Parvinen:
Introduction to the Minitrack on Gamification. HICSS 2019: 1 - [c37]Lobna Hassan, Juho Hamari:
Gamification of E-Participation: A Literature Review. HICSS 2019: 1-10 - [c36]Jonna Koivisto, Aqdas Malik, Bahadir Gurkan, Juho Hamari:
Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game. HICSS 2019: 1-10 - [c35]Nikoletta Zampeta Legaki, Nannan Xi, Juho Hamari, Vassilios Assimakopoulos:
Gamification of The Future: An Experiment on Gamifying Education of Forecasting. HICSS 2019: 1-10 - [c34]Petri Parvinen, Juho Hamari, Essi Pöyry:
Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Co-designed Services and Applications. HICSS 2019: 1-2 - [c33]Maria Törhönen, Lobna Hassan, Max Sjöblom, Juho Hamari:
Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers. HICSS 2019: 1-10 - [c32]Jukka Vahlo, Juho Hamari:
Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG). HICSS 2019: 1-10 - [c31]Nannan Xi, Juho Hamari:
The Relationship Between Gamification, Brand Engagement and Brand Equity. HICSS 2019: 1-10 - [e3]Jonna Koivisto, Juho Hamari:
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019. CEUR Workshop Proceedings 2359, CEUR-WS.org 2019 [contents] - [i4]Kamil Bortko, Patryk Pazura, Juho Hamari, Piotr Bartkow, Jaroslaw Jankowski:
From the Hands of an Early Adopter's Avatar to Virtual Junkyards: Analysis of Virtual Goods' Lifetime Survival. CoRR abs/1903.11506 (2019) - [i3]Jaroslaw Jankowski, Juho Hamari, Jaroslaw Watróbski:
A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements. CoRR abs/1903.11997 (2019) - 2018
- [j27]Joseph Macey, Juho Hamari:
Investigating relationships between video gaming, spectating esports, and gambling. Comput. Hum. Behav. 80: 344-353 (2018) - [j26]Zorah Hilvert-Bruce, James T. Neill, Max Sjöblom, Juho Hamari:
Social motivations of live-streaming viewer engagement on Twitch. Comput. Hum. Behav. 84: 58-67 (2018) - [j25]Benedikt Morschheuser, Lobna Hassan, Karl Werder, Juho Hamari:
How to design gamification? A method for engineering gamified software. Inf. Softw. Technol. 95: 219-237 (2018) - [j24]Juho Hamari, Lobna Hassan, Antonio Dias:
Gamification, quantified-self or social networking? Matching users' goals with motivational technology. User Model. User Adapt. Interact. 28(1): 35-74 (2018) - [c30]Jenni Majuri, Jonna Koivisto, Juho Hamari:
Gamification of education and learning: A review of empirical literature. GamiFIN 2018: 11-19 - [c29]Lobna Hassan, J. Tuomas Harviainen, Juho Hamari:
Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter. GamiFIN 2018: 30-39 - [c28]Joseph Macey, Juho Hamari:
A game of skill?: Miscognitions and problematic behaviour in video game players who gamble. GamiFIN 2018: 83-91 - [c27]Maria Törhönen, Max Sjöblom, Juho Hamari:
Likes and views: Investigating internet video content creators perceptions of popularity. GamiFIN 2018: 108-114 - [c26]Lobna Hassan, Benedikt Morschheuser, Nader Alexan, Juho Hamari:
First-hand experience of why gamification projects fail and what could be done about it. GamiFIN 2018: 141-150 - [c25]Juho Hamari, Petri Parvinen:
Introduction to the Minitrack on Gamification. HICSS 2018 - [c24]Henry Korkeila, Juho Hamari:
The Relationship Between Player's Gaming Orientation and Avatar's Capital: a Study in Final Fantasy XIV. HICSS 2018: 1-10 - [c23]Petri Parvinen, Juho Hamari, Essi Pöyry:
Introduction to the Minitrack on Mixed, Augmented and Virtual Reality. HICSS 2018: 1-2 - [c22]Harald Warmelink, Jonna Koivisto, Igor Mayer, Mikko Vesa, Juho Hamari:
Gamification of the work floor: A literature review of gamifying production and logistics operations. HICSS 2018 - [c21]Max Sjöblom, Lobna Hassan, Joseph Macey, Maria Törhönen, Juho Hamari:
Liking the Game: How Can Spectating Motivations Influence Social Media Usage at Live Esports Events? SMSociety 2018: 160-167 - [e2]Jonna Koivisto, Juho Hamari:
Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018. CEUR Workshop Proceedings 2186, CEUR-WS.org 2018 [contents] - [r1]Jaroslaw Jankowski, Juho Hamari:
Virtual Goods in Social Media. Encyclopedia of Social Network Analysis and Mining. 2nd Ed. 2018 - 2017
- [j23]Juho Hamari, Kati Alha, Simo Järvelä, J. Matias Kivikangas, Jonna Koivisto, Janne Paavilainen:
Why do players buy in-game content? An empirical study on concrete purchase motivations. Comput. Hum. Behav. 68: 538-546 (2017) - [j22]Juho Hamari, Lauri Keronen:
Why do people buy virtual goods: A meta-analysis. Comput. Hum. Behav. 71: 59-69 (2017) - [j21]Juho Hamari:
Do badges increase user activity? A field experiment on the effects of gamification. Comput. Hum. Behav. 71: 469-478 (2017) - [j20]Max Sjöblom, Maria Törhönen, Juho Hamari, Joseph Macey:
Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Comput. Hum. Behav. 73: 161-171 (2017) - [j19]Max Sjöblom, Juho Hamari:
Why do people watch others play video games? An empirical study on the motivations of Twitch users. Comput. Hum. Behav. 75: 985-996 (2017) - [j18]Benedikt Morschheuser, Marc Riar, Juho Hamari, Alexander Maedche:
How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Comput. Hum. Behav. 77: 169-183 (2017) - [j17]Kai Huotari, Juho Hamari:
A definition for gamification: anchoring gamification in the service marketing literature. Electron. Mark. 27(1): 21-31 (2017) - [j16]Juho Hamari, Nicolai Hanner, Jonna Koivisto:
Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. Int. J. Inf. Manag. 37(1): 1449-1459 (2017) - [j15]Juho Hamari, Lauri Keronen:
Why do people play games? A meta-analysis. Int. J. Inf. Manag. 37(3): 125-141 (2017) - [j14]Benedikt Morschheuser, Juho Hamari, Jonna Koivisto, Alexander Maedche:
Gamified crowdsourcing: Conceptualization, literature review, and future agenda. Int. J. Hum. Comput. Stud. 106: 26-43 (2017) - [j13]Juho Hamari, Max Sjöblom:
What is eSports and why do people watch it? Internet Res. 27(2): 211-232 (2017) - [c20]Jana Jarecki, Jacob Friis Sherson, Juho Hamari, Julia Ayumi Bopp, Julian Jarecki, Libby Heaney, Sharon T. Steinemann, Pinja Haikka, Carsten Bergenholtz:
Citizen Science, Gamification, and Virtual Reality for Cognitive Research. CogSci 2017 - [c19]Juho Hamari, Petri Parvinen:
Introduction to Gamification Minitrack. HICSS 2017: 1 - [c18]Amir Matallaoui, Jonna Koivisto, Juho Hamari, Rüdiger Zarnekow:
How Effective Is "Exergamification"? A Systematic Review on the Effectiveness of Gamification Features in Exergames. HICSS 2017: 1-10 - [c17]Benedikt Morschheuser, Juho Hamari, Karl Werder, Julian Abe:
How to Gamify? A Method For Designing Gamification. HICSS 2017: 1-10 - [c16]Petri Parvinen, Maurits Kaptein, Essi Pöyry, Juho Hamari:
Introduction to Customer Analytics and Data-Led Omnichannel Commerce Minitrack. HICSS 2017: 1 - [c15]Essi Pöyry, Ninni Hietaniemi, Petri Parvinen, Juho Hamari, Maurits Kaptein:
Personalized Product Recommendations: Evidence from the Field. HICSS 2017: 1-9 - [i2]Antti Ukkonen, Juho Hamari:
Large-scale study of social network structure and team performance in a multiplayer online game. CoRR abs/1710.11507 (2017) - 2016
- [j12]Jaroslaw Jankowski, Piotr Bródka, Juho Hamari:
A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world. Behav. Inf. Technol. 35(11): 926-945 (2016) - [j11]Juho Hamari, David J. Shernoff, Elizabeth Rowe, Brianno D. Coller, Jodi Asbell-Clarke, Teon Edwards:
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54: 170-179 (2016) - [j10]Juho Hamari, Mimmi Sjöklint, Antti Ukkonen:
The sharing economy: Why people participate in collaborative consumption. J. Assoc. Inf. Sci. Technol. 67(9): 2047-2059 (2016) - [c14]Maayan Zhitomirsky-Geffet, Barbara H. Kwasnik, Julia Bullard, Lala Hajibayova, Juho Hamari, Timothy D. Bowman:
Crowdsourcing approaches for knowledge organization systems: Crowd collaboration or crowd work? ASIST 2016: 1-6 - [c13]Amon Rapp, Federica Cena, Frank Hopfgartner, Juho Hamari, Conor Linehan:
Fictional Game Elements: Critical Perspectives on Gamification Design. CHI PLAY (Companion) 2016: 373-377 - [c12]Amon Rapp, Federica Cena, Frank Hopfgartner, Juho Hamari, Conor Linehan:
Fictional Game Elements 2016. FGE@CHI PLAY 2016 - [c11]Kati Alha, Elina Koskinen, Janne Paavilainen, Juho Hamari:
Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. DiGRA/FDG 2016 - [c10]Juho Hamari, Petri Parvinen:
Introduction to Gamification: Motivations, Effects and Analytics Minitrack. HICSS 2016: 1307-1308 - [c9]Juho Hamari, Lauri Keronen:
Why do People Buy Virtual Goods? A Literature Review. HICSS 2016: 1358-1367 - [c8]Benedikt Morschheuser, Juho Hamari, Jonna Koivisto:
Gamification in Crowdsourcing: A Review. HICSS 2016: 4375-4384 - [e1]Amon Rapp, Federica Cena, Frank Hopfgartner, Juho Hamari, Conor Linehan:
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), Austin, Texas, USA, October 16-19, 2016. CEUR Workshop Proceedings 1715, CEUR-WS.org 2016 [contents] - [i1]Jaroslaw Jankowski, Piotr Bródka, Juho Hamari:
A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world. CoRR abs/1609.05930 (2016) - 2015
- [j9]Juho Hamari, Jonna Koivisto:
"Working out for likes": An empirical study on social influence in exercise gamification. Comput. Hum. Behav. 50: 333-347 (2015) - [j8]Juho Hamari:
Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. Int. J. Inf. Manag. 35(3): 299-308 (2015) - [j7]Juho Hamari, Jonna Koivisto:
Why do people use gamification services? Int. J. Inf. Manag. 35(4): 419-431 (2015) - [j6]J. Tuomas Harviainen, Juho Hamari:
Seek, share, or withhold: information trading in MMORPGs. J. Documentation 71(6): 1119-1134 (2015) - [c7]Juho Hamari, Tuula Nousiainen:
Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness. HICSS 2015: 682-691 - [c6]Juho Hamari, Lauri Keronen, Kati Alha:
Why Do People Play Games? A Review of Studies on Adoption and Use. HICSS 2015: 3559-3568 - 2014
- [j5]Antti Oulasvirta, Tiia Suomalainen, Juho Hamari, Airi Lampinen, Kristiina Karvonen:
Transparency of Intentions Decreases Privacy Concerns in Ubiquitous Surveillance. Cyberpsychology Behav. Soc. Netw. 17(10): 633-638 (2014) - [j4]Jonna Koivisto, Juho Hamari:
Demographic differences in perceived benefits from gamification. Comput. Hum. Behav. 35: 179-188 (2014) - [j3]Juho Hamari, Jonna Koivisto:
Measuring flow in gamification: Dispositional Flow Scale-2. Comput. Hum. Behav. 40: 133-143 (2014) - [j2]Juho Hamari, Janne Tuunanen:
Player Types: A Meta-synthesis. Trans. Digit. Games Res. Assoc. 1(2) (2014) - [c5]Juho Hamari, Jonna Koivisto, Harri Sarsa:
Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. HICSS 2014: 3025-3034 - [c4]Juho Hamari, Jonna Koivisto, Tuomas Pakkanen:
Do Persuasive Technologies Persuade? - A Review of Empirical Studies. PERSUASIVE 2014: 118-136 - 2013
- [j1]Juho Hamari:
Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electron. Commer. Res. Appl. 12(4): 236-245 (2013) - [c3]Juho Hamari, Jonna Koivisto:
Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. ECIS 2013: 105 - 2012
- [c2]Kai Huotari, Juho Hamari:
Defining gamification: a service marketing perspective. MindTrek 2012: 17-22 - 2011
- [c1]Juho Hamari, Veikko Eranti:
Framework for Designing and Evaluating Game Achievements. DiGRA Conference 2011
Coauthor Index
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