Contact |
Area |
Methodological expertise |
Example publication |
Sustainability |
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Georgina Guillen Ph.D. candidate georgina.guillen@tuni.fi |
• Sustainable consumption and production • Gamification and sustainability • Gamification and circular economy |
Qualitative | Guillen, G. & Fischer, D., & Vergragt, P. (2020). Communicating Sustainable Consumption. In The Sustainability Communication Reader. Eds. Weder, F., Krainer, L., Karmasin, M. Springer Natur VS Verlag für Sozialwissenschaften. |
Daniel Fernández Galeote Ph.D. candidate daniel.fernandezgaleote@tuni.fi |
• Gamification and climate change engagement • Sustainable development • Environmental/climate citizenship |
Qualitative Quantitative Design research |
Fernández Galeote, D., Rajanen, M., Rajanen, D., Legaki, N.Z., Langley, D.J., & Hamari, J. (2021). Gamification for climate change engagement: review of corpus and future agenda. Environmental Research Letters, v. 16, pp. 1-50. |
Education |
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Isabella Aura Ph.D. candidate isabella.aura@tuni.fi |
• Gamification and storification in educational settings • Games & childhood |
Qualitative | Aura, I., Hassan, L., & Hamari, J. (2021). Teaching within a Story: Understanding Storification of Pedagogy. International Journal of Educational Research, 106. |
Nikoletta-Zampeta Legaki Postdoctoral researcher zampeta.legaki@tuni.fi |
• Gamified strategies • Risk management forecasting • Information systems • Data literacy • Statistics/forecasting education • Energy forecasting and policies |
Quantitative Design research |
Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International journal of human-computer studies, 144, 102496. |
Business, Marketing & Decision making |
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Maria Törhönen Ph.D. candidate maria.torhonen@tuni.fi |
• Esports • Streaming • Playbour • Living Lab of Play project (development of a playful, co-creative research environment also focusing on esports, gamification and VR/AR) |
Quantitative | |
Nannan Xi Postdoctoral researcher nannan.xi@tuni.fi |
• Gamified business XR commerce (AR, VR, MR) • Streaming • Robotics |
Quantitative | Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities, Journal of Business Research, 109, 449-460. |
Eetu Wallius Ph.D. candidate eetu.wallius@tuni.fi |
• Gamified industry • Gamification & HSE • Gamification & transportation |
Qualitative | Wallius, E., & Hamari, J. (2020). Motivational technology as a way of enhancing transportation safety – A systematic review of previous research. In Proceedings of the 4th International GamiFIN conference, Levi, Finland, April 1-3, 2020. |
Joseph Macey Ph.D. candidate joseph.macey@tuni.fi |
• Esports • Convergence of gaming and gambling, gamblification • Virtual items and economie • Problematic gaming • Cognitive frameworks |
Quantitative Qualitative |
Macey, J., & Hamari, J. (2020). GamCog: A measurement instrument for miscognitions related to gamblification, gambling, and video gaming. Psychology of Addictive Behaviors, 34(1), 242. |
Social and emotional psychology |
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Simo Järvelä Postdoctoral researcher simo.jarvela@tuni.fi |
• VR • Emotions, empathy, emotion skills • Biocybernetics, cognitive science, decision-making, larp, roleplaying games, simulations, meditation |
Quantitative Qualitative |
Salminen, M., Järvelä, S., Ruonala, A., Harjunen, V. J., Jacucci, G., Hamari, J., & Ravaja, N. (2019). Evoking Physiological Synchrony and Empathy Using Social VR with Biofeedback. IEEE Transactions on Affective Computing, 1949-3045. |
Mila Bujić Ph.D. candidate mila.bujic@tuni.fi |
• User and player experience in virtual reality • Virtual reality and gamification/games • Embodied VR avatars / Make-believe in VR • Social VR • Futures research of VR |
Qualitative Quantitative |
Bujić, M., Salminen, M., Macey, J., & Hamari, J. (2020). “Empathy machine”: how virtual reality affects human rights attitudes. Internet Research. |
Anna-Leena Macey Ph.D. candidate anna-leena.macey@tuni.fi |
• Communication & social interaction • Virtual Reality (social interaction, emotional management, user/avatar relationship) • Embodied cognition |
Qualitative | |
Design & Space |
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Mattia Thibault Senior research fellow mattia.thibault@tuni.fi |
• Urban gamification, playable cities, ludic cities, DIY urbanism, location-based games, gamification of the built environment • Ludification of culture • Play and meaning-making, semiotics of play • Toys and toyification • Punk gamification |
Qualitative Design research |
Thibault, M. (2019). “Towards a Typology of Urban Gamification” Proceedings of HICSS 2019, pp. 1476-1485. |
Oğuz ‘Oz’ Buruk Postdoctoral researcher oguz.buruk@tuni.fi |
• Playful Pervasive Devices Design and Development • Playful Extended Reality Environments • Playful Wearables Design and Development • Fictional and Speculative Design • User and Player Experience Research |
Qualitative Design research |
Buruk, O. T., & Özcan, O. (2018). Extracting Design Guidelines for Wearables and Movement in Tabletop Role- Playing Games via a Research Through Design Process. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (p. 513). ACM. |
Ruowei Xiao Postdoctoral researcher ruowei.xiao@tuni.fi |
• Internet of Things • Web service architecture • Web based software development |
Qualitative Design research |
Xiao, R., Wu, Z., Buruk, O. T., & Hamari, J. (2021). Enhance User Engagement using Gamified Internet of Things. In Proceedings of the 54th Hawaii International Conference on System Sciences (p. 4806). |
Personalization & UI |
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Henrietta Jylhä Ph.D. candidate henrietta.jylha@tuni.fi |
• User perceptions of aesthetics and graphic design • Experimental studies related to graphical user interfaces |
Quantitative Design |
Jylhä, H., & Hamari, J., (2020). Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): A test in the context of mobile game icons. User Modeling and User-Adapted Interaction. |
Ana Carolina Tomé Klock Ph.D. candidate ana.tomeklock@tuni.fi |
• Gamified virtual learning environments • User-centered and tailored gamification • Gamified intersectional feminism, cultural aspects |
Qualitative Quantitative Design research |
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human- Computer Studies, 102495. |