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August 19, 2019 In Gamification, Publication By Shuo Yang

The Relationship Between Gamification, Brand Engagement and Brand Equity

Gamification refers to the design that attempts to bring about similar positive experiences as games do, and consequently, affect user behaviour and cognitive processes [6].  In the marketing realm, gamification has been used by many enterprises to improve advertising performance [10, 12], engage customers [4,...

August 13, 2019 In Interaction design, Publication By Shuo Yang

A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements

The visual intensity of website elements is commonly used in online marketing to steer user behaviour. The overuse of techniques to attract user attention can ultimately lead to an inferior user experience and even user churn [11]; [13]. However, marketing elements that are insufficiently visible...

August 12, 2019 In Gamification, Publication By Shuo Yang

Live, Love, Juul: User and Content Analysis of Twitter Posts about Juul

The past decade has seen rapid evolvement of ENDS (electronic nicotine delivery systems) commonly known as electronic cigarettes, e-cigarettes, or vaporizers. Although the use of tobacco products such as combustible cigarettes, cigars, snus, and pipes has decreased significantly in this same time period, there has...

August 7, 2019 In Gamification, Publication By Shuo Yang

From the Hands of an Early Adopter’s Avatar to Virtual Junkyards: Analysis of Virtual Goods’ Lifetime Survival

Virtual worlds and games have been postulated to provide unprecedented possibilities for research in general [1,2], but especially for the study of economics [3] due to their ability to systematically track every event in that reality, but also due to the possibility of creating controllable environments while...

August 6, 2019 In Augmented Reality, Gamification, Publication, Urban Play By Shuo Yang

Why do people play location-based augmented reality games: A study on Pokémon GO

Location-based augmented reality (AR) games are pervasive games that tie into the everyday life of the players and transform their mundane surroundings into a part of the game world [6]. After being published in July 2016, Pokémon GO (PGO) [8] became the first location-based AR...

August 5, 2019 In Gamification, Publication By Shuo Yang

Strengthening gamification studies: Current trends and future opportunities of gamification research

Gamification has become a well-established technique in Human Computer Interaction (HCI). It refers to the transformation of systems, services, organizations and activities to afford similar experiences, motivations and skills as good games [7]. Over recent years, practitioners have attempted to exploit the motivational “power” of...

August 1, 2019 In eSports, Gambling, News By Joseph Macey

What About VGO?: The Ongoing Debate Around Loot Boxes and Virtual Item Gambling

Discussions about the potential for loot boxes to be considered as a form of gambling have maintained a consistent presence over the last few years, entering the mainstream primarily as a result of EA’s launch of Battlefront 2 in late 2017[7]. Since then there have...

July 18, 2019 In Interaction design, Publication By Henrietta Jylhä

AN ICON THAT EVERYONE WANTS TO CLICK: HOW PERCEIVED AESTHETIC QUALITIES PREDICT APP ICON SUCCESSFULNESS

App stores house a massive number of mobile applications, also known as apps. In light of recent statistics, the impact of the apps industry to economic growth is undeniably high. All apps are listed on app stores as icons – a graphic that “provides a...

June 24, 2019 In Gamification, Publication By Shuo Yang

THE RISE OF MOTIVATIONAL INFORMATION SYSTEMS: A REVIEW OF GAMIFICATION RESEARCH

Epilogue / acknowledgement. Back in 2012-2013, we conducted a rather modest but popular literature review on then extant empirical literature that had examined gamification: Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – a literature review of empirical studies on gamification. In Proceedings...

May 14, 2019 In Achievements, Awards By Lobna Hassan

Prof. Juho Hamari awarded “young scientist of the year 2019”

On Monday, May 13th 2019; Professor Juho Hamari was awarded " young scientist of the year 2019" by the Finnish Technology Promotion foundation (TES). The award is a recognition for groundbreaking research work in the technologies field at a young age. The award was handed out at the celebration of...

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