Complete your master thesis under the guidance of our group!


Gamification Group (GG) is a world-leading research group in several areas where technology and humanity meet. GG is internationally revered for seminal academic and societal contributions in the areas of novel technologies, such as motivational information systems (e.g., gamification, game-based learning, quantified-self, persuasive technologies), internet commerce (e.g., crowdsourcing, crowdfunding, sharing economies, game economies), new media (e.g., esports, streaming, immersive journalism), as well as human-computer interaction (e.g., VR, wearables, transhumanism, user interfaces). However, GG is especially recognized as the birthing ground for the general umbrella field of gamification research, where GG is the most cited and published research group internationally in its pursuit of wielding gameful approaches towards the flourishing of the planet, people, and prosperity. Our group members offer supervision of master theses for students of multiple disciplines and interests. Completing your thesis as part of the Gamification Group provides an excellent opportunity to publish in peer-reviewed venues and a kickstart for those interested in pursuing an academic career.

If you are interested in completing your thesis under the guidance of our group members, do not hesitate to contact us and discuss your research interests.


Contact

Area

Methodological expertise

Example publication

Sustainability

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

Education

Lobna Hassan
Postdoctoral researcher
lobna.hassan@tuni.fi
• Gamified education
• Gamified exercise
• Storification
• Virtual Reality VR, AR
• Accessibility
• E-government
• E-participation
Qualitative
Quantitative
Hassan, L., Hamari, J., & Dias, A. (2019). How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking. International Journal of Information Management 46, 151-162.
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

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

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

Mattia Thibault
Postdoctoral researcher
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

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.