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GArMEnt
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esports
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@incollection{idone_cassone_bang_2018, address = {Rome}, title = {With a bang or with a whimper}, booktitle = {I discorsi della fine: {Catastrofi}, disastri, apocalissi}, publisher = {Aracne editrice}, author = {Idone Cassone, Vincenzo and Surace, Bruno and Thibault, Mattia}, editor = {Idone Cassone, Vincenzo and Surace, Bruno and Thibault, Mattia}, year = {2018}, pages = {10--26} } @article{hamari_why_2020, title = {'{Why} pay premium in freemium services?' {A} study on perceived value, continued use and purchase intentions in free-to-play games}, volume = {51}, url = {https://doi.org/10.1016/j.ijinfomgt.2019.102040}, abstract = {Freemium has become de facto business model for games and many other online services. We investigate how consumers' perceived value is associated with their intention to use freemium services and to purchase premium content. We employ data gathered through an online survey (N=869) among players of freemium/free-to-play games. Firstly, we find support for the 'Demand Through Inconvenience' -hypothesis proposed in this study, indicating that the higher the enjoyment of the freemium service, the lower the intentions to purchase premium content but higher intention to use the service overall. Secondly, social value is found to positively affect freemium use and premium purchases. Thirdly, the quality of the freemium service does not seem to be associated with premium purchases although it has a positive association with freemium use. Fourthly, the economic value of freemium services is positively associated with freemium service use and via increased use also has a positive effect on premium purchases. The findings of the present study highlight the peculiarity of the freemium business model: increasing perceived value of the freemium service (i.e. enjoyment) may both add to and retract from future profitability via increased retention on one hand, reduced monetization on the other.}, journal = {International Journal of Information Management}, author = {Hamari, Juho and Hanner, Nicolai and Koivisto, Jonna}, year = {2020}, pages = {1--15} } @inproceedings{hamari_why_2015, address = {Kauai}, title = {Why do teachers use game-based learning technologies? {The} role of individual and institutional {ICT} readiness}, url = {http://ieeexplore.ieee.org/document/7069737/}, abstract = {This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers' adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT self-efficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the variance of the dependent variables indicating that these predictors might not be the most relevant factors in the adoption of game-based learning technologies.}, booktitle = {Proceedings of the 48th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {IEEE}, author = {Hamari, Juho and Nousiainen, Tuula}, year = {2015}, pages = {682--691} } @article{hamari_why_2017, title = {Why do players buy in-game content? {An} empirical study on concrete purchase motivations}, volume = {68}, url = {https://doi.org/10.1016/j.chb.2016.11.045}, abstract = {Selling in-game content has become a popular revenue model for game publishers. While prior research has investigated latent motivations as determinants of in-game content purchases, the prior literature has not focused on more concrete reasons to purchase in-game content that stem from how the games are being designed. We form an inventory of reasons (19) to buy in-game content via triangulating from analyses of top-grossing free-to-play games, from a review of existing research, and from industry expert input. These reasons were operationalized into a survey (N = 519). Firstly, we explored how these motivations converged into categories. The results indicated that the purchasing reasons converged into six dimensions: 1) Unobstructed play, 2) Social interaction, 3) Competition, 4) Economical rationale, 5) Indulging the children, and 6) Unlocking content. Secondly, we investigated the relationship between these factors and how much players spend money on in-game content. The results revealed that the purchase motivations of unobstructed play, social interaction, and economical rationale were positively associated with how much money players spend on in-game content. The results imply that the way designers implement artificial limitations and obstacles as well as social interaction affects how much players spend money on in-game content.}, journal = {Computers in Human Behavior}, author = {Hamari, Juho and Alha, Kati and Järvelä, Simo and Kivikangas, J. Matias and Koivisto, Jonna and Paavilainen, Janne}, year = {2017}, pages = {538--546} } @article{sjoblom_why_2017, title = {Why do people watch others play video games? {An} empirical study on the motivations of {Twitch} users}, volume = {75}, url = {https://doi.org/10.1016/j.chb.2016.10.019}, abstract = {This study investigates why people choose to watch others play video games, on services such as Twitch. Through a questionnaire study (N = 1097), we examine five distinct types of motivations from the uses and gratifications perspective: cognitive, affective, personal integrative, social integrative and tension release. Information seeking is shown to be positively associated with the amount of hours that users chose to spend on the service, as well as the amount of individual streamers they choose to watch. Furthermore, we find that tension release, social integrative and affective motivations are positively associated with how many hours people watch streams. We also find that social integrative motivations are the primary predictor of subscription behaviour. This study lays the groundwork for understanding the motivations to consume this emerging form of new media in the context of online games and video streams.}, journal = {Computers in Human Behavior}, author = {Sjöblom, Max and Hamari, Juho}, year = {2017}, pages = {985--996} } @article{hamari_why_2015-1, title = {Why do people use gamification services?}, volume = {35}, url = {https://doi.org/10.1016/j.ijinfomgt.2015.04.006}, abstract = {In recent years, technology has been increasingly harnessed for motivating and supporting people toward various individually and collectively beneficial behaviors. One of the most popular developments in this field has been titled gamification. Gamification refers to technologies that attempt to promote intrinsic motivations toward various activities, commonly, by employing design characteristic to games. However, a dearth of empirical evidence still exists regarding why people want to use gamification services. Based on survey data gathered from the users of a gamification service, we examine the relationship between utilitarian, hedonic and social motivations and continued use intention as well as attitude toward gamification. The results suggest that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of gamification, while hedonic aspects have a direct positive relationship with use. Social factors are strongly associated with attitude, but show only a weak further association with the intentions to continue the use of a gamification service.}, number = {4}, journal = {International Journal of Information Management}, author = {Hamari, Juho and Koivisto, Jonna}, year = {2015}, pages = {419--431} } @article{alha_why_2019, title = {Why do people play location-based augmented reality games: {A} study on {Pokémon} {GO}}, volume = {93}, url = {https://doi.org/10.1016/j.chb.2018.12.008}, abstract = {Pokémon GO brought the location-based augmented reality games into the mainstream. To understand why people play these games, we created an online survey (n=2612) with open questions about the reasons to start, continue, and quit playing Pokémon GO, and composed categories of the answers through a thematic analysis. Earlier experiences especially with the same franchise, social influence, and popularity were the most common reasons to adopt the game, while progressing in the game was the most frequently reported reason to continue playing. The player’s personal situation outside the game and playability problems were the most significant reasons to quit the game. In addition to shedding more light on the Pokémon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.}, journal = {Computers in Human Behavior}, author = {Alha, Kati and Koskinen, Elina and Paavilainen, Janne and Hamari, Juho}, year = {2019}, pages = {114--122} } @inproceedings{hamari_why_2015-2, address = {Kauai}, title = {Why do people play games? {A} review of studies on adoption and use}, url = {http://ieeexplore.ieee.org/document/7070243/}, abstract = {This paper reviews empirical literature on adoption/acceptance, continued use as well loyalty in the context of games. The study reviews dependent variables, independent variables, coefficients between independent and dependent variables, used methodologies as well as types of games covered in the reviewed literature.}, booktitle = {Proceedings of the 48th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {IEEE}, author = {Hamari, Juho and Keronen, Lauri and Alha, Kati}, year = {2015}, pages = {3559--3568} } @article{hamari_why_2017-1, title = {Why do people play games? {A} meta-analysis}, volume = {37}, url = {https://doi.org/10.1016/j.ijinfomgt.2017.01.006}, abstract = {During the last decade games have arguably become the largest form of leisure information systems (IS). However, today games are also increasingly being employed for a variety of instrumental purposes. Although games have garnered a substantial amount of research attention during the last decade, research literature is scattered and there is still a lack of a clear and reliable understanding of why games are being used, and how they are placed in the established utilitarian-hedonic continuum of information systems. To address this gap, we conducted a meta-analysis of the quantitative body of literature that has examined the reasons for using games (48 studies). Additionally, we compared the findings across games that are intended for either leisure or instrumental use. Even though games are generally regarded as a pinnacle form of hedonically-oriented ISs, our results show that enjoyment and usefulness are equally important determinants for using them (though their definitive role varies between game types). Therefore, it can be posited that games are multi-purpose ISs which nevertheless rely on hedonic factors, even in the pursuit of instrumental outcomes. The present study contributes to and advances our theoretical and empirical understanding of multi-purpose ISs and the ways in which they are used.}, number = {3}, journal = {International Journal of Information Management}, author = {Hamari, Juho and Keronen, Lauri}, year = {2017}, pages = {125--141} } @article{hamari_why_2015-3, title = {Why do people buy virtual goods? {Attitude} toward virtual good purchases versus game enjoyment}, volume = {35}, url = {https://doi.org/10.1016/j.ijinfomgt.2015.01.007}, abstract = {In this study we investigate purchase behavior for virtual goods in three free-to-play game environments. In the modern free games, publishers sell virtual goods in order to generate revenue. However, game publishers face dire negative attitudes toward the business model as it can entice publishers to degrade the enjoyment of the game in order to sell more virtual goods that address the artificial gaps in the game. This study focuses on this looming question in the game industry whether people buy virtual goods because they enjoy the game and want to keep on playing it or rather because their attitudes toward virtual goods are favorable and they believe it is also accepted in the peer-group. Player responses (N = 2791) were gathered from three different game types: social virtual world (Habbo) (n = 2156), first-person shooters (n = 398), and social networking games (Facebook games) (n = 237). The results support both main hypotheses (1) enjoyment of the game reduces the willingness to buy virtual goods while at the same time it increases the willingness to play more of the game. Continued use, however, does positively predict purchase intentions for virtual goods. (2) Attitude toward virtual goods and the beliefs about peers’ attitudes strongly increase the willingness to purchase virtual goods. Beyond these interesting results the paper points to several further lines of inquiry.}, number = {3}, journal = {International Journal of Information Management}, author = {Hamari, Juho}, year = {2015}, pages = {299--308} } @inproceedings{hamari_why_2016, address = {Koloa}, title = {Why do people buy virtual goods? {A} literature review}, url = {http://ieeexplore.ieee.org/document/7427350/}, abstract = {This paper reviews quantitative literature that addresses the questions of what explains why people buy virtual goods. The study reviews independent and dependent variables, path coefficients, used methodologies, theoretical backgrounds as well as types of services covered in the relevant literature. The goal of the paper is both to provide an overview to the literature and to investigate reasons for virtual good purchase. The results in the body of literature reveal that, for example, purchase behavior is most strongly driven by how satisfied people are with the use of virtual goods and whether they have a positive attitude towards using real money in virtual environments. Moreover, people seem to purchase virtual goods in order to give a favorable image of themselves. Furthermore, interestingly the enjoyment of using the platform where the virtual goods are sold in does not predict virtual good purchases.}, booktitle = {Proceedings of the 49th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {IEEE}, author = {Hamari, Juho and Keronen, Lauri}, year = {2016}, pages = {1358--1367} } @article{hamari_why_2017-2, title = {Why do people buy virtual goods: {A} meta-analysis}, volume = {71}, url = {https://doi.org/10.1016/j.chb.2017.01.042}, abstract = {During the last decade, virtual goods have become an important target of consumption online (especially in games, virtual worlds and social networking services) amongst physical and digital goods. In this study we investigate the question of why do people purchase virtual goods by conducting a meta-analysis (random effects model) of the existing quantitative body of literature (24 studies) on the topic. The meta-analysis revealed an important aspect of value of virtual goods: contrary to traditional goods, the reasons why people purchase virtual goods are tightly connected to the platform where they are sold in. These findings underline the significance of service design and its relationship to the formation of value of virtual goods: the value of virtual goods is context-bound, and therefore, bound to the environment where they are usable in. Most factors that were found to be significant predictors of purchase behavior (such as network effects, self-presentation, enjoyment, ease of use, flow and use of the platform) are directly related to the aspects and design of the platform beyond the general attitudes towards virtual goods themselves. Moreover, we found that enjoyment and prolonged use of the platform were more important predictors for purchases in virtual worlds than in games.}, journal = {Computers in Human Behavior}, author = {Hamari, Juho and Keronen, Lauri}, year = {2017}, pages = {59--69} } @article{thibault_who_2018, title = {Who run the world? {Cats}: {Cat} {Lovers}, cat memes, and cat languages across the web}, volume = {31}, url = {https://doi.org/10.1007/s11196-018-9559-8}, abstract = {The paper provides an overview of the macro-isotopy “cat”, a totemic figure disputed between the elitist and often-esoteric subculture related to the origins of Internet and the standardized mass culture permeating social media. Due to its features, “cat” is a cultural unit which is easy to anthropomorphize and iconize, according to a variety of textual practices, including so-called Internet memes (lolcats) and one of the most interesting examples of sign proliferation to date: the creation of a whole new language (lolspeak) based upon systemic misspellings and mistakes.}, number = {3}, journal = {International Journal for the Semiotics of Law}, author = {Thibault, Mattia and Marino, Gabriele}, year = {2018}, pages = {473--490} } @article{macey_what_2020, title = {What predicts esports betting? {A} study on consumption of video games, esports, gambling and demographic factors}, url = {https://doi.org/10.1177/1461444820908510}, abstract = {The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study employs survey data (N = 1368) to investigate how demographics, alongside consumption of video games, esports and gambling can predict esports betting activity. Results reveal that both spectating esports and participation in general forms of gambling are associated with increased esports betting, no direct association was observed between the consumption of video games and esports betting. Findings suggest that while games may act as a vehicle for gambling content, highlighting the convergence of gaming and gambling, there is no intrinsic aspect which directly encourages gambling behaviours.}, journal = {New Media \& Society}, author = {Macey, Joseph and Abarbanel, Brett and Hamari, Juho}, year = {2020}, pages = {1--25} } @inproceedings{lu_what_2020, address = {Levi}, title = {What makes a trophy hunter? {An} empirical analysis of {Reddit} discussions}, volume = {2637}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85090427830&partnerID=40&md5=9f759ac17d34c3bdcab23130bd94ddb4}, abstract = {In this paper, an empirical data-driven analysis of online discussions of meta-game reward systems is carried out. The data is collected from one of the biggest online discussion forums called Reddit and a text-mining technique called topic modeling is employed. Over 46000 discussion threads from the two most relevant subreddits /r/xboxachievements and /r/Trophies are analyzed and the results of topic modeling shows not only interesting topics but also the (dis)similarity between two text sources the temporal trends of topics. We have found that the volume of related discussions shows an ongoing trend. The topic model results have also revealed that some game genres are more prevalent than others and the (dis)similarities between text sources have been also discovered.}, booktitle = {Proceedings of the 4th {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Lu, Chien and Peltonen, Jaakko and Nummenmaa, Timo and Li, Xiaozhou and Zhang, Zheying}, year = {2020}, pages = {146--156} } @article{hamari_what_2017, title = {What is {eSports} and why do people watch it?}, volume = {27}, url = {https://doi.org/10.1108/IntR-04-2016-0085}, abstract = {Purpose The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.}, number = {2}, journal = {Internet Research}, author = {Hamari, Juho and Sjöblom, Max}, year = {2017}, pages = {211--232} } @inproceedings{xu_what_2019, address = {Cancún}, title = {What determines the successfulness of a crowdsourcing campaign? {A} study on attributes of crowdsourcing campaigns}, url = {https://aisel.aisnet.org/amcis2019/virtual_communities/virtual_communities/5/}, abstract = {Due to the advent of internet-based microlabour marketplaces, crowdsourcing (CS) has risen as a prominent way to match workers and employers. However, the successfulness of these crowdsourcing campaigns on the market depends upon what factors and their combinations are used by crowdsourcing platforms to stimulate user engagement. Therefore, this study investigates what factors of CS campaign profiles (gamification, transparency, and experience) and level of monetary compensation predict crowdsourcee participation and consequent campaign success. This study analyzes data from a popular Chinese crowdsourcing platform “Xiao Yuer” of 101 crowdsourcing tasks (including successful and unsuccessful crowdsourcing campaigns) by using Structural Equation Modelling (SEM) and fuzzy set Qualitative Comparative Analysis (fsQCA). The results of the SEM analysis show that gamification is positively associated with the popularity of the campaign and further successfulness of the campaign. Furthermore, the results of the more exploratory analysis (fsQCA) reveal that four combinations of the factors sufficiently explain crowdsourcing success.}, booktitle = {Proceedings of the 25th {Americas} {Conference} on {Information} {Systems}}, publisher = {Association for Information Systems}, author = {Xu, Hui and Wu, Yang and Xi, Nannan and Hamari, Juho}, year = {2019}, pages = {1--10} } @inproceedings{xi_vr_2019, address = {Cancún}, title = {{VR} shopping: {A} review of literature}, url = {https://aisel.aisnet.org/amcis2019/human_computer_interact/human_computer_interact/9/}, abstract = {Via the recent proliferation of consumer-grade head-mounted VR technologies, the retailers as well as related scholarly areas have started to increasingly notice the possible potential of virtual reality. However, there is no coherent understanding of the state-of-the-art of the literature on VR shopping, how VR shopping has been investigated and what empirically indicated benefits VR has for a variety of marketing outcomes. Therefore, in this paper, we systematically review the published body of literature on VR shopping (N = 40). The current study contributes to the VR shopping and marketing literature by mapping the VR technologies, product types, consumer experiences and research methods in the extant literature. The review shows that the literature on VR shopping is still in its infancy and there remains ample room for progression both in breadth and depth in the literature on VR shopping in terms of methodological rigor and theoretical prowess.}, booktitle = {Proceedings of the 25th {Americas} {Conference} on {Information} {Systems}}, publisher = {Association for Information Systems}, author = {Xi, Nannan and Hamari, Juho}, year = {2019}, pages = {1--5} } @article{chen_virtual_2019, title = {Virtual reality marketing: {A} review and prospects}, volume = {41}, url = {https://doi.org/10.16538/j.cnki.fem.20190813.004}, abstract = {We define VR marketing as the application of virtual reality technology to any aspect of marketing. Throughout practice and literature, VR is employed to improve either or both the utility and experientiality of aspects of the marketing value chain. With the advent of the internet in the 1990s, marketing was revolutionized in terms of its information propagation efficiency. Today, pervasively across the entire value chain, marketing is facing yet another revolution: Virtual Reality (VR). While in the 1990s, the internet made marketing hugely efficient, and it reduced the experiential nature of marketing that exists, e.g., in bricks-and-mortar marketing. The potential of the current wave of virtual reality in marketing is seen to stem from combining the efficiency of digital platforms with the immersiveness, experientiality and multisensory nature of " physical” marketing environments. However, while the narrative of the potential of VR in marketing may seem as intuitively appealing, there is still a lack of coherent understanding as to whether these benefits have been realized in VR marketing. Therefore, we firstly seek to define VR marketing, and secondly, to review the expanding literature related to it. In particular, we review in which areas of marketing VR has been researched, how it has been researched, which kinds of technologies have been used, and which theories this corpus of literature draws from and contributes to. Moreover, we review the effects of VR marketing on consumer experience and behavior that the extant literature has been able to tease out. Next, we examine VR marketing in four different marketing domains, namely marketing research, product innovation, advertising and retailing, which represent aspects of value determination, value creation, value communication and value delivery during the marketing value chain. Virtual reality marketing is used to improve both the utility and experientiality of aspects of the marketing value chain. Furthermore, we examine the trends of related theories in the relevant research, and find that virtual reality is viewed either as a kind of media that highlights products’ attributes and improves the consumer learning process or as a way to reshape shopping environments in the computer-based virtual world which can influence consumer affection. We can also realize that researchers have recently begun to integrate more values realized by VR marketing into their research frameworks. Based on this, we propose a generally conceptual framework for future VR marketing research. According to the current body of literature, virtual reality technology shows considerable promise for the areas of marketing. However, current research still lacks in-depth insights as to how virtual reality works in marketing, and which factors can influence its marketing success. Given these findings, we offer a detailed discussion of the future agenda for VR marketing research.}, number = {10}, journal = {Foreign Economics \& Management}, author = {Chen, Juan and Xi, Nannan and Ning, Changhui and Hamari, Juho}, year = {2019}, pages = {17--30} } @inproceedings{torhonen_view_2020, address = {Maui}, title = {View, play and pay? {The} relationship between consumption of gaming video content and video game playing and buying}, url = {http://hdl.handle.net/10125/63576}, abstract = {Consuming live-streamed or pre-recorded gaming video content through video sharing services such as YouTube and Twitch has become a significant aspect of the modern gaming and online media culture. Although it has been argued that watching such content may replace some first-hand gaming activities, it has also been argued that consuming gaming video content may further increase both gaming activities and purchases related to gaming. This study provides the first empirical evidence on how the consumption of three popular types of gaming video content (game reviews, let’s plays and esports) affect the gameplay activity and game related purchasing behaviour and therefore extends our knowledge about digital consumer behaviour and its latest forms. Results indicate that all three forms of gaming video content have a positive association with time spent playing games. Moreover, gaming video consumption, especially the consumption of review video content, is positively associated with game purchasing behaviour.}, booktitle = {Proceedings of the 53rd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Törhönen, Maria and Sjöblom, Max and Vahlo, Jukka and Hamari, Juho}, year = {2020}, pages = {2719--2728} } @article{abarbanel_vgo_2019, title = {{VGO}, {NFT}, {OMG}! {Commentary} on continued developments in skins wagering}, volume = {23}, url = {https://doi.org/10.1089/glr2.2019.2312}, abstract = {Regulatory agencies in jurisdictions around the world have been hard-pressed to continually revisit their duties in review of new products that blur the lines between gambling and gaming. Most recently, popular topics in this intersection have included the defining of loot boxes as gambling (or not), as well as an array of different gambling options fueled by the use of a tradable commodity - skins - as its currency; these have been widely discussed in legal, academic, and media circles. But even as these discussions progress on how industry, regulators, and other stakeholders should be approaching such subjects, the state of play continues to evolve. One such case, described here, presents a prime example of how a variety of different technological developments can be combined to a new gambling-related product: VGO skins.}, number = {1}, journal = {Gaming Law Review}, author = {Abarbanel, Brett and Macey, Joseph}, year = {2019}, pages = {23--25} } @inproceedings{legaki_using_2019, address = {Levi}, title = {Using gamification to teach forecasting in a business school setting}, volume = {2359}, url = {http://ceur-ws.org/Vol-2359/paper2.pdf}, abstract = {While gamification has been creatively embraced in education, recent studies emphasize the need for more experimental research on gamification impact on learning outcomes. Teaching forecasting is a challenging task due to the complexity that forecasting techniques entail, and due to their popularity in business environment. This study experimentally examines the impact of three preexisting gamified implementations on the students’ comprehension of specific forecasting topics using controlled and treatment groups. Our sample consists of 243 undergraduate students from the Business Administration Department in the School of Business and Economics of the University of Thessaly. Our findings show that gamification improves students’ performance up to almost 15.80\%, compared to traditional teaching methods, under certain conditions. These results are not in full alignment with previous findings, a fact which highlights the need for further research on the impact gamification can have in different academic majors.}, booktitle = {Proceedings of the 3rd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Legaki, Nikoletta Z. and Karpouzis, Kostas and Assimakopoulos, Vassilios}, year = {2019}, pages = {13--24} } @article{hamari_uses_2019, title = {Uses and gratifications of {Pokémon} {Go}: {Why} do people play mobile location-based augmented reality games?}, volume = {35}, url = {https://doi.org/10.1080/10447318.2018.1497115}, abstract = {In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.}, number = {9}, journal = {International Journal of Human-Computer Interaction}, author = {Hamari, Juho and Malik, Aqdas and Koski, Johannes and Johri, Aditya}, year = {2019}, pages = {804--819} } @article{thibault_understanding_2020, title = {Understanding urban gamification-playful meaning-making in real and digital city spaces}, volume = {12}, url = {https://doi.org/10.1504/IJART.2020.107700}, abstract = {This paper offers a semiotic perspective on how play is used to change the citizens' perception of the city. The paper adopts a meaning-centred approach to playfulness (a resemantisation of the surrounding environment) and to urban spaces (complex meaning-making machines). It investigates the different ways citizens can reclaim their right to the city by writing or enunciating it and the role played by play in these dynamics in the context of a ludicising culture. After engaging a few examples of urban gamification [such as flash mobs and park(ing) day] the paper also engages the digital representations of the city and how also this dimension of the urban spaces is subject to forms of gamification.}, number = {1}, journal = {International Journal of Arts and Technology}, author = {Thibault, Mattia}, year = {2020}, pages = {3--17} } @inproceedings{giertz_understanding_2020, address = {Levi}, title = {Understanding the what and how of successful social live streaming}, volume = {2637}, url = {http://ceur-ws.org/Vol-2637/paper17.pdf}, abstract = {Live Streaming is an emerging form of digital media. It enables real-time content generation and consumption and facilitates synchronous interactions between streamers and their community. Previous literature has neglected how streamers can drive specific outcomes of a live stream. Thus, in this research, the authors introduce communication foci (the “what”) and communication styles (the “how”) as levers of streaming success. To do so, they analyze their impact on non-monetary and monetary outcomes employing data gathered from a twowave questionnaire. Results depict that communication foci represent a doubleedged sword: community-focused communication has a positive (negative) influence on non-monetary (monetary) outcomes, and content-focused communication has a negative (positive) influence on non-monetary (monetary) outcomes. Further, when streamers center their communication on the content combined with utilitarian-superior style, monetary outcomes are increased. In sum, these findings are helpful for streamers because it shows how they achieve desirable or avoid undesirable outcomes.}, booktitle = {Proceedings of the 4th {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Giertz, Johann and Weiger, Welf and Törhönen, Maria and Hamari, Juho}, year = {2020}, pages = {167--176} } @inproceedings{thibault_transurbanism_2020, address = {Eindhoven}, title = {Transurbanism: {Smart} cities for transhumans}, url = {https://doi.org/10.1145/3357236.3395523}, abstract = {The current trends related to 'smart cities' are bringing the cityscapes of movies such as Blade Runner and Cyberpunk 2077 closer to our immediate reality. The question of what will the cities of the future look like is at the heart of urban studies. In parallel, a similar question is posed by (trans)humanists about the future of humanity and its possible technological enhancements. However, (trans)humanity and future cities are defined in a bi-directional dependency. Therefore, we have to answer the questions of future humans and cities simultaneously. This paper maps several ways of interacting between transhuman communities and smart cities to understand their possible effects on governing, design and society at large resulting in a framework that will work as a cautionary tale and an inspirational blueprint for imagining future urbanity.'}, booktitle = {Proceedings of the 2020 {ACM} {Designing} {Interactive} {Systems} {Conference}}, publisher = {Association for Computing Machinery}, author = {Thibault, Mattia and Buruk, Oğuz T. and Buruk, Seda S. and Hamari, Juho}, year = {2020}, pages = {1915--1928} } @article{oulasvirta_transparency_2014, title = {Transparency of intentions decreases privacy concerns in ubiquitous surveillance}, volume = {17}, url = {https://doi.org/10.1089/cyber.2013.0585}, abstract = {An online experiment (n=1,897) was carried out to understand how data disclosure practices in ubiquitous surveillance affect users' privacy concerns. Information about the identity and intentions of a data collector was manipulated in hypothetical surveillance scenarios. Privacy concerns were found to differ across the scenarios and moderated by knowledge about the collector's identity and intentions. Knowledge about intentions exhibited a stronger effect. When no information about intentions was disclosed, the respondents postulated negative intentions. A positive effect was found for disclosing neutral intentions of an organization or unknown data collector, but not for a private data collector. The findings underline the importance of disclosing intentions of data use to users in an easily understandable manner.}, number = {10}, journal = {Cyberpsychology, Behavior, and Social Networking}, author = {Oulasvirta, Antti and Suomalainen, Tiia and Hamari, Juho and Lampinen, Airi and Karvonen, Kristiina}, year = {2014}, pages = {633--638} } @incollection{thibault_transmediality_2019, address = {New York}, title = {Transmediality and the brick: {Differences} and similarities between analog and digital {Lego} play}, url = {https://doi.org/10.5040/9781501330520.ch-011}, booktitle = {Intermedia {Games}—{Games} {Inter} {Media}: {Video} {Games} and {Intermediality}}, publisher = {Bloomsbury Academic}, author = {Thibault, Mattia}, editor = {Fuchs, Michael and Thoss, Jeff}, year = {2019}, pages = {231--248} } @article{hamari_transforming_2013, title = {Transforming homo economicus into homo ludens: {A} field experiment on gamification in a utilitarian peer-to-peer trading service}, volume = {12}, url = {https://www.doi.org/10.1016/j.elerap.2013.01.004}, abstract = {During recent years, the addition of game mechanisms to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to successful marketing and increased profitability through higher customer engagement, however, there is a dearth of empirical studies that confirm such expectations. This paper reports the results of a field experiment, which gamifies a utilitarian peer-to-peer trading service by implementing the game mechanism of badges that users can earn from a variety of tasks. There were 3234 users who were randomly assigned to treatment groups and subjected to different versions of the badge system in a 2 × 2 design. The results show that the mere implementation of gamification mechanisms does not automatically lead to significant increases in use activity in the studied utilitarian service, however, those users who actively monitored their own badges and those of others in the study showed increased user activity.}, number = {4}, journal = {Electronic Commerce Research and Applications}, author = {Hamari, Juho}, year = {2013}, pages = {236--245} } @inproceedings{thibault_toyification_2018, address = {Paris}, title = {Toyification: {A} conceptual statement}, url = {https://hal-univ-paris13.archives-ouvertes.fr/hal-02083004}, abstract = {Our paper focuses on toyification. By this phenomenon, we point to two, parallel developments: 1) The increasing prestige of toys, which start to find their way in classrooms, art museums, fashion and so on, influencing in this way other languages, and, 2) The deliberate attempt to design products according to toy aesthetics in order to make them more appealing. More specifically, toyification communicates the idea of an entity (physical, digital or hybrid) being intentionally reinforced with toyish elements or dimensions; an object, a structure, an application, a character or a technology designed to acquire a toyish appearance, form or function.}, booktitle = {Proceedings of the 8th {International} {Toy} {Research} {Association} {World} {Conference}}, publisher = {International Toy Research Association}, author = {Thibault, Mattia and Heljakka, Katriina I.}, year = {2018}, pages = {1--18} } @inproceedings{mattinen_toxic_2018, address = {Tampere}, title = {Toxic behaviour and age in the online game {Dota} 2}, url = {https://www.researchgate.net/profile/Joseph_Macey/publication/328437357_Online_Abuse_and_Age_in_Dota_2/links/5bed5b2da6fdcc3a8dd82a55/Online-Abuse-and-Age-in-Dota-2.pdf}, abstract = {This work examined experiences and perceptions of verbal abuse in an online game, Dota 2, in regard to age. A dataset (n=364) was gathered via an online survey with a normal age distribution, but skewed to male respondents. Statistically significant relationships were found between age and: perception of seriousness of communication abuse, number of times placed in the low priority pool, and participation in communication abuse. No statistically significant relationship was found between age and number of times target of communication abuse. Findings suggest that as player age increases, so does participation in communication abuse. Although this runs counter to existing research, it may be explained by differing perceptions of communication abuse according to age. The findings have implications both for the ways in which online abuse and harassment is investigated, and for the ways in which it can be addressed by game developers and wider society.}, booktitle = {Proceedings of the 22nd {International} {Academic} {Mindtrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Mattinen, Topias and Macey, Joseph}, year = {2018}, pages = {1--10} } @inproceedings{thibault_towards_2019, address = {Maui}, title = {Towards a typology of urban gamification}, url = {http://hdl.handle.net/10125/59588}, abstract = {This paper aims to propose a tentative typology of urban play in the wider frame of gamification. Based on the semiotic features of urban spaces and of human activities within them. The paper starts by outlining the existing perspectives on urban gamification and by describing the semiotic feature of urban spaces. Based on these, the author constructs a brief typology of urban gamification in regard of the kind of action undertaken and how it involves the city. Finally, a few examples are analyzed by the mean of this typology, underlining how playful activities of urban gamification can influence the citizens’ perception and interpretation of the urban environment.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Thibault, Mattia}, year = {2019}, pages = {1476--1485} } @inproceedings{kultima_towards_2016, address = {Amsterdam}, title = {Towards a framework for analysing playful interventions: {Lessons} from a pink sandbox full of dice}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84995566481&partnerID=40&md5=a170f221873b09f9ba8832365fe62d68}, abstract = {In this article, a playful intervention called "There Are No Rules" (TANR) is analyzed on three levels: interactions, play behaviors, and play episodes. In the course of five months, students and staff of University of Tampere engaged with an art installation placed in OASIS, a group work area that also functions as a living lab. The experiment period was recorded on video and photographed by the users and the research team. Combined analysis of the video data and photography data exposed a rich and successful playful intervention, positioning TANR as the centerpiece of a playful office and campus environment. The analysis is further cultivated as a framework for future analysis of similar experiments.}, booktitle = {Proceedings of the 10th {International} {Conference} on {Design} and {Emotion}}, publisher = {Universidad de los Andes}, author = {Kultima, Annakaisa and Nummenmaa, Timo and Savolainen, Sampo and Holopainen, Jussi and Heljakka, Katriina I. and Kankainen, Ville and Alha, Kati and Mäyrä, Frans}, year = {2016}, pages = {403--410} } @article{hamari_sharing_2016, title = {The sharing economy: {Why} people participate in collaborative consumption}, volume = {67}, url = {https://doi.org/10.1002/asi.23552}, abstract = {Information and communications technologies (ICTs) have enabled the rise of so‐called “Collaborative Consumption” (CC): the peer‐to‐peer‐based activity of obtaining, giving, or sharing the access to goods and services, coordinated through community‐based online services. CC has been expected to alleviate societal problems such as hyper‐consumption, pollution, and poverty by lowering the cost of economic coordination within communities. However, beyond anecdotal evidence, there is a dearth of understanding why people participate in CC. Therefore, in this article we investigate people's motivations to participate in CC. The study employs survey data (N = 168) gathered from people registered onto a CC site. The results show that participation in CC is motivated by many factors such as its sustainability, enjoyment of the activity as well as economic gains. An interesting detail in the result is that sustainability is not directly associated with participation unless it is at the same time also associated with positive attitudes towards CC. This suggests that sustainability might only be an important factor for those people for whom ecological consumption is important. Furthermore, the results suggest that in CC an attitude‐behavior gap might exist; people perceive the activity positively and say good things about it, but this good attitude does not necessary translate into action.}, number = {9}, journal = {Journal of the Association for Information Science and Technology}, author = {Hamari, Juho and Sjöklint, Mimmi and Ukkonen, Antti}, year = {2016}, pages = {2047--2059} } @article{feng_role_2020, title = {The role of interactive practice in business performance}, volume = {120}, url = {https://doi.org/10.1108/IMDS-01-2020-0042}, abstract = {Purpose Despite the relatively long research continuum on IT capability and performance, the “IT capability-performance” link has remained hazy especially related to the mediating role of IT-based communication and networking overall. Therefore, this study investigates how IT capability affects Internet interactive practice and how it further affects marketing effectiveness and firm success. Design/methodology/approach The authors collected the survey data from 504 manufacturers in China, and structural equation modeling is used to test the hypotheses. Findings The results indicate that (1) IT capability has positive effects on both interorganizational systems (IOS)-enabled and social media (SM)-enabled interactive practice; (2) IOS-enabled interactive practice has a significant positive effect on both marketing and financial performance while SM-enabled interactive practice has a positive effect on marketing performance but no effect on financial performance; (3) IOS-enabled interactive practice mediates the effect of IT capability on marketing and financial performance while SM-enabled interactive practice only mediates the effect of IT capability on marketing performance; (4) marketing performance mediates the impact of IOS-enabled and SM-enabled interactive practice on financial performance. Originality/value This study has highlighted the role of social media practice in the relationship between IT capability and firm performance, which makes certain theoretical contributions to the existing research.}, number = {8}, journal = {Industrial Management \& Data Systems}, author = {Feng, Chao and Xi, Nannan and Zhuang, Guijun and Hamari, Juho}, year = {2020}, pages = {1521--1542} } @article{koivisto_rise_2019, title = {The rise of motivational information systems: {A} review of gamification research}, volume = {45}, url = {https://doi.org/10.1016/j.ijinfomgt.2018.10.013}, abstract = {Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we provide a comprehensive review of the gamification research (N = 819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.}, journal = {International Journal of Information Management}, author = {Koivisto, Jonna and Hamari, Juho}, year = {2019}, pages = {191--210} } @inproceedings{korkeila_relationship_2018, address = {Manoa}, title = {The relationship between player’s gaming orientation and avatar’s capital: {A} study in {Final} {Fantasy} {XIV}}, url = {http://hdl.handle.net/10125/50126}, abstract = {This study investigates the relationship between player’s gaming orientation (dimensions of achievement, immersion and social orientation) and avatar’s capital (social, economic, cultural and symbolic). The data was gathered through an online survey (n=905) amidst players of a MMORPG, Final Fantasy XIV. The results show that avatar’s cultural capital is predicted by immersion orientation (customization, discovery, and role-playing), achievement orientation (mechanics) and social orientation (relationship and socializing). Economic capital is predicted by achievement orientation (advancement, competition, and mechanics) and social orientation (relationship and teamwork). Social capital was predicted by social orientation (relationship, socializing and teamwork) and immersion-orientation (escapism and customization). Symbolic capital was predicted by achievement orientation (advancement, competition, mechanics) and social orientation (relationship and teamwork).}, booktitle = {Proceedings of the 51st {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Korkeila, Henry and Hamari, Juho}, year = {2018}, pages = {1893--1902} } @inproceedings{hassan_relationship_2020, address = {Levi}, title = {The relationship between player types and gamification feature preferences}, volume = {2637}, url = {http://ceur-ws.org/Vol-2637/paper2.pdf}, abstract = {In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.}, booktitle = {Proceedings of the 4th {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Hassan, Lobna and Rantalainen, Jere and Xi, Nannan and Pirkkalainen, Henri and Hamari, Juho}, year = {2020}, pages = {11--20} } @inproceedings{xi_relationship_2019, address = {Maui}, title = {The relationship between gamification, brand engagement and brand equity}, url = {https://hdl.handle.net/10125/59521}, abstract = {Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to the brand. However, there is current dearth of empirical evidence supporting these beliefs beyond the pervasive hype. In this study we investigated the relationships between gamification, brand engagement and brand equity among consumers (N = 824) of two online gamified brand communities. The results showed that achievement and social interaction -related gamification features were positively associated with all three forms of brand engagement (emotional, cognitive and social). Immersion -related gamification features were only positively associated with social brand engagement. Additionally, brand engagement was further positively associated with brand equity. The results imply that gamification can positively affect brand engagement and further increase brand equity, and that gamification appears to be an effective technique for brand management.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Xi, Nannan and Hamari, Juho}, year = {2019}, pages = {812--821} } @article{thibault_mask_2020, title = {The mask and the lock: {Techniques} of concealment and secrecy in the peripheries of the web}, volume = {49}, url = {https://doi.org/10.14649/97033}, abstract = {In this paper we propose an overview of several types of secrecy in the peripheries of the Web. First, we focus on the semiotic understanding of secrets, considering them as part of the strategic management of information. In particular, we draw a simple typology of different strategies related to hiding and revealing information online based on four strategies: masking, unmasking, locking and unlocking. After defining the peripheries of the Web according to their main media ideologies, practices and textualities, we proceed to an overview of these strategies by identifying thematic roles (the hacker, the anon, the troll), practices (doxing, leaking, astroturfing), mythologies (the darknet, the deep web) and types of texts (memes, posts, profiles).}, number = {1}, journal = {Versus}, author = {Thibault, Mattia}, year = {2020}, pages = {89--104} } @article{sjoblom_ingredients_2019, title = {The ingredients of {Twitch} streaming: {Affordances} of game streams}, volume = {92}, url = {https://doi.org/10.1016/j.chb.2018.10.012}, abstract = {During the last five years, game streaming has developed from a niche market into a mainstream activity and the supply of services and technology on offer has exploded. Today, some streamers garner audiences larger than big media houses, and services such as the game streaming service Twitch host millions of daily active users. While such activity is often waived merely as a manifestation of video game culture and an extension of online behaviour by adolescents, the phenomenon has begun to generate significant revenue and has managed to shift media consumption behaviour from large commercial organisations towards content created by private individuals. However, we still have a dearth in our understanding on how streamers undertake this activity and what tools they have in their disposal to facilitate successful endeavours in streaming. As this is an activity driven by individuals, are these individuals using vastly different modalities of communication, or have common trends emerged across broadcasters, as they have in traditional media? To build a better understanding of this, we utilize the existing understanding of affordance theory, and analyse the most popular elements and practices employed by streamers in their video streams and profile pages through the investigation of the 100 most popular individual streamers on the Twitch platform. The results show new aspects of social commerce that emerges from the novel forms of online business models of individual online video streamers.}, journal = {Computers in Human Behavior}, author = {Sjöblom, Max and Törhönen, Maria and Hamari, Juho and Macey, Joseph}, year = {2019}, pages = {20--28} } @article{wunderlich_great_2020, title = {The great game of business: {Advancing} knowledge on gamification in business contexts}, volume = {106}, url = {https://doi.org/10.1016/j.jbusres.2019.10.062}, abstract = {Gamification is a rather significant trend in recent years. It builds on the emotional and involving qualities of gaming but may not entail a full-fledged game. Gamification exists in a large number of industries; retail, media, consumer goods, and healthcare. It is used as means to educate employees in all types of industry, create customer engagement to brands and businesses, and even nudge people to change their behavior. The present paper is an introduction to the special issue on “Theoretical Perspectives and Applications of Gamification in Business Contexts”. In total the special issue comprises of 11 novel and high-quality contributions on gamification. These are selected to enhance our understanding of underlying mechanisms that impact employees’ and customers’ attitudes and behaviors.}, journal = {Journal of Business Research}, author = {Wünderlich, Nancy V. and Gustafsson, Anders and Hamari, Juho and Parvinen, Petri and Haff, André}, year = {2020}, pages = {273--276} } @article{morschheuser_gamification_2019, title = {The gamification of work: {Lessons} from crowdsourcing}, volume = {28}, url = {https://doi.org/10.1177/1056492618790921}, abstract = {The nature of work and management are in flux; work is increasingly distributed, sporadic, community-driven, and motivated by constant self-development. Developments such as sharing economies, crowdfunding, and crowdsourcing have emerged as new forms of organizing work and economic coordination. At the same time, increased gaming and gamification of our lives have arrived to address this newly found yearning for intrinsically motivated work. Thus, work is increasingly consciously and unconsciously gamified. Crowdsourcing is a frontrunner management domain in employing gamification to positively affect motivation and performance of workers. However, to be able to harness the full potential of gamification, a union of knowledge of interwoven areas of game design, motivational psychology and management is needed. Therefore, in this article, based on the accumulated body of research on gamification in crowdsourcing, we discuss the emerging opportunities and challenges of using gamification in management.}, number = {2}, journal = {Journal of Management Inquiry}, author = {Morschheuser, Benedikt and Hamari, Juho}, year = {2019}, pages = {145--148} } @inproceedings{macey_games_2019, address = {Levi}, title = {The games we play: {Relationships} between game genre, business model and loot box opening}, volume = {2359}, url = {http://ceur-ws.org/Vol-2359/paper17.pdf}, abstract = {The use of loot boxes is endemic in contemporary games, having originated in the free-to-play games of China and Japan they are now a common feature in almost every type of business model and genre. Primarily used to increase monetisation they are not without controversy as they have been accused of driving a "pay-to-win" approach to gaming and have even been linked to the development of problematic gambling behaviours. Considering the fact that there are a huge range of disparate practices connected to loot boxes, and that loot boxes are present in all forms of contemporary games this research asks the following question: Which business models and game genres, if any, are associated with increased opening of paid loot boxes? We employed survey data (N=613) gathered among gamers. We can conclude that loot boxes seem to be pervasive across games and there is no strong evidence that any business model of genre would clearly predict loot box opening activities and that players of all kinds of games probably encounter them in the gaming activities one way or the other. However, we can also conclude that loot box opening activities seems to be most strongly connected with both the retail and free-to-play business models as well as the shooter game genre.}, booktitle = {Proceedings of the 3rd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Macey, Joseph and Hamari, Juho}, year = {2019}, pages = {193--204} } @article{legaki_effect_2020, title = {The effect of challenge-based gamification on learning: {An} experiment in the context of statistics education}, volume = {144}, url = {https://doi.org/10.1016/j.ijhcs.2020.102496}, abstract = {Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of gamification in the context of education has been growing, there are blind spots regarding which types of gamification may be suitable for different educational contexts. This study investigates the effects of the challenge-based gamification on learning in the area of statistics education. We developed a gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based gamification; points, levels, challenges and a leaderboard. Having conducted a 2 (read: yes vs. no) x 2 (gamification: yes vs. no) between-subject experiment, we present a quantitative analysis of the performance of 365 students from two different academic majors: Electrical and Computer Engineering (n=279), and Business Administration (n=86). The results of our experiments show that the challenge-based gamification had a positive impact on student learning compared to traditional teaching methods (compared to having no treatment and treatment involving reading exercises). The effect was larger for females or for students at the School of Electrical and Computer Engineering.}, journal = {International Journal of Human-Computer Studies}, author = {Legaki, Nikoletta Z. and Xi, Nannan and Hamari, Juho and Karpouzis, Kostas and Assimakopoulos, Vassilios}, year = {2020}, pages = {1--14} } @article{macey_convergence_2020, title = {The convergence of play: {Interrelations} of social casino gaming, gambling, and digital gaming in {Finland}}, url = {https://doi.org/10.1080/14459795.2020.1770834}, abstract = {This study provides an overview of the interactions between the playing of digital games, gambling activities and Social Casino Games (SCG) in the Finnish context. Earlier studies of SCG playing have predominantly focused on US and Australian markets, and have not included digital gaming in examinations. This study uses cross-tabulation to analyze data from a nationally representative survey (n = 946). SCG play was found to be associated with lower levels of educational attainment, younger males, increased digital game play, gambling in digital games, increased use of free-to-play (F2P) games, and microtransactions. Finally, positive associations were found to exist with established forms of gambling, both online and offline. The findings of this research contribute to the understanding of growing convergence between digital gaming and gambling as it is the first to consider digital game play, SCG play and participation in gambling holistically. It found stronger associations between digital game play and SCG play than between gambling consumption and SCG play, thereby highlighting the importance of context in relationships between digital game consumption and gambling. Furthermore, younger generations of Finns are likely to experience convergent gambling-gaming elements in digital gaming platforms and online environments before engaging in traditional gambling activities.}, journal = {International Gambling Studies}, author = {Macey, Joseph and Kinnunen, Jani}, year = {2020}, pages = {1--22} } @inproceedings{deterding_convergence_2020, address = {York}, title = {The convergence of gaming and gambling research: {What} can we learn from each other?}, url = {http://eprints.whiterose.ac.uk/156462/}, booktitle = {Proceedings of the 2020 {DiGRA} {International} {Conference}}, publisher = {Digital Games Research Association}, author = {Deterding, Sebastian and Karlsen, Faltin and Macey, Joseph and Mortensen, Torill E. and Wardle, Heather and Zendle, David}, year = {2020}, pages = {1--6} } @article{klock_tailored_2020, title = {Tailored gamification: {A} review of literature}, volume = {144}, url = {https://doi.org/10.1016/j.ijhcs.2020.102495}, abstract = {Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.}, journal = {International Journal of Human-Computer Studies}, author = {Klock, Ana C. T. and Gasparini, Isabela and Pimenta, Marcelo S. and Hamari, Juho}, year = {2020}, pages = {1--22} } @article{rapp_strengthening_2019, title = {Strengthening gamification studies: {Current} trends and future opportunities of gamification research}, volume = {127}, url = {https://doi.org/10.1016/j.ijhcs.2018.11.007}, abstract = {Gamification is now a well-established technique in Human-Computer Interaction. However, research on gamification still faces a variety of empirical and theoretical challenges. Firstly, studies of gamified systems typically focus narrowly on understanding individuals. short-term interactions with the system, ignoring more difficult to measure outcomes. Secondly, academic research on gamification has been slow to improve the techniques through which gamified applications are designed. Third, current gamification research lacks a critical lens capable of exploring unintended consequences of designs. The 14 articles published in this special issue face these challenges with great methodological rigor. We summarize them by identifying three main themes: the determination to improve the quality and usefulness of theory in the field of gamification, the improvements in design practice, and the adoption of a critical gaze to uncover side-effects of gamification designs. We conclude by providing an overview of the questions that we feel must be addressed by future work in gamification. Gamification studies would benefit from a wider use of theories to account for the complexity of human behavior, a more thorough exploration of the many opportunities coming from the world of games, and an ethical reflection on the use of game design elements in serious domains.}, journal = {International Journal of Human-Computer Studies}, author = {Rapp, Amon and Hopfgartner, Frank and Hamari, Juho and Linehan, Conor and Cena, Federica}, year = {2019}, pages = {1--6} } @article{paavilainen_social_2013, title = {Social network games: {Players}’ perspectives}, volume = {44}, url = {https://doi.org/10.1177/1046878113514808}, abstract = {This article presents the results of an interview study on how people perceive and play social network games on Facebook. During recent years, social games have become the biggest genre of games if measured by the number of registered users. These games are designed to cater for large audiences in their design principles and values, a free-to-play revenue model and social network integration that make them easily approachable and playable with friends. Although these games have made the headlines and have been seen to revolutionize the game industry, we still lack an understanding of how people perceive and play them. For this article, we interviewed 18 Finnish Facebook users from a larger questionnaire respondent pool of 134 people. This study focuses on a user-centric approach, highlighting the emergent experiences and the meaning-making of social games players. Our findings reveal that social games are usually regarded as single player games with a social twist, and as suffering partly from their design characteristics, while still providing a wide spectrum of playful experiences for different needs. The free-to-play revenue model provides an easy access to social games, but people disagreed with paying for additional content for several reasons.}, number = {6}, journal = {Simulation \& Gaming}, author = {Paavilainen, Janne and Hamari, Juho and Stenros, Jaakko and Kinnunen, Jani}, year = {2013}, pages = {794--820} } @inproceedings{hamari_social_2013, address = {Utrecht}, title = {Social motivations to use gamification: {An} empirical study of gamifying exercise}, url = {https://aisel.aisnet.org/ecis2013_cr/105}, abstract = {This paper investigates how social factors predict attitude towards gamification and intention to continue using gamified services, as well as intention to recommend gamified services to others. The paper employs structural equation modelling for analyses of data (n=107) gathered through a survey that was conducted among users of one of the world’s largest gamification applications for physical exercise called Fitocracy. The results indicate that social factors are strong predictors for attitudes and use intentions towards gamified services.}, booktitle = {Proceedings of the 21st {European} {Conference} on {Information} {Systems}}, publisher = {Association for Information Systems}, author = {Hamari, Juho and Koivisto, Jonna}, year = {2013}, pages = {1--12} } @article{hilvert-bruce_social_2018, title = {Social motivations of live-streaming viewer engagement on {Twitch}}, volume = {84}, url = {https://doi.org/10.1016/j.chb.2018.02.013}, abstract = {Little is known about the motivations underlying viewer engagement in the rapidly growing live-streaming multimedia phenomenon. This study trialled an eight-factor socio-motivational model, based on Uses and Gratifications Theory, to explain four aspects of live-stream viewer engagement. Cross-sectional data was collected through an international, online self-report survey of Twitch users (N = 2227). Multiple and ordinal linear regression analyses identified six motivations which helped to explain live-stream engagement: social interaction, sense of community, meeting new people, entertainment, information seeking, and a lack of external support in real life. Compared to mass media, viewer motivations to engage in live-stream entertainment appear to have a stronger social and community basis. Furthermore, live-stream viewers who preferred smaller channels ({\textless}500 viewers) were more motivated by social engagement than viewers who preferred larger channels. These findings offer insight into the motivations for live-stream engagement, and help to lay a foundation for further research.}, journal = {Computers in Human Behavior}, author = {Hilvert-Bruce, Zorah and Neill, James T. and Sjöblom, Max and Hamari, Juho}, year = {2018}, pages = {58--67} } @inproceedings{nummenmaa_social_2019, address = {San Luis Obispo}, title = {Social features in hybrid board game marketing material}, url = {https://www.doi.org/10.1145/3337722.3341864}, abstract = {This paper identifies 7 key social features which appear in the marketing and promotional material of hybrid board games. The features are identified by exploring sources such as game websites and game boxes of 13 hybrid board game products. The material is analyzed in order to determine how social features related to hybrid game features are presented. As a result of the analysis, it became apparent that there are certain key social features which are presented as being important to players. The knowledge generated in this work acts as a view to how the industry sees hybridity in games as a tool for supporting social interaction, and how the industry wants to message it to consumers when they explore promotional material. The identified key social features can also be used as design knowledge for developing new games, as they give insight into popular social features in hybrid board games.}, booktitle = {Proceedings of the 14th {International} {Conference} on the {Foundations} of {Digital} {Games}}, publisher = {Association for Computing Machinery}, author = {Nummenmaa, Timo and Kankainen, Ville}, year = {2019}, pages = {1--8} } @inproceedings{holopainen_social_2011, address = {Lisbon}, title = {Social and privacy aspects of a system for collaborative public expression}, url = {https://doi.org/10.1145/2071423.2071452}, abstract = {In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a pub or café. The system utilizes mobile phones and public displays for shared collaborative expression between collocated users. A user study spanning three sessions was conducted in real-world settings: one during the social event following a seminar on games research and two in a bar on a regular weekday evening. We present and discuss our findings with respect to how the larger social situation and location influenced the interaction with the system, the collaboration between participants of a team, how people moved between different roles (i.e., actor, spectator and bystander), and the privacy issues it evoked from participants.}, booktitle = {Proceedings of the 8th {International} {Conference} on {Advances} in {Computer} {Entertainment} {Technology}}, publisher = {Association for Computing Machinery}, author = {Holopainen, Jussi and Lucero, Andrés and Saarenpää, Jannamari and Nummenmaa, Timo and Ali, El A. and Jokela, Tore}, year = {2011}, pages = {1--8} } @inproceedings{nummenmaa_simulation_2009, address = {Athens}, title = {Simulation as a game design tool}, url = {https://www.doi.org/10.1145/1690388.1690427}, abstract = {In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.}, booktitle = {Proceedings of the {International} {Conference} on {Advances} in {Computer} {Enterntainment} {Technology}}, publisher = {Association for Computing Machinery}, author = {Nummenmaa, Timo and Kuittinen, Jussi and Holopainen, Jussi}, year = {2009}, pages = {232--239} } @article{hamari_service_2017, title = {Service quality explains why people use freemium services but not if they go premium: {An} empirical study in free-to-play games}, volume = {37}, url = {http://www.doi.org/10.1016/j.ijinfomgt.2016.09.004}, abstract = {During the last decade, the “freemium” business model has spread into a variety of services especially online. However, service developers have faced a dilemma of balancing between making the service as high quality as possible but at the same time creating demand for the premium products that augment the core free service. If the service is of enough high quality, augmenting premium products might not offer significant added value over the otherwise free service. In this study we investigate how perceived service quality predicts customers’ willingness to continue using the freemium services and to purchase premium content. User responses were gathered from freemium services (free-to-play games) (N=869). The results indicate that while expectedly the different dimensions of service quality (assurance, empathy, reliability and responsiveness) positively predict the intentions to continue using the freemium service, they do directly predict why people would be willing to spend more money on premium, i.e. the effect of perceived quality of a freemium service on premium purchases is mediated by use of freemium. These findings indicate that increasing the quality of a freemium service has surprisingly little effect on the demand for additional premium services directly.}, number = {1, Part A}, journal = {International Journal of Information Management}, author = {Hamari, Juho and Hanner, Nicolai and Koivisto, Jonna}, year = {2017}, pages = {1449--1459} } @article{harviainen_seek_2015, title = {Seek, share, or withhold: {Information} trading in {MMORPGs}}, volume = {71}, url = {https://doi.org/10.1108/JD-09-2014-0135}, abstract = {Purpose The purpose of this paper is to discuss the ways in which information acts as a commodity in massively multiplayer online role-playing games (MMORPGs), and how players pay for items and services with information practices. Design/methodology/approach Through meta-theoretical analysis of the game environment as a set of information systems, one of retrieval and one social, the paper shows how players’ information practices influence their access to game content, organizational status and relationship to real-money trade. Findings By showing how information trading functions in MMORPGs, the paper displays the importance of information access for play, the efficiency of real money trade and the significance of information practice -based services as a relatively regular form of payment in virtual worlds. Players furthermore shown to contribute to the information economy of the game with the way in which they decide not to share some information, so as to prevent others from a loss of game content value due to spoilers. Originality/value The subject, despite the popularity of online games, has been severely understudied within library and information science. The paper contributes to that line of research, by showing how games function as information systems, and by explaining how they, as environments and contexts, influence and are influenced by information practices.}, number = {6}, journal = {Journal of Documentation}, author = {Harviainen, J. Tuomas and Hamari, Juho}, year = {2015}, pages = {1119--1134} } @inproceedings{bujic_satisfaction_2020, address = {Tampere}, title = {Satisfaction and willingness to consume immersive journalism: experiment of differences between {VR}, 360 video, and article}, url = {https://doi.org/10.1145/3377290.3377310}, abstract = {Immersive journalism has been touted to revolutionize journalism due to its ability to afford a multi-modal engrossing experience. However, hardly any experiments have been conducted whether consumers' satisfaction and consequent intentions to use immersive journalistic media may differ from traditional forms of journalistic content. Therefore, in this study, we investigate the differences in satisfaction and continued use intentions between article, 360 video and VR-based interaction with content. The data was collected via a randomized controlled laboratory experiment with between-subjects design (N = 87). Participants were randomly assigned to reading a written article based on the video (article) and watching the video on a computer screen (2D 360) or in mobile VR (VR 360). The collected data consisted of demographics (age and gender) and reported satisfaction and intention to continue use. Results suggest that those who were assigned to VR 360 had higher intentions to continue use, but not greater satisfaction than those in the other two conditions. However, the intention was predicted to an extent by satisfaction as suggested by previous literature. Finally, age and gender did not predict continued use. These findings imply that users prefer the new media technology for consuming journalism content and support previous findings of the relationship between satisfaction and intention to continue use. Finally, avenues for further research are presented.}, booktitle = {Proceedings of the 23rd {International} {Conference} on {Academic} {Mindtrek}}, publisher = {Association for Computing Machinery}, author = {Bujić, Mila and Hamari, Juho}, year = {2020}, pages = {120--125} } @article{thibault_re-interpreting_2018, title = {Re-interpreting cities with play urban semiotics and gamification}, volume = {265}, url = {http://link.springer.com/10.1007/978-3-030-06134-0_32}, abstract = {This paper aims to propose a semiotic perspective on how play can be used to change the citizens’ perception of the city. The paper propose a meaning-centered understanding both of play activities (seen as resemantisations of the surrounding environment) and of urban spaces (seen as complex meaning-making machines) and attempts to show how the first ones can be used to re-interpret the second ones. Finally, a few examples such as parkour and flash mobs are analyses in order to test the efficacy of the approach.}, journal = {Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering}, author = {Thibault, Mattia}, year = {2018}, pages = {276--285} } @inproceedings{thibault_punk_2019, address = {Levi}, title = {Punk gamification}, volume = {2359}, url = {http://ceur-ws.org/Vol-2359/paper6.pdf}, abstract = {This paper aims at proposing an alternative take on gamification, based on bottom up approaches and critical design. In the first part of the paper, several issues concerning gamification are reviewed: the claim that it is exploitative, the problematic definition of game elements as well as gamification’s connections to power and discipline and the utopian stance on games that is generally adopted. The second part of the paper is dedicated to overcoming these issues by situating gamification in the larger context of play and to trace its roots in the ludicisation of culture. The last part of the paper proposes the institution of a punk gamification, as an ideological alternative to mainstream gamification that focuses on freedom more than rules, is bottom up, critical and, sometimes, unpleasant.}, booktitle = {Proceedings of the 3rd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Thibault, Mattia}, year = {2019}, pages = {58--69} } @article{kultima_playful_2018, title = {Playful furniture: {Breaching} a serious setting with interactive seats}, volume = {13}, url = {https://doi.org/10.1177/1555412017718749}, abstract = {Are shaggy seats which make cute noises playful or disruptive in a conference setting? This article pushes the limits of game scholars’ lusory attitude by breaching an academic seminar with a playful experiment. Five MurMur Moderator seats, interactive and interruptive furniture prototypes, were set up at a game research seminar where they were used as ambient elements during the presentations. The experience was evaluated by observation, accompanied with seminar tweets, and by conducting a small survey after the seminar. The experiences of the participants varied from enthusiastically positive to strong negative feelings. Through this experiment, we were able to explore the important issue of polarized attitudes of adults toward play and provide some food for thought for the future design of adult play.}, number = {3}, journal = {Games and Culture}, author = {Kultima, Annakaisa and Nummenmaa, Timo and Tyni, Heikki and Alha, Kati and Stenros, Jaakko and Kankainen, Ville and Holopainen, Jussi and Mäyrä, Frans}, year = {2018}, pages = {301--321} } @article{hamari_player_2014, title = {Player types: {A} meta-synthesis}, volume = {1}, url = {http://todigra.org/index.php/todigra/article/view/13}, abstract = {This paper investigates different ways in which players have been typified in past research literature in order to distinguish relevant typologies for further research as well as for designing and marketing of games. The goal is to synthesize the results of various studies and to find the prevailing concepts, compare them, and draw implications to further studies. The research process for this study proceeded from a literature search, to author-centric (Webster \& Watson 2002) identification and categorization of previous works based on the established larger factors such as demographic, psychographic and behavioral variables. The previous works on player typologies were further analyzed using concept-centric approach and synthesized according to common and repeating factors in the previous studies. The results indicate that player types in previous literature can be synthesized into seven primary dimensions: Intensity, Achievement, Exploration, Sociability, Domination, Immersion and In-game demographics.}, number = {2}, journal = {Transactions of the Digital Games Research Association}, author = {Hamari, Juho and Tuunanen, Janne}, year = {2014}, pages = {29--53} } @inproceedings{torhonen_play_2019, address = {Maui}, title = {Play, playbour or labour? {The} relationships between perception of occupational activity and outcomes among streamers and {YouTubers}}, url = {http://hdl.handle.net/10125/59694}, abstract = {The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Törhönen, Maria and Hassan, Lobna and Sjöblom, Max and Hamari, Juho}, year = {2019}, pages = {2558--2567} } @inproceedings{li_phishing_2015, address = {Tampere}, title = {Phishing knowledge based user modelling in software design}, volume = {1525}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84962596395&partnerID=40&md5=de0c978e97f3db8ac82fcaf40c45bb3b}, abstract = {Due to the limitations of anti-phishing software and limitations in creating such software, we propose the usage of metamodelling frameworks and software tools for implementing software systems where phishing prevention is already designed as a part of the system itself. An expressive computational, verifiable and validatable metamodel is created that captures user behaviour. Next it is shown through examples that the metamodel follows and describes reported phishing scams accurately. The model is then used to create specification in an executable formal specification tool. The formal specification, which can be executed to observe user behaviour, can be used as a building block in the specification of a larger software system, resulting in an inherently phishing- resilient software system design in the form of a formal specification.}, booktitle = {Proceedings of the 14th {Symposium} on {Programming} {Languages} and {Software} {Tools}}, publisher = {CEUR-WS}, author = {Li, Linfeng and Nummenmaa, Timo and Berki, Eleni and Helenius, Marko}, year = {2015}, pages = {221--235} } @inproceedings{poyry_personalized_2017, address = {Waikoloa}, title = {Personalized product recommendations: {Evidence} from the field}, url = {http://hdl.handle.net/10125/41626}, abstract = {Targeting personalized product recommendations to individual customers has become a mainstream activity in online stores as it has been shown to increase click-through rate and sales. However, as personalization becomes increasingly commonplace, customers may feel personalized content intrusive and therefore not responding or even avoiding them. Many studies have investigated advertising intrusiveness and avoidance but a research gap on the effect of degree of personalization on customer responses based on field evidence exists. In this paper, 27,175 recommendation displays from five different online stores are analyzed. The results show that the further the customer is in the purchasing process, the more effective personalization is if it is based on information about the present rather than past browsing session. Moreover, recommendations in passive form are more effective than recommendations in active form suggesting the need to dispel the perception of intrusiveness.}, booktitle = {Proceedings of the 50th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Pöyry, Essi and Hietaniemi, Ninni and Parvinen, Petri and Hamari, Juho and Kaptein, Maurits}, year = {2017}, pages = {3859--3867} } @inproceedings{mehmood_passive_2019, address = {Xiamen}, title = {Passive {UHF} {RFID}-based user interface on a wooden surface}, url = {https://doi.org/10.1109/PIERS-Fall48861.2019.9021441}, abstract = {We present a passive ultra-high frequency (UHF) radio frequency identification (RFID)-based human-technology interface platform. The platform comprises of two dipole antennas and three integrated circuits (IC), each with a unique ID. The platform, which is fixed on a wooden table by cutting the antennas and antenna-IC interconnections from copper tape, can be used for push button and swipe controlling. Each IC can be activated, i.e., connected to the antennas, by touching with finger. As the RFID reader can be connected to any application through WIFI, these ICs can act as wireless input points integrated into furniture, items, and textiles, where they can be used as inputs to desired digital actions. The platform allows all connected devices to be controlled accurately and effortlessly, which will take the convenience of implementation and utilization of these systems to a new level. As a preliminary trial, the platform was tested by two people giving 200 random inputs and 98\% and 99\% success rates were achieved. Based on these results, this type of passive RFID-based solutions could be used for administrating interfaces that would administer wide variety of interaction modalities, such as touch or tangible interaction on flat surfaces (e.g., tabletop surfaces, walls, doors).}, booktitle = {Proceedings of the 2019 {Photonics} \& {Electromagnetics} {Research} {Symposium}-{Fall}}, publisher = {IEEE}, author = {Mehmood, Adnan and Vianto, Ville and He, Han and Chen, Xiaochen and Buruk, Oğuz T. and Ukkonen, Leena and Virkki, Johanna}, year = {2019}, pages = {1760--1763} } @inproceedings{thibault_paper-made_2018, address = {Turin}, title = {Paper-made digital games: {The} poetic of cardboard from {Crayon} {Physics} {Deluxe} to {Nintendo} {Labo}}, url = {http://www.digra.org/digital-library/publications/paper-made-digital-games-the-poetic-of-cardboard-from-crayon-physics-deluxe-to-nintendo-labo/}, booktitle = {Proceedings of the 2018 {DiGRA} {International} {Conference}}, publisher = {Digital Games Research Association}, author = {Thibault, Mattia}, year = {2018}, pages = {1--5} } @inproceedings{isitan_openness_2011, address = {Rome}, title = {Openness as a method for game evolution}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84865120174&partnerID=40&md5=3fc09fedf3e2ce538ee32754fe781575}, abstract = {The social impact of games to players and developers, software quality and game labour are cornerstones of a software game production model. Openness is, naturally, a significant factor for games evolution, overall acceptance and success. The paper authors focus on exploring these issues within the proprietary (closed) and non-proprietary (free/open) source types of software development. The authors identify developmental strengths and weaknesses for the (i) game evolution; (ii) game developers and (iii) game players. The main focus of the paper is on development that is done after the first release of a game with the help of add-ons. Concluding, there are suggestions for a more open and collaborative thinking and acting process model of game evolution that could benefit both types of development and all stakeholders involved. This process can integrate quality features from open and traditional development suitable for game construction.}, booktitle = {Proceedings of the {IADIS} {International} {Conference} {Game} and {Entertainment} {Technologies}}, publisher = {Elsevier}, author = {Isitan, K. and Nummenmaa, Timo and Berki, Eleni}, year = {2011}, pages = {100--104} } @inproceedings{mattinen_online_2018, address = {Tampere}, title = {Online abuse and age in {Dota} 2}, url = {https://doi.org/10.1145/3275116.3275149}, abstract = {This work examined experiences and perceptions of verbal abuse in an online game, Dota 2, in regard to age. A dataset (n=364) was gathered via an online survey with a normal age distribution, but skewed to male respondents. Statistically significant relationships were found between age and: perception of seriousness of communication abuse, number of times placed in the low priority pool, and participation in communication abuse. No statistically significant relationship was found between age and number of times target of communication abuse. Findings suggest that as player age increases, so does participation in communication abuse. Although this runs counter to existing research, it may be explained by differing perceptions of communication abuse according to age. The findings have implications both for the ways in which online abuse and harassment is investigated, and for the ways in which it can be addressed by game developers and wider society.}, booktitle = {Proceedings of the 22nd {International} {Academic} {Mindtrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Mattinen, Topias and Macey, Joseph}, year = {2018}, pages = {69--78} } @inproceedings{nummenmaa_use_2014, address = {Beijing}, title = {On the use of {LTSs} to analyze software product line products composed of features}, volume = {214}, url = {https://www.doi.org/10.1007/978-3-642-37832-4_48}, abstract = {In product line engineering, it is common to define the products as sets of features, where each feature has a related set of requirements. Typically, there is a common set of features/requirements, and some variable features/requirements for building different products. In an earlier proposal to use labeled transition systems (LTSs) to model and check the products, the products were composed using the feature-oriented approach and LTS models were analyzed using a related LTS analyzer tool. However, no further details or analysis about the models and possible conflicts were given. We investigate in more detail the types of conflicts that may arise and discuss the integration strategies for building an integrated LTS for the product composed of features.}, booktitle = {Proceedings of the 7th {International} {Conference} on {Intelligent} {Systems} and {Knowledge} {Engineering}}, publisher = {Springer}, author = {Nummenmaa, Jyrki and Nummenmaa, Timo and Zhang, Zheying}, year = {2014}, pages = {531--541} } @incollection{ponzo_tip_2019, address = {Rome}, title = {On the tip of the tongue}, url = {http://www.aracneeditrice.it/index.php/pubblicazione.html?item=9788825529586}, booktitle = {Languagescapes: {Ancient} and artificial languages in today's culture}, publisher = {Aracne editrice}, author = {Ponzo, Jenny and Thibault, Mattia and Idone Cassone, Vincenzo}, editor = {Ponzo, Jenny and Thibault, Mattia and Idone Cassone, Vincenzo}, year = {2019}, pages = {11--17} } @inproceedings{nummenmaa_oasis_2015, address = {Tampere}, title = {{OASIS} deck of cards - house of colleagues: {A} playful experiment on community building}, url = {https://doi.org/10.1145/2818187.2818296}, abstract = {A research experiment to facilitate playful interaction and community learning within an academic organization of about 170 employees was conducted. A 2-player card game including 61 'staff character cards' and 39 question cards was implemented to be played by the relatively new community. The game period, including supporting events, ran for 5 weeks. After the experiment 59 staff members responded to an online survey on play experiences. The results showed that ways of participation and means of play are more diverse in a work community context than as they are specified in the game rules. More emphasis should be set on framing the game and supporting it as a continuous activity to become a playful practice in the work community. An academic community has inherent contextual prerequisites that need to be addressed in order for a playful practice to gain traction as a means for community building.}, booktitle = {Proceedings of the 19th {International} {Academic} {Mindtrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Nummenmaa, Timo and Kultima, Annakaisa and Kankainen, Ville and Savolainen, Sampo and Syvänen, Antti and Alha, Kati and Mäyrä, Frans}, year = {2015}, pages = {2--9} } @inproceedings{nummenmaa_need_2015, address = {Iskandar}, title = {Need to touch, wonder of discovery, and social capital: {Experiences} with interactive playful seats}, url = {https://doi.org/10.1145/2832932.2832959}, abstract = {In this article we present findings from a design experiment of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our two prototypes, and our experiences exposing the concept to audiences at science fairs and an office environment. This research has served as an exploratory design study, directing our focus to the seats as primary and secondary play objects with a distinct narrative. Our goal with the initial exposure was to first investigate preliminary audience reactions for the high level concept and how people interact with the prototype. This was then supplemented by testing the concept in an office environment. The data we have collected gives us insight on the seats as primary and secondary play objects and how users touch, discover and socialize.}, booktitle = {Proceedings of the 12th {International} {Conference} on {Advances} in {Computer} {Entertainment} {Technology}}, publisher = {Association for Computing Machinery}, author = {Nummenmaa, Timo and Tyni, Heikki and Kultima, Annakaisa and Alha, Kati and Holopainen, Jussi}, year = {2015}, pages = {1--12} } @inproceedings{nummenmaa_murmur_2014, address = {Tampere}, title = {{MurMur} moderators, the talking playful seats}, url = {https://www.doi.org/10.1145/2676467.2676505}, abstract = {In this article we present the concept of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our first prototype, and our experiences exposing the concept to audiences at two science fairs in Italy (2013) and Finland (2014). This research has served as an informative pilot study, consequently directing our focus to the ways the accompanying narrative brings additional design value to the interactive seats. Our goal with the fairs was to investigate what are the preliminary audience reactions for the high level concept and how people interact with the initial prototype. The feedback was used for generating further ideas for ambient play and furniture-as-a-service, some of which carries on to future research and second prototype of the seat.}, booktitle = {Proceedings of the 18th {International} {Academic} {MindTrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Nummenmaa, Timo and Kultima, Annakaisa and Tyni, Heikki and Alha, Kati}, year = {2014}, pages = {231--237} } @inproceedings{wallius_motivational_2020, address = {Levi}, title = {Motivational technology as a way of enhancing transportation safety: {A} systematic review of previous research}, volume = {2637}, url = {http://ceur-ws.org/Vol-2637/paper10.pdf}, abstract = {Motivational technologies have been studied and applied in various domains to encourage sustainable behaviors. One of such domains is safety of transportation systems. This paper presents a review of current research literature covering gamification, serious games and persuasive technology in the domain of transportation safety. A total of 46 records were reviewed, 32 of which were empirical records studying the effects or user perceptions of motivational technologies. Most of the current body of literature is in the area of road safety, followed by aviation. The results reported in the reviewed records indicate that applying motivational technologies is a promising approach for enhancing safety in different transportation domains. We have, however, identified shortcomings, thematic gaps and direction of future research which we discuss in this paper.}, booktitle = {Proceedings of the 4th {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Wallius, Eetu and Hamari, Juho}, year = {2020}, pages = {92--102} } @article{kivikangas_moral_2020, title = {Moral foundations and political orientation: {Systematic} review and meta-analysis}, url = {https://doi.org/10.1037/bul0000308}, abstract = {We investigate the findings that liberals and conservatives rely on different moral foundations. We conducted a comprehensive literature search from major databases and other sources for primary studies that used the Moral Foundations Questionnaire and a typical measure of political orientation, a political self-placement item. We used a predefined process for independent extraction of effect sizes by two authors and ran both study-level and individual-level analyses. With 89 samples, 605 effect sizes, and 33,804 independent participants, in addition to 192,870 participants from the widely used YourMorals.org website, the basic differences about conservatives and liberals are supported. However, heterogeneity is moderate, and the results may be less generalizable than previously thought. The effect sizes obtained from the YourMorals.org data appear inflated compared to independent samples, which is partly related political interest and may be due to self-selection. The association of moral foundations to political orientation varies culturally (between regions and countries) and subculturally (between White and Black respondents an in response to political interest, but not in relation to other demographics). The associations also differ depending on the choice of the social or economic dimension and its labeling, supporting both the bidimensional model of political orientation and the findings that the dimensions are often strongly correlated. Oue findings have implications for interpreting published studies, as well as designing new ones where the political aspect of morality is relevant. The results are primarily limited by the homogeneity of the measures and included studies in terms of sample origins.}, journal = {Psychological Bulletin}, author = {Kivikangas, J. Matias and Fernández-Castilla, Belén and Järvelä, Simo and Ravaja, Niklas and Lönnqvist, Jan-Erik}, year = {2020}, pages = {1--102} } @inproceedings{tuunanen_meta-synthesis_2012, address = {Tampere}, title = {Meta-synthesis of player typologies}, url = {http://www.digra.org/digital-library/publications/meta-synthesis-of-player-typologies/}, abstract = {This paper investigates different ways in which players have been categorized in game research literature in order to distinguish relevant customer segments for designing and marketing of game’s value offerings. This paper adopts segmentation and marketing theory as its bases of analysis. The goal is to synthesize the results of various studies and to find the prevailing concepts, combine them, and draw implications to further studies and segmentation of the player base. The research process for this study proceeded from large literature search, to author-centric (Webster \& Watson 2002) identification and categorization of previous works based on the established factors of segmentation (demographic, psychographic, and behavioral variables) in marketing theory. The previous works on player typologies were further analyzed using concept-centric approach and synthesized according to common and repeating factors in the previous studies. The results indicate that player typologies in previous literature can be synthesized into seven key dimensions: Skill, Achievement, Exploration, Sociability, Killer, Immersion and In-game demographics. The paper highlights for further studies the self-fulfilling and self-validating nature of the current player typologies because their relatively high use in game design practices as well as discusses the role of game design in segmentation of players.}, booktitle = {Proceedings of 2012 {International} {DiGRA} {Nordic} {Conference}}, publisher = {Digital Games Research Association}, author = {Tuunanen, Janne and Hamari, Juho}, year = {2012}, pages = {1--14} } @article{hamari_measuring_2014, title = {Measuring flow in gamification: {Dispositional} {Flow} {Scale}-2}, volume = {40}, url = {https://doi.org/10.1016/j.chb.2014.07.048}, abstract = {This paper measures flow in the context of gamification and investigates the psychometric properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users of an exercise gamification service (N = 200). The results show that the original DFS-2 factorial structure does result in a similar model fit as the original work. However, we also present a factorial respecification that satisfies more recent model fit thresholds. Beyond validating the original DFS-2 instrument in the context of gamification, the psychometric analysis and the respecifications suggest that the components of flow divide into highly correlated conditions of flow (which were also found to be more salient in the context of gamification: autotelic experience, balance of skill and challenge, control, clear goals, and feedback) and into possible outcomes (merging action-awareness, concentration, loss of sense of time, and loss of self-consciousness) from achieving flow.}, journal = {Computers in Human Behavior}, author = {Hamari, Juho and Koivisto, Jonna}, year = {2014}, pages = {133--143} } @inproceedings{shernoff_measuring_2014, address = {Tampere}, title = {Measuring flow in educational games and gamified learning environments}, url = {https://www.learntechlib.org/p/148041/}, abstract = {This paper describes how the measures of engagement used in four Finnish-US Network (FUN) studies were developed. Primary instruments utilized across the studies included a short survey of engagement that participants completed intermittently while playing educational video games based in the tradition of the Experience Sampling Method, as well as a longer psychometric survey about their experience upon completion of the game. The short form measures student engagement conceptualized as the simultaneous occurrence of high concentration, interest, and enjoyment based on flow theory and research relating each of these components to deep engagement in learning. The goal of the long form of the survey is to gauge the overall relationships between the components of flow and learning as well as to investigate which factorial structures of flow form the best fitting model. Both surveys enable investigation of the potentially moderating effects of individual factors.}, booktitle = {Proceedings of {EDMedia} {World} {Conference} on {Educational} {Media} and {Technology}}, publisher = {Association for the Advancement of Computing in Education}, author = {Shernoff, David J. and Hamari, Juho and Rowe, Elizabeth}, year = {2014}, pages = {2276--2281} } @book{thibault_ludosemiotica_2020, address = {Rome}, title = {Ludosemiotica: {Il} gioco tra segni, testi, pratiche e discorsi}, isbn = {978-88-255-3212-8}, url = {http://www.aracneeditrice.it/index.php/pubblicazione.html?item=9788825532128}, abstract = {Tutti sappiamo, o pensiamo di sapere, che cos'è il gioco, ma come funziona davvero questo dispositivo culturale irrinunciabile e variegato? Che cosa significa "giocare"? Quali operazioni interpretative e comunicative comporta? Oggi, mentre la nostra cultura appare essere oggetto di una progressiva ludicizzazione testimoniata dal fiorire dell'industria videoludica e dalla fortuna di nuovi paradigmi come quello della gamification o del game-based learning, queste domande appaiono più attuali che mai. Questo libro prova a rispondere da un punto di vista specifico, quello della semiotica. Indagando il gioco nelle sue diverse sfaccettature (regolato o libero, solitario o di gruppo) e nelle sue varie incarnazioni (giocattolo, videogioco, gioco da tavolo o di ruolo, ecc.), il volume mira a porre le basi per una ludosemiotica, una teoria del ludico basata sulla sua capacità di creare, modificare e trasmettere senso.}, publisher = {Aracne editrice}, author = {Thibault, Mattia}, year = {2020} } @article{malik_live_2019, title = {Live, love, juul: {User} and content analysis of twitter posts about juul}, volume = {43}, url = {https://doi.org/10.5993/AJHB.43.2.9}, abstract = {Objectives: In this study, we identified patterns of communication around Juul use and users on Twitter. Methods: Public tweets were collected from April 27, 2018 until June 27, 2018. We categorized 1008 randomly selected tweets on 4 dimensions: user type, sentiment, genre, and theme. Results: Most tweets were through personal accounts followed by ones of the tobacco industry. Participation by anti-tobacco campaigners, educational, and governmental entities was limited. Posts were mostly about first-hand use, use intentions, and personal opinions. Tweets advocating Juul were most common; meanwhile a handful of tweets discouraged Juul use. Young women, young men, and the tobacco industry expressed positive sentiments about Juul. Conclusions: Twitter data are a rich source of public communication to complement surveillance of emerging tobacco products. Youth actively and positively communicate about Juul on Twitter. Educational content and strategies must be examined for curtailing dissemination of positive sentiments and advocacy that normalize and promote Juul use among youth and non-smokers. We observed limited evidence supporting a claim for Juul to be a smoking cessation adjunct.}, number = {2}, journal = {American Journal of Health Behavior}, author = {Malik, Aqdas and Li, Yisheng and Karbasian, Habib and Hamari, Juho and Johri, Aditya}, year = {2019}, pages = {326--336} } @inproceedings{sjoblom_liking_2018, address = {Copenhagen}, title = {Liking the game: {How} can spectating motivations influence social media usage at live esports events?}, url = {https://doi.org/10.1145/3217804.3217908}, abstract = {There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go --- including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the 'Assembly 2016' LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees.}, booktitle = {Proceedings of the 9th {International} {Conference} on {Social} {Media} and {Society}}, publisher = {Association for Computing Machinery}, author = {Sjöblom, Max and Hassan, Lobna and Macey, Joseph and Törhönen, Maria and Hamari, Juho}, year = {2018}, pages = {160--167} } @inproceedings{torhonen_likes_2018, address = {Pori}, title = {Likes and views: {Investigating} internet video content creators perceptions of popularity}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper13.pdf}, abstract = {The development of digital technology, participatory culture and prosumerism has turned the internet into a crowded, competitive realm for content and information. Numerous highly popular digital services, such as YouTube, Twitch and Instagram have made content creation easy and accessible, but the amount of available content on these services has also made it difficult for content creators to stand out from the crowd. This paper studies the aspects of online popularity by examining; what aspects of popularity do social video content creators value, and what aspects do they emphasize through their activities online. The research examines 377 social video content creators and their activities on services such as YouTube and Twitch, based on the three C’s: the Creator, the Content and the Community. Important creator aspects were personality and technical skills, while topic, entertainment value and originality were seen as important content factors. Frequent posting and interaction with viewers were seen as important community aspects.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Törhönen, Maria and Sjöblom, Max and Hamari, Juho}, year = {2018}, pages = {108--114} } @book{ponzo_languagescapes_2020, address = {Rome}, title = {Languagescapes: {Ancient} and artificial languages in today's culture}, isbn = {978-88-255-2958-6}, url = {http://www.aracneeditrice.it/index.php/pubblicazione.html?item=9788825529586}, abstract = {Ancient and artificial languages have many roles and uses across cultures and textual genres. Far from sterile or dead, they are highly productive cultural artefacts. By exploring case studies pertaining to religion, literature, music, video games, cinema, and social media, we attempt to map and understand them. This volume collects works by specialists in semiotics, linguistics, media and literary studies, philosophy, history of religions and culture.}, publisher = {Aracne editrice}, author = {Ponzo, Jenny and Thibault, Mattia and Idone Cassone, Vincenzo}, year = {2020} } @inproceedings{feng_it_2019, address = {Cancún}, title = {{IT} capability and firm performance: {The} mediating roles of interaction praxis}, url = {https://aisel.aisnet.org/amcis2019/strategic_uses_it/strategic_uses_it/1/}, abstract = {We investigate how IT-capability leads to more interaction business practices, both through inter-organizational systems (IOS) and social media (SM), and how they further lead to marketing effectiveness and firm success. After analyzing the data collected from manufacturers (N=504), we find that (1) IT capability has a significant positive effect on both IOS-enabled and SM-enabled interaction practices; (2) IOS-enabled interaction practice has significant positive effects on both marketing performance and financial performance, while SM-enabled interaction practice only has a significant positive effect on the market performance; (3) both IOS-enabled interaction practice and SM-enabled interaction practice partly mediate the positive influence of IT capability on marketing performance and financial performance; (4) marketing performance partly mediates the positive impact of IOS-enabled interaction practice and fully mediates the positive impact of SM-enabled interaction practice on financial performance.}, booktitle = {Proceedings of the 25th {Americas} {Conference} on {Information} {Systems}}, publisher = {Association for Information Systems}, author = {Feng, Chao and Xi, Nannan and Zhuang, Guijun and Hamari, Juho}, year = {2019}, pages = {1--5} } @article{kose_is_2019, title = {Is it a tool or a toy? {How} user’s conception of a system’s purpose affects their experience and use}, volume = {49}, url = {https://doi.org/10.1016/j.ijinfomgt.2019.07.016}, abstract = {The boundary between hedonic and utilitarian information systems has become increasingly blurred during recent years due to the rise of developments such as gamification. Therefore, users may perceive the purpose of the same system differently, ranging from pure utility to pure play. However, in literature that addresses why people adopt and use information systems, the relationship between the users conception of the purpose of the system, and their experience and use of it has not yet been investigated. Therefore, in this study we investigate the interaction effects between users’ utility-fun conceptions of the system and the perceived enjoyment and usefulness from its use, on their post-adoption intentions (continued use, discontinued use, and contribution). We employ survey data collected among users (N = 562) of a gamified crowdsourcing application that represents a system affording both utility and leisure use potential. The results show that the more fun-oriented users conceive the system to be, the more enjoyment affects continued and discontinued use intentions, and the less ease of use affects the continued use intention. Therefore, users’ conceptions of the system prove to be an influential aspect of system use and should particularly be considered when designing modern multi-purposed systems such as gamified information systems.}, journal = {International Journal of Information Management}, author = {Köse, Dicle B. and Morschheuser, Benedikt and Hamari, Juho}, year = {2019}, pages = {461--474} } @inproceedings{besevli_investigating_2018, address = {Hong Kong}, title = {Investigating the effects of legacy bias: {User} elicited gestures from the end users perspective}, url = {https://doi.org/10.1145/3197391.3205449}, abstract = {User elicitation studies are commonly used for designing gestures by putting the users in the designers' seat. One of the most encountered phenomenon during these studies is legacy bias. It refers to users' tendency to transfer gestures from the existing technologies to their designs. The literature presents varying views on the topic; some studies asserted that legacy bias should be diminished, whereas other stated that it should be preserved. Yet, to the best of our knowledge, none of the elicitation studies tested their designs with the end users. In our study, 36 participants compared two gesture sets with and without legacy. Initial findings showed that legacy gesture set had higher scores. However, the interviews uncovered that some non-legacy gestures were also favored due to their practicality and affordances. We contribute to the legacy bias literature by providing new insights from the end users' perspective.}, booktitle = {Proceedings of the 2018 {ACM} {Conference} {Companion} {Publication} on {Designing} {Interactive} {Systems}}, publisher = {Association for Computing Machinery}, author = {Beşevli, Ceylan and Buruk, Oğuz T. and Erkaya, Merve and Özcan, Oğuzhan}, year = {2018}, pages = {277--281} } @article{macey_investigating_2018, title = {Investigating relationships between video gaming, spectating esports, and gambling}, volume = {80}, url = {https://doi.org/10.1016/j.chb.2017.11.027}, abstract = {An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot boxes, social network casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This study investigates relationships between a range of gambling activities and the consumption of video games in general, and the newly emergent phenomenon of esports in particular. In addition, these practices are considered in relation to established measures assessing game addiction and problematic gambling. The study employs Partial Least Squares modelling to investigate data gathered via an international online survey (N = 613). Video game addiction was found to be negatively associated with offline gambling, online gambling, and problem gambling. Video game consumption had only small, positive association with video game-related gambling and problem gambling. Consumption of esports had small to moderate association with video game-related gambling, online gambling, and problem gambling. The primary finding of this study are that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, indeed, the position that problem gaming and problem gambling are fundamentally connected is questioned.}, journal = {Computers in Human Behavior}, author = {Macey, Joseph and Hamari, Juho}, year = {2018}, pages = {344--353} } @inproceedings{hamari_introduction_2020, address = {Maui}, title = {Introduction to the minitrack on gamification}, url = {http://hdl.handle.net/10125/63887}, booktitle = {Proceedings of the 53rd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hamari, Juho and Thibault, Mattia and Hassan, Lobna}, year = {2020}, pages = {1195--1195} } @techreport{bujic_immersive_2019, address = {Tampere}, title = {Immersive: {Final} report}, url = {https://tutcris.tut.fi/portal/en/publications/immersive(900f88ff-3eec-4ecc-8fdb-29f98ec45881).html}, number = {978-952-03-0971-8}, institution = {Tampere University}, author = {Bujić, Mila and Buruk, Oğuz T. and Hamari, Juho and Hassan, Lobna and Holopainen, Jussi and Jylhä, Henrietta and Nummenmaa, Timo and Salminen, Mikko and Sjöblom, Max}, year = {2019}, pages = {50} } @inproceedings{bujic_immersive_2020, address = {Levi}, title = {Immersive journalism: {Extant} corpus and future agenda}, volume = {2637}, url = {http://ceur-ws.org/Vol-2637/paper14.pdf}, abstract = {The goal of journalism is to disseminate information to people as accurately and holistically as possible. Therefore, unsurprisingly, the recent advances in multisensory and multimodal technologies have spawned a new research area of immersive journalism (IJ). It is believed that the more holistic and engrossing media experiences afforded by virtual, augmented, and mixed reality technologies can lead to more comprehensive information internalization, both cognitively and emotionally. The literature has increasingly started to propagate since approximately 2016 onward. Therefore, while the domain is still only in its inception phase, and while the related technologies continue to develop, it is already mature enough to both look backwards to what has already been done and forwards to delineate future research agenda. In this review, we investigate what has been investigated in the extant corpus, including: methods and data, technologies and types of content in experiment settings, and dimensions related to the resulting experiences.}, booktitle = {Proceedings of the 4th {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Bujić, Mila and Hamari, Juho}, year = {2020}, pages = {136--145} } @book{idone_cassone_i_2018, address = {Rome}, title = {I discorsi della fine: {Catastrofi}, disastri, apocalissi}, isbn = {978-88-255-1346-2}, url = {http://www.aracneeditrice.it/index.php/pubblicazione.html?item=9788825513462}, abstract = {Le retoriche giornalistiche e gli immaginari mediali ci parlano di un mondo in declino, il cui orizzonte si fa sempre più difficile da scorgere, tormentato da innumerevoli paure e messo in discussione da catastrofi imminenti. Crisi politiche, disastri ecologici, complotti globali, scenari da fine del mondo. Ma qual è il confine tra pericoli attuali o futuri, narrazioni mediali e immaginario socioculturale? Cosa rende il catastrofismo così radicato nell’immaginario collettivo, sin dai tempi antichi? Come si propaga nella società contemporanea e attraverso i media? Il volume rende conto di questo complesso intreccio simbolico e culturale, ponendo le basi per leggere analiticamente i discorsi contemporanei della e sulla catastrofe: mappandone le strutture e i temi comuni, ricordando le teorie matematico–semiotiche che lo hanno utilizzato, indagando le dinamiche culturali e il concretizzarsi della catastrofe nelle immagini, e indagando le narrazioni e le esperienze percepite durante e in seguito a tali eventi, i resti culturali e concreti della loro influenza nella nostra cultura.}, publisher = {Aracne editrice}, author = {Idone Cassone, Vincenzo and Surace, Bruno and Thibault, Mattia}, year = {2018} } @inproceedings{morschheuser_how_2017, address = {Waikoloa}, title = {How to gamify? {A} method for designing gamification}, url = {http://hdl.handle.net/10125/41308}, abstract = {During recent years, gamification has become a popular method of enriching information technologies. Popular business analysts have made promising predictions about penetration of gamification, however, it has also been estimated that most gamifica-tion efforts will fail due to poor understanding of how gamification should be designed and implemented. Therefore, in this paper we seek to advance the understanding of best practices related to the gamifica-tion design process. We approach this research problem via a design science research approach; firstly, by synthesizing the current body of literature on gamification design methods and interviewing 25 gamification experts. Secondly, we develop a method for gamification design, based on the gathered knowledge. Finally, we conduct an evaluation of the method via interviews of 10 gamification experts. The results indicate that the developed method is comprehensive , complete and provides practical utility. We deliver a comprehensive overview of gamification guidelines and shed novel insights into the overall nature of the gamification development and design discourse.}, booktitle = {Proceedings of the 50th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Morschheuser, Benedikt and Hamari, Juho and Werder, Karl and Abe, Julian}, year = {2017}, pages = {1298--1307} } @article{morschheuser_how_2018, title = {How to design gamification? {A} method for engineering gamified software}, volume = {95}, url = {https://doi.org/10.1016/j.infsof.2017.10.015}, abstract = {Context Since its inception around 2010, gamification has become one of the top technology and software trends. However, gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing gamification requires the command of disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the development of gamified software a challenge for traditional software developers. Gamification software inhabits a finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond technical flawlessness, gamification has to motivate and affect users. Consequently, it has also been projected that most gamified software is doomed to fail. Objective This paper seeks to advance the understanding of designing gamification and to provide a comprehensive method for developing gamified software. Method We approach the research problem via a design science research approach; firstly, by synthesizing the current body of literature on gamification design methods and by interviewing 25 gamification experts, producing a comprehensive list of design principles for developing gamified software. Secondly, and more importantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten gamification experts and implementation of the engineering method in a gamification project. Results As results of the study, we present the method and key design principles for engineering gamified software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive, implementable, complete, and useful. We deliver a comprehensive overview of gamification guidelines and shed novel insights into the nature of gamification development and design discourse. Conclusion This paper takes first steps towards a comprehensive method for gamified software engineering.}, journal = {Information and Software Technology}, author = {Morschheuser, Benedikt and Hassan, Lobna and Werder, Karl and Hamari, Juho}, year = {2018}, pages = {219--237} } @article{malik_how_2020, title = {How players across gender and age experience {Pokémon} {Go}?}, volume = {19}, url = {https://doi.org/10.1007/s10209-019-00694-7}, abstract = {The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.}, number = {4}, journal = {Universal Access in the Information Society}, author = {Malik, Aqdas and Hiekkanen, Kari and Hussain, Zaheer and Hamari, Juho and Johri, Aditya}, year = {2020}, pages = {799--812} } @article{hassan_how_2019, title = {How motivational feedback increases user’s benefits and continued use: {A} study on gamification, quantified-self and social networking}, volume = {46}, url = {https://doi.org/10.1016/j.ijinfomgt.2018.12.004}, abstract = {With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users' use of information system facilitate experiences of affective, informational and social feedback as well as user's perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users' engagement, benefits and intentions to continue the use of a system.}, journal = {International Journal of Information Management}, author = {Hassan, Lobna and Dias, Antonio and Hamari, Juho}, year = {2019}, pages = {151--162} } @article{morschheuser_how_2017-1, title = {How games induce cooperation? {A} study on the relationship between game features and we-intentions in an augmented reality game}, volume = {77}, url = {https://doi.org/10.1016/j.chb.2017.08.026}, abstract = {Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where cooperation seemed to have effortlessly sprung up between people who might not even have had previous connections. The context is video/online games; games such as Ingress, Pokémon Go, and World of Warcraft bind people together to work against insurmountable odds and to overcome jointly held challenges. Organizations of many types have recently begun to gamify their structures and services in order to cultivate such seamless cooperation. However, before this potential of games can be successfully wielded outside video games, we need to understand better how games are able to cultivate such cooperation. Therefore, in this study we investigate how games can induce and cultivate we-intention of working as a group. Specifically, we investigate how cooperative game features affect different forms of group dynamics and how they further translate into we-intentions. We employ data from users of the augmented reality game Ingress (N = 206). The results show that cooperative game features induce we-intentions via positively increasing group norms, social identity, joint commitment, attitudes toward cooperation, and anticipated positive emotions. The findings imply that practitioners who are looking to increase cooperation should find that gamification inspired by cooperative game design is beneficial and preferable over individual-based gamification efforts.}, journal = {Computers in Human Behavior}, author = {Morschheuser, Benedikt and Riar, Marc and Hamari, Juho and Maedche, Alexander}, year = {2017}, pages = {169--183} } @inproceedings{riar_how_2020, address = {Maui}, title = {How game features give rise to altruism and collective action? {Implications} for cultivating cooperation by gamification}, url = {http://hdl.handle.net/10125/63825}, abstract = {Due to the general gamification of our culture and society as well as the proliferation of games in our everyday activities, people are increasingly looking at games and gamification as a source for cooperation and other prosocial behaviors. However, not all game features lead to increased cohesion, cooperation or collaboration between people. While some games indeed are geared for cooperation, majority of games also aim toward competition or just non-social activity. Therefore, a prominent research problem exists in understanding how different game and gamification design may lead to altruistic sentiment and collective action. In this study, we investigated how the engagement with cooperative game features relates to the emergence of altruism and whether altruism leads to the formation of we-intentions in a gaming context. We employed data gathered among players of the augmented reality game Ingress (N=206) and analyzed the data using PLS-SEM. The results show that game features can give rise to altruism and that altruism can invoke we-intentions via cooperative goal structures (we-goals) of individuals. In addition to providing important insights regarding how cooperation emerges within games, this study provides implications for cultivating cooperation by gamification.}, booktitle = {Proceedings of the 53rd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Riar, Marc and Morschheuser, Benedikt and Hamari, Juho and Zarnekow, Ruediger}, year = {2020}, pages = {695--704} } @inproceedings{matallaoui_how_2017, address = {Waikoloa}, title = {How effective is "exergamification"? {A} systematic review on the effectiveness of gamification features in exergames}, url = {http://hdl.handle.net/10125/41560}, abstract = {Physical activity is very important to public health and exergames represent one potential way to enact it. The promotion of physical activity through gamification and enhanced anticipated affect also holds promise to aid in exercise adherence beyond more traditional educational and social cognitive approaches. This paper reviews empirical studies on gamified systems and serious games for exercising. In order to gain a better understanding of these systems, this review examines the types and aims (e.g. controlling body weight, enjoying indoor jogging…) of the corresponding studies as well as their psychological and physical outcomes. This paper particularly reviews the deployed motivational affordances and the effectiveness of ncorporating gamification features in exergames. The review shows overall positive psychological outcomes (e.g. enjoying exercise) as well as behavioral ones (e.g. decreasing sedentariness) about exergames. Its findings inform about the current state of the research on the topic, based on which, suggestions for further research are outlined.}, booktitle = {Proceedings of the 50th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Matallaoui, Amir and Koivisto, Jonna and Hamari, Juho and Zarnekow, Ruediger}, year = {2017}, pages = {3316--3325} } @inproceedings{kultima_goofy_2014, address = {Funchal}, title = {Goofy {Mus}, grumpy {Mur} and dirty {Muf}: {Talking} playful seats with personalities}, url = {https://doi.org/10.1145/2693787.2693790}, abstract = {The article discusses the concept of MurMur Moderators, talking playful seats designed to facilitate playful atmosphere and creativity at office environments. The concept of MurMur Moderators consists of five different personalities, grumpy Mur, goofy Mus, mellow Muh, sensitive Mut and shy Mum. The article describes the experiences and reactions to two personalities, Mus and Mur. Further, a sixth personality, Muf, consisting of rejected, provocative features is detailed. Consequently, the paper discusses play preferences, affordances and thresholds in connection to adult play. These will be the focus of future research by the authors.}, booktitle = {Proceedings of the 2014 {Workshops} on {Advances} in {Computer} {Entertainment} {Conference}}, publisher = {Association for Computing Machinery}, author = {Kultima, Annakaisa and Nummenmaa, Timo and Tyni, Heikki and Alha, Kati and Mayra, Frans}, year = {2014}, pages = {1--4} } @article{thibault_giocare_2018, title = {Giocare coi media, giocare coi testi}, volume = {3}, url = {https://doi.org/10.4399/978882551590912}, number = {1}, journal = {DigitCult: Scientific Journal on Digital Cultures}, author = {Thibault, Mattia}, year = {2018}, pages = {133--143} } @inproceedings{koivisto_getting_2019, address = {Maui}, title = {Getting healthy by catching them all: {A} study on the relationship between player orientations and perceived health benefits in an augmented reality game}, url = {http://hdl.handle.net/10125/59618}, abstract = {In recent years, location-based augmented reality games such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience, but also have the potential to alter how players view their physical realities and alter the dynamics of traditional game play from its sedentary nature towards a more physical one. In this paper we investigate what kinds of players (achievement, immersion or social interaction -oriented) are more likely to derive health benefits from playing augmented reality games. We employ online survey data gathered among players of Pokémon Go (N=1190). The results show that playing location-based augmented reality games has a positive association with perceived mental, physical and social health outcomes overall. The results also suggest that the way in which players approach the game and what kinds of aspects of the game they emphasize can have a differential dynamic on how the health benefits of the game manifest. Results show that social gaming orientation is positively associated with physical, mental and social health outcomes, whereas achievement and immersion orientations are associated with physical and mental health outcomes.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Koivisto, Jonna and Malik, Aqdas and Gurkan, Bahadir and Hamari, Juho}, year = {2019}, pages = {1779--1788} } @article{morschheuser_gamified_2017, title = {Gamified crowdsourcing: {Conceptualization}, literature review, and future agenda}, volume = {106}, url = {https://doi.org/10.1016/j.ijhcs.2017.04.005}, abstract = {Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective. We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon. The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains. This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems. Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics.}, journal = {International Journal of Human-Computer Studies}, author = {Morschheuser, Benedikt and Hamari, Juho and Koivisto, Jonna and Maedche, Alexander}, year = {2017}, pages = {26--43} } @article{hamari_gamification_2018, title = {Gamification, quantified-self or social networking? {Matching} users’ goals with motivational technology}, volume = {28}, url = {https://doi.org/10.1007/s11257-018-9200-2}, abstract = {Systems and services we employ in our daily life have increasingly been augmented with motivational designs which fall under the classes of (1) gamification, (2) quantified-self and (3) social networking features that aim to help users reach their goals via motivational enforcement. However, users differ in terms of their orientation and focus toward goals and in terms of the attributes of their goals. Therefore, different classes of motivational design may have a differential fit for users. Being able to distinguish the goal profiles of users, motivational design could be better tailored. Therefore, in this study we investigate how different goal foci (outcome and focus), goals orientation (mastery, proving, and avoiding), and goal attributes (specificity and difficulty) are associated with perceived importance of gamification, social networking and quantified-self features. We employ survey data (N=167) from users of HeiaHeia; a popular exercise encouragement app. Results indicate that goal-setting related factors of users and attributes of goals are connected with users’ preference over motivational design classes. In particular, the results reveal that being outcome-focused is associated with positive evaluations of gamification and quantified-self design classes. Users with higher proving-orientation perceived gamification and social networking design classes as more important, users with lower goal avoidance-orientation perceived social networking design as more important, whereas users with higher mastery-orientation perceived quantified-self design more important. Users with difficult goals were less likely to perceive gamification and social networking design important, whereas for users with high goal specificity quantified-self features were important. The findings provide insights for the automatic adaptation of motivational designs to users’ goals. However, more research is naturally needed to further investigate generalizability of the results.}, number = {1}, journal = {User Modeling and User-Adapted Interaction}, author = {Hamari, Juho and Hassan, Lobna and Dias, Antonio}, year = {2018}, pages = {35--74} } @inproceedings{warmelink_gamification_2018, address = {Manoa}, title = {Gamification of the work floor: {A} literature review of gamifying production and logistics operations}, url = {http://hdl.handle.net/10125/50026}, abstract = {We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.}, booktitle = {Proceedings of the 51st {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Warmelink, Harald and Koivisto, Jonna and Mayer, Igor and Vesa, Mikko and Hamari, Juho}, year = {2018}, pages = {1108--1117} } @inproceedings{legaki_gamification_2019, address = {Maui}, title = {Gamification of the future: an experiment on gamifying education of forecasting}, url = {http://hdl.handle.net/10125/59621}, abstract = {In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamification strategies (called Horses for Courses, JudgeIt and Metrics to Escape) to help educate statistical, judgmental forecasting and forecasting accuracy respectively. This study presents a quantitative analysis of experimental design concerning learning performance of 261 students of an undergraduate and a MBA course. Treatment and control groups were compared in a series of experiments. The results show that using gamified applications as a complementary teaching tool in a forecasting course had a positive impact on students’ learning performance.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Legaki, Nikoletta Z. and Xi, Nannan and Hamari, Juho and Assimakopoulos, Vassilios}, year = {2019}, pages = {1813--1822} } @article{warmelink_gamification_2020, title = {Gamification of production and logistics operations: {Status} quo and future directions}, volume = {106}, url = {https://doi.org/10.1016/j.jbusres.2018.09.011}, abstract = {This article presents a review of the current body of academic literature concerning gamification of production and logistics to understand the status quo and provide suggestions for future research. The findings indicate that the execution and control of production and logistic processes has been addressed most often in the current body of literature, which mostly consists of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical or fictional representations, and levels and progress are currently the most often employed affordances within this field. Research has focused in the given context on examining or considering motivation, enjoyment and flow, as the main psychological outcomes of gamification, while individual performance and efficiency are the most commonly examined or suggested behavioral and organizational impacts. Future studies should employ more rigorous designs within new subdomains of production and logistics and should firmly ground research designs and discussions in management theory and critical studies.}, journal = {Journal of Business Research}, author = {Warmelink, Harald and Koivisto, Jonna and Mayer, Igor and Vesa, Mikko and Hamari, Juho}, year = {2020}, pages = {331--340} } @inproceedings{koivisto_gamification_2019, address = {Levi}, title = {Gamification of physical activity: {A} systematic literature review of comparison studies}, volume = {2359}, url = {http://ceur-ws.org/Vol-2359/paper10.pdf}, abstract = {Gamification is commonly implemented with the goal of transforming activities, systems and services to afford similar experiences and motivational support as games do. In health and exercise contexts, the motivational support drawn from games is considered to encourage performing these activities that commonly lack motivation. However, an empirically rigorous body of literature examining the effects of gamification has been lacking. This is especially problematic in health contexts where unfounded claims can have detrimental effects. This systematic literature review of 16 comparison studies on gamification of physical activity examines what kinds of gamification have been studied in the pursuit of which outcomes, and what results the studies have attained. The results show that gamification of physical activity has provided positively oriented results; however, with more rigorous study designs the results are less optimistic. Research is focused on measuring performed physical activity, but mostly relies on self-reported data instead of objective measurement.}, booktitle = {Proceedings of the 3rd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Koivisto, Jonna and Hamari, Juho}, year = {2019}, pages = {106--117} } @inproceedings{majuri_gamification_2018, address = {Pori}, title = {Gamification of education and learning: {A} review of empirical literature}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper2.pdf}, abstract = {Gamification has become one of the most notable technological developments for human engagement. Therefore, it is not surprising that gamification has especially been addressed and implemented in the realm of education where supporting and retaining engagement is a constant challenge. However, while the volume of research on the topic has increased, synthesizing the consequent knowledge has remained modest and narrow. Therefore, in this literature review we catalogue 128 empirical research papers in the field of gamification of education and learning. The results indicate that gamification in education and learning most commonly utilizes affordances signaling achievement and progression, while social and immersion-oriented affordances are much less common; the outcomes examined in the studies are mainly focused on quantifiable performance metrics; and the results reported in the reviewed studies are strongly positively oriented. The findings imply that future research on gamification in education should increasingly put emphasis on varying the affordances in the implementations and the pursued goals of the gamification solutions. We encourage also increased attention on contextual factors of the solutions as well as on study designs in future research endeavors.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Majuri, Jenni and Koivisto, Jonna and Hamari, Juho}, year = {2018}, pages = {11--19} } @inproceedings{hassan_gamification_2019, address = {Maui}, title = {Gamification of e-participation: {A} literature review}, url = {http://hdl.handle.net/10125/59744}, abstract = {Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e-participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards e-participation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified e-participation, providing directions for future research in this area.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hassan, Lobna and Hamari, Juho}, year = {2019}, pages = {3077--3086} } @inproceedings{legaki_gamification_2020, address = {Levi}, title = {Gamification in statistics education}, volume = {2637}, url = {http://ceur-ws.org/Vol-2637/paper5.pdf}, abstract = {Today, the rapid growth of publicly available data reinforces the need for public understanding of statistics and data interpretation. These skills are important for data-based decision making at individual-level or even at societal-level. However, statistics have been accused as a complex educational topic. In the meantime, although gamification notes positive outcomes in education, regarding students’ engagement, statistical literacy is sparsely mentioned as an examining context in the respective literature. This study makes the picture more coherent, conducting a review about the adoption of gamification in statistical literacy (N=257 studies). In general, the results are in favor of the use of gamification in statistics education. The few mentioned negative outcomes warn for further attention on its design and integration. Besides having a variety of statistical topics mentioned, lifelong learning is slightly investigated. Only half of the reviewed body of the literature presents empirical data, and narrative and board games are mainly used. Further research is proposed about the design of gamification, touching more topics of statistics and examining various motivational affordances, especially in lifelong learning.}, booktitle = {Proceedings of the 4th {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Legaki, Nikoletta Z. and Hamari, Juho}, year = {2020}, pages = {41--51} } @inproceedings{morschheuser_gamification_2016, address = {Koloa}, title = {Gamification in crowdsourcing: {A} review}, url = {http://ieeexplore.ieee.org/document/7427729/}, abstract = {This study investigates how different gamification implementations can increase crowdsourcees' motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of gamification in crowdsourcing settings. Overall, the results of the review indicate that gamification has been an effective approach for increasing crowdsourcing participation. When comparing crowdcreating, -solving, -processing and-rating CS approaches, the results show differences in the use of gamification across CS types. Crowdsourcing initiatives that provide more monotonous tasks most commonly used mere points and other simpler gamification implementations, whereas CS initiatives that seek for diverse and creative contributions have employed gamification in more manifold ways employing a richer set of mechanics. These findings provide insights for designers of gamified systems and further research on the topics of gamification and crowdsourcing.}, booktitle = {Proceedings of the 49th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {IEEE}, author = {Morschheuser, Benedikt and Hamari, Juho and Koivisto, Jonna}, year = {2016}, pages = {4375--4384} } @incollection{hamari_gamification_2014, address = {Cambridge}, title = {Gamification and economics}, url = {http://ieeexplore.ieee.org/document/7040539}, abstract = {This chapter contains sections titled: A Brief Look at the Microeconomics of Gamification, Behavioral Economics, Gamification from the Perspective of Marketing, Discussion: Positioning Gamification, Notes, References}, booktitle = {The {Gameful} {World}: {Approaches}, {Issues}, {Applications}}, publisher = {MIT Press}, author = {Hamari, Juho and Huotari, Kai and Tolvanen, Juha}, editor = {Walz, Steffen P. and Deterding, Sebastian}, year = {2014}, pages = {139--161} } @incollection{hamari_gamification_2019, address = {Malden}, title = {Gamification}, url = {https://doi.org/10.1002/9781405165518.wbeos1321}, abstract = {Gamification broadly refers to technological, economic, cultural, and societal developments in which reality is becoming more gameful, and thus to a greater extent can afford the accruing of skills, motivational benefits, creativity, playfulness, engagement, and overall positive growth and happiness. These aspects are all commonly perceived as positive benefits of play and playing games. Gamification can be seen to progress through two primary developments: (1) Intentional gamification: where gamification is defined as an intentional process of transforming practically any activity, system, service, product, or organizational structure into one which affords similar positive experiences, skills, and practices as found in games. This is commonly but optionally done with an intention to facilitate changes in behaviors or cognitive processes. As the main inspirations of gamification are games and play, gamification is commonly pursued by employing game design. (2) Emergent gamification: where gamification can be defined as a gradual and emergent, albeit unintentional, cultural and societal transformation stemming from the increased pervasive engagement with games and gameful interactions. The assumption is that, through the increasingly pervasive role of games in human lives, our cultural and societal practices are gradually transforming into ones which are increasingly reminiscent of games, game communities, and player practices.}, booktitle = {The {Blackwell} {Encyclopedia} of {Sociology}}, publisher = {Blackwell Pub}, author = {Hamari, Juho}, editor = {Ritzer, George and Ryan, J. M.}, year = {2019}, pages = {1--3} } @article{kankainen_games_2019, title = {Games as blends: {Understanding} hybrid games}, volume = {14}, url = {https://doi.org/10.20385/1860-2037/14.2017.4}, abstract = {The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.}, number = {4}, journal = {Journal of Virtual Reality and Broadcasting}, author = {Kankainen, Ville and Arjoranta, Jonne and Nummenmaa, Timo}, year = {2019}, pages = {1--19} } @article{abarbanel_gamers_2020, title = {Gamers who gamble: {Examining} the relationship between {eSports} spectatorship and event wagering}, volume = {3}, url = {https://doi.org/10.13140/RG.2.2.31532.69764}, abstract = {During recent years, while electronic sports (esports) has increasingly become a positive mainstream cultural phenomenon, it also may have several socioeconomic implications, such as the growth of esports betting. Much like betting in sport, betting on esports has become a prominent form of gambling. However, there is still a paucity of knowledge on the demographic characteristics of this gambling cohort, particularly in regard to its relationship to video game play and spectatorship. In the present study, past-year video gamers (N = 1368) completed an online survey. Survey questions inquired about their esports event spectating, video game play, and esports betting behaviours, as well as general demographic questions. Video gamers who bet on esports were a distinct cohort from their counterparts: younger, more likely to be male, lower frequency of video game play, higher frequency of esports spectatorship, and more likely to watch esports in a social setting (e.g., with others). By providing a background on gamers' behaviours this work contributes to the growing body of research into the dynamic profile of esports play, spectatorship, and gambling. Findings are reflective of the growing interrelation of gambling and gaming behaviours, a subject garnering increasing attention from governments, regulatory agencies, public health specialists and clinicians, and the related industries themselves.}, journal = {Journal of Emerging Sport Studies}, author = {Abarbanel, Brett and Macey, Joseph and Hamari, Juho and Melton, Rolando R. C.}, year = {2020}, pages = {1--23} } @inproceedings{hassan_gameful_2020, address = {Maui}, title = {Gameful self-regulation: {A} study on how gamified self-tracking features evoke gameful experiences}, url = {http://hdl.handle.net/10125/63877}, abstract = {Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the utilization of familiar features from games. However, one of the persistent problems in academia and practice has been the lack of understanding of which systems features are more or less prone to facilitate which dimensions of the gameful experience. We investigate the relationships between user interaction with features related to goal-setting, self-tracking as well as prompts, and gameful experiences (accomplishment, challenge, competition, guidance, immersion, playfulness, and sociability) through a survey (N=201) in a gamified exercise service. Goal-setting and prompt features were positively associated with most dimensions of the gameful experience whereas self-tracking features were negatively associated with immersion and sociability while positively associated with feelings of accomplishment.}, booktitle = {Proceedings of the 53rd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hassan, Lobna and Xi, Nannan and Gurkan, Bahadir and Koivisto, Jonna and Hamari, Juho}, year = {2020}, pages = {74--82} } @article{hogberg_gameful_2019, title = {Gameful experience questionnaire ({GAMEFULQUEST}): {An} instrument for measuring the perceived gamefulness of system use}, volume = {29}, url = {https://doi.org/10.1007/s11257-019-09223-w}, abstract = {In this paper, we present the development and validation of an instrument for measuring users’ gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user’s overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+ Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N = 371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user’s gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.}, number = {3}, journal = {User Modeling and User-Adapted Interaction}, author = {Högberg, Johan and Hamari, Juho and Wästlund, Erik}, year = {2019}, pages = {619--660} } @article{hassan_gameful_2020-1, title = {Gameful civic engagement: {A} review of the literature on gamification of e-participation}, volume = {37}, url = {https://doi.org/10.1016/j.giq.2020.101461}, abstract = {With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification; a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.}, number = {3}, journal = {Government Information Quarterly}, author = {Hassan, Lobna and Hamari, Juho}, year = {2020}, pages = {101461} } @inproceedings{lu_game_2019, address = {San Luis Obispo}, title = {Game postmortems vs. developer {Reddit} {AMAs}: {Computational} analysis of developer communication}, url = {https://doi.org/10.1145/3337722.3337727}, abstract = {Postmortems and Reddit Ask Me Anything (AMA) threads represent communications of game developers through two different channels about their game development experiences, culture, processes, and practices. We carry out a quantitative text mining based comprehensive analysis of online available postmortems and AMA threads from game developers over multiple years. We find and analyze underlying topics from the postmortems and AMAs as well as their variation among the data sources and over time. The analysis is done based on structural topic modeling, a probabilistic modeling technique for text mining. The extracted topics reveal differing and common interests as well as their evolution of prevalence over time in the two text sources. We have found that postmortems put more emphasis on detail-oriented development aspects as well as technically-oriented game design problems whereas AMAs feature a wider variety of discussion topics that are related to a more general game development process, game-play and game-play experience related game design. The prevalences of the topics also evolve differently over time in postmortems versus AMAs.}, booktitle = {Proceedings of the 14th {International} {Conference} on the {Foundations} of {Digital} {Games}}, publisher = {Association for Computing Machinery}, author = {Lu, Chien and Peltonen, Jaakko and Nummenmaa, Timo}, year = {2019}, pages = {1--7} } @article{hamari_game_2010, title = {Game design as marketing: {How} game mechanics create demand for virtual goods}, volume = {5}, url = {https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1443907}, abstract = {Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.}, number = {1}, journal = {International Journal of Business Science and Applied Management}, author = {Hamari, Juho and Lehdonvirta, Vili}, year = {2010}, pages = {14--29} } @article{macey_gamcog_2020, title = {{GamCog}: {A} measurement instrument for miscognitions related to gamblification, gambling, and video gaming}, volume = {34}, url = {https://doi.org/10.1037/adb0000526}, abstract = {“Gamblification” is a rapidly emerging form of media convergence between the more chance-based activity of gambling and the more skill-based activity of (video) gaming, for example in the competitive video gaming known as esports. The marriage of video gaming and gambling has been theorized as bringing about new forms of gambling-related cognitive processes in individuals and affecting the ways in which they approach and evaluate gambling situations. As such, a pertinent research problem is whether existing measurement instruments designed to identify gambling related cognitions can be employed in this new context and population, and if not, how they can be adapted. Therefore, in this study, we investigate the psychometric properties of Gambling Related Cognitions Scale (GRCS) and a series of items developed following a review of existing literature. We employ 3 separate data sets gathered from video game players who also gamble (N = 442; 391; and 335). The results indicate that the GRCS is not a robust measure to use for video game players who gamble; the new GamCog measure was, therefore, developed to address this gap. The study implies that the most significant cognitive differences between video game players and the wider population are the ways in which concepts of skill and luck are perceived, potentially due to the sense of personal agency engendered by video games.}, number = {1}, journal = {Psychology of Addictive Behaviors}, author = {Macey, Joseph and Hamari, Juho}, year = {2020}, pages = {242--256} } @article{martinez_fuzzy_2019, title = {Fuzzy simulation of human behaviour in the health-e-living system}, volume = {377}, url = {https://doi.org/10.1007/978-3-030-10463-4_9}, abstract = {This chapter shows an application of fuzzy set theory to preventive health support systems where adherence to medical treatment is an important measure to promote health and reduce health care costs. Preventive health care information technology systems design include ensuring adherence to treatment through Just-In-Time Adaptive Interventions (JITAI). Determining the timing of the intervention and the appropriate intervention strategy are two of the main difficulties facing current systems. In this work, a JITAI system called Health-e-living (Heli) was developed for a group of patients with type-2 diabetes. During the development stages of Heli it was verified that the state of each user is fuzzy and it is difficult to get the right moment to send motivational message without being annoying. A fuzzy formula is proposed to measure the adherence of patients to their goals. As the adherence measurement needed more data, it was introduce the DisCo software toolset for formal specifications, the modelling of human behaviour and health action process approach (HAPA) to simulate the interactions between users of the Heli system. The effectiveness of interventions is essential in any JITAI system and the proposed formula allows Heli to send motivational messages in correspondence with the status of each user as to evaluate the efficiency of any intervention strategy.}, journal = {Studies in Fuzziness and Soft Computing}, author = {Martinez, Remberto and Tong, Marcos and Diago, Luis and Nummenmaa, Timo and Nummenmaa, Jyrki}, year = {2019}, pages = {157--172} } @article{bortko_hands_2019, title = {From the hands of an early adopter’s avatar to virtual junkyards: {Analysis} of virtual goods’ lifetime survival}, volume = {9}, url = {https://doi.org/10.3390/app9071268}, abstract = {One of the major questions in the study of economics, logistics, and business forecasting is the measurement and prediction of value creation, distribution, and lifetime in the form of goods. In ”real” economies, a perfect model for the circulation of goods is impossible. However, virtual realities and economies pose a new frontier for the broad study of economics, since every good and transaction can be accurately tracked. Therefore, models that predict goods’ circulation can be tested and confirmed before their introduction to ”real life” and other scenarios. The present study is focused on the characteristics of early-stage adopters for virtual goods, and how they predict the lifespan of the goods. We employ machine learning and decision trees as the basis of our prediction models. Results provide evidence that the prediction of the lifespan of virtual objects is possible based just on data from early holders of those objects. Overall, communication and social activity are the main drivers for the effective propagation of virtual goods, and they are the most expected characteristics of early adopters.}, number = {7}, journal = {Applied Sciences}, author = {Bortko, Kamil and Pazura, Patryk and Hamari, Juho and Bartków, Piotr and Jankowski, Jarosław}, year = {2019}, pages = {1--27} } @inproceedings{alha_free--play_2014, address = {Gotland}, title = {Free-to-play games: {Professionals}' perspectives}, url = {http://www.digra.org/wp-content/uploads/digital-library/nordicdigra2014_submission_8.pdf}, abstract = {This paper investigates the free-to-play revenue model from the perspective of game professionals. To court larger player audiences and to address their wide willingness-to-pay spectrum, game developers have increasingly adopted the free-to-play revenue model. However, at the same, worrying concerns over the revenue model have been voiced. For example, free-to-play games have been deemed as exploitative and unethical. We investigated this contrast by conducting a thematic interview study. We employed grounded theory in the analysis of the data containing 14 game professionals’ interviews about their views on the free-to-play model. The results show, that the free-to-play model is something that the developers view favorably while the public writing about the games can even be hostile. The games have evolved, while the voiced opinions still talk about games of the beginning of the model. Relatively few ethical problems were seen that would address the whole model, and the future of the free-to-play games was seen bright.}, booktitle = {Proceedings of the 2014 {International} {DiGRA} {Nordic} {Conference}}, publisher = {Digital Games Research Association}, author = {Alha, Kati and Koskinen, Elina and Paavilainen, Janne and Hamari, Juho and Kinnunen, Jani}, year = {2014}, pages = {1--14} } @inproceedings{hassan_flow_2020, address = {Maui}, title = {Flow in {VR}: {A} study on the relationships between preconditions, experience and continued use}, url = {https://hdl.handle.net/10125/63888}, abstract = {Flow is characterized as an autotelic experience where action and awareness merge, there is high concentration on task and little attention is paid to time or self. It is believed that VR has a powerful affordance for inducing the flow state, as VR is, at least anecdotally, a technology that transports users to immersive realities, which can facilitate flow. However, VR imposes usability challenges that may inhibit flow. This research investigates flow in VR and its characteristics, determinants and outcomes through a survey (n = 681) and Structural Equation Modeling (SEM). The results indicate that flow in VR is positively association with intentions to continue VR use and longer VR sessions.}, booktitle = {Proceedings of the 53rd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hassan, Lobna and Jylhä, Henrietta and Sjöblom, Max and Hamari, Juho}, year = {2020}, pages = {1196--1205} } @inproceedings{vahlo_five-factor_2019, address = {Maui}, title = {Five-factor inventory of intrinsic motivations to gameplay ({IMG})}, url = {http://hdl.handle.net/10125/59686}, abstract = {In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Vahlo, Jukka and Hamari, Juho}, year = {2019}, pages = {2476--2485} } @inproceedings{hassan_first-hand_2018, address = {Pori}, title = {First-hand experience of why gamification projects fail and what could be done about it}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper17.pdf}, abstract = {A plethora of services, applications and scholarly research has emerged related to gamification. Regardless of the optimistic onset of this hype around the technology trend, designing gamification has proved to be a challenging endeavor; requiring multidisciplinary work that is often hindered by multiple theoretical and practical challenges. Problem-driven, theory-advancing approaches to gamification research could assist in the addressment of gamification design challenges and accelerate the growth of the gamification field however not all such approaches have been equally utilized or understood. This paper presents the case of MANGO: a project to design a gamified e-participation tool through Action Design Research (ADR). The paper reflects on the challenges of gamification design and development and possible strategies to address them. It additionally reflects on the ADR process; an under-utilized and hence possibly a superficially understood approach to gamification research. The paper is hence a guide for researchers and practitioners as to possible challenges they can face with gamification research and design and how to counteract them.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Hassan, Lobna and Morschheuser, Benedikt and Alexan, Nader and Hamari, Juho}, year = {2018}, pages = {141--150} } @article{liu_financing_2020, title = {Financing target and product line design on the flexible and fixed reward crowdfunding}, volume = {2020}, url = {https://doi.org/10.1155/2020/3401513}, abstract = {This study examined the product line design under two different types of reward crowdfunding, namely, the fixed and the flexible reward crowdfunding. To investigate different effects of the two different reward crowdfunding mechanisms, we addressed the problem of product and pricing decisions in reward crowdfunding by incorporating individual rationality and incentive compatibility into different funding modes. Specifically, when the creator designed the menu price, we compared the menu design, which includes price and quality between the product line under two different crowdfunding mechanisms. We found that when the quality was exogenous, the project could have higher success rate and get more expected profit under the fixed reward crowdfunding than that under the flexible reward crowdfunding; however, the creator could set a higher target and a larger price discrepancy under the flexible reward crowdfunding in some specific market condition. Then, we extended to the situation where the quality was endogenous and found the similar results as the quality was exogenous. Interestingly, the quality differentiation of the product line under the flexible reward crowdfunding is much more than that under the fixed reward crowdfunding. These results can provide the guideline and suggestion to help the creators design their product line, set the target, and select the suitable modes between the fixed and the flexible reward crowdfunding.}, journal = {Mathematical Problems in Engineering}, author = {Liu, Xiaofeng and Zhang, Hong and Xi, Nannan and Hamari, Juho}, year = {2020}, pages = {1--10} } @inproceedings{rapp_fictional_2016, address = {Austin}, title = {Fictional game elements: {Critical} perspectives on gamification design}, url = {http://doi.org/10.1145/2968120.2968125}, abstract = {Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop will explore the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs.}, booktitle = {Proceedings of the 2016 {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play} {Companion} {Extended} {Abstracts}}, publisher = {Association for Computing Machinery}, author = {Rapp, Amon and Cena, Federica and Hopfgartner, Frank and Hamari, Juho and Linehan, Conor}, year = {2016}, pages = {373--377} } @article{torhonen_fame_2019, title = {Fame and fortune, or just fun? {A} study on why people create content on video platforms}, volume = {30}, url = {https://doi.org/10.1108/INTR-06-2018-0270}, abstract = {Purpose The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and the emergence of a hybrid form of work and play, playbour. Design/methodology/approach The data for the study were collected using an online survey of 377 video content creators and it was analysed via structural equation modelling. Findings The findings of the study indicate that although the practice of video content creation is becoming more commercialised and professionalised, the extrinsic motivations, often associated with work (e.g. income, prestige), remain less significant drivers for content creation than intrinsic motivations (e.g. enjoyment, socialisation), which are associated with leisure activities. Originality/value This study offers insight into how the authors have begun to reorganise the position in the new digital labour culture, where monotonous tasks are increasingly automated, allowing room for intrinsically driven playful labour to develop within the leisure activities.}, number = {1}, journal = {Internet Research}, author = {Törhönen, Maria and Sjöblom, Max and Hassan, Lobna and Hamari, Juho}, year = {2019}, pages = {165--190} } @inproceedings{legaki_f-laurelxp_2018, address = {Pori}, title = {F-{LauReLxp}: {A} gameful learning experience in forecasting}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper1.pdf}, abstract = {It is beyond question that technology determines various aspects of students’ learning process. Gamification, the application of gaming elements in non-gaming environment such as education, taking advantage of information technology, has recently gained perpetual attention as a method to increase motivation and ameliorate learning outcomes. F-LauReL is a web-based platform that hosts three gamified applications related to statistical, judgmental forecasting and forecasting accuracy respectively. Additionally, F-LauReL aims to enhance educational process around milestones research conclusions of forecasting and promote learning performance through students’ engagement. This study presents a quantitative analysis of true experimental design, using treatment and control groups. Our main result is that using gamified applications as a complementary teaching tool in a forecasting course could have a positive impact on students’ learning performance.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Legaki, Nikoletta Z. and Assimakopoulos, Vassilios}, year = {2018}, pages = {1--10} } @inproceedings{genc_exploring_2020, address = {Tallinn}, title = {Exploring wearable output modalities: {Screens} \& beyond}, url = {https://doi.org/10.1145/3419249.3420092}, abstract = {For decades, wearable research has explored different output modalities (e.g. screens, lights, scents, thermal, vibrotactile, shape change) implemented in wearable form factors. With these output modalities, prior research addresses a wide range of issues from information representation to self-expression and social cohesion. However, the close proximity of wearables to our bodies makes their design a complex task that requires attention to functional, social, and cultural aspects. Wearables are not just practical artifacts (e.g. conveying concise information for the user or the observer) but have a potential effect on our appearance and social interactions. In this workshop, we look into informative aspects and social challenges around designing different output modalities on bodies. By bringing together researchers and practitioners, we see particular potential in providing a broader perspective on the practical and social aspects of designing wearable output modalities.}, booktitle = {Proceedings of the 11th {Nordic} {Conference} on {Human}-{Computer} {Interaction}: {Shaping} {Experiences}, {Shaping} {Society}}, publisher = {Association for Computing Machinery}, author = {Genç, Çaðlar and Colley, Ashley and Buruk, Oğuz T. and Pakanen, Minna and Gugenheimer, Jan}, year = {2020}, pages = {1--3} } @inproceedings{nummenmaa_exploring_2009, address = {Thessaloniki}, title = {Exploring games as formal models}, url = {https://www.doi.org/10.1109/SEEFM.2009.15}, abstract = {Computer games have become increasingly complex. Modern game specifications need to accommodate many detailed design documents, which results in increasing complexity. Complex games are difficult to understand, maintain and update, but their software cannot be extensively functional, as this might confuse the player. Consequently, game developers can benefit from following precise guidelines to design games for players. Formal methods can provide a suitable specification environment to formalize static and dynamic game aspects and realistically model game rules and events. At a higher level of abstraction, a formal game model can provide understandability and communication of the activities within a development process.}, booktitle = {Proceedings of the 4th {South}-{East} {European} {Workshop} on {Formal} {Methods}}, publisher = {IEEE}, author = {Nummenmaa, Timo and Berki, Eleni and Mikkonen, Tommi}, year = {2009}, pages = {60--65} } @article{genc_exploring_2018, title = {Exploring computational materials for fashion: {Recommendations} for designing fashionable wearables}, volume = {12}, url = {http://www.ijdesign.org/index.php/IJDesign/article/view/2831}, abstract = {Fashion is becoming an inevitable part of the wearable devices. Yet, it is not clear how the cross-pollination between computational and fashion materials might suggest directions for wearables. We believe exploring this territory is important for providing actionable directions to the designers and engineers. Therefore, we followed a two-pillared research through design method: (1) a design workshop with 14 fashion design and 6 engineering students where they created 7 artifacts by exploring computational and fashion materials and (2) semi-structured interviews with 10 wearable design experts from different countries, in which discussed our analysis on the workshop outcomes. After we refined our findings with the feedbacks of the experts we came up with 5 design recommendations for designers along with the strategies that they can follow for applying them. This kind of recommendations, achieved through an examinations that bridges fashion design and computational materials by also considering expert opinions, was not implemented before. In this respect, our recommendations are shaped up as follows: (1) Giving information through fabric augmentation, (2) defining bi-directional interaction between the contexts and garments, (3) controlling the form of the garments, (4) treating surfaces, and (5) supporting the three dimensional shape of the garment with computational materials.}, number = {3}, journal = {International Journal of Design}, author = {Genç, Çaðlar and Buruk, Oğuz T. and Yılmaz, Sejda İ. and Can, Kemal and Özcan, Oğuzhan}, year = {2018}, pages = {1--19} } @article{salminen_evoking_2019, title = {Evoking physiological synchrony and empathy using social {VR} with biofeedback}, url = {https://doi.org/10.1109/TAFFC.2019.2958657}, abstract = {With the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling the immersion to environments where the visual features react to the users' physiological activation. In this study, we investigated whether and how individual and interpersonally shared biofeedback (visualised respiration rate and frontal asymmetry of electroencephalography, EEG) enhance synchrony between the users' physiological activity and perceived empathy towards the other during a compassion meditation exercise carried out in a social VR setting. The study was conducted as a laboratory experiment (N = 72) employing a Unity3D-based Dynecom immersive social meditation environment and two amplifiers to collect the psychophysiological signals for the biofeedback. The biofeedback on empathy-related EEG frontal asymmetry evoked higher self-reported empathy towards the other user than the biofeedback on respiratory activation, but the perceived empathy was highest when both feedbacks were simultaneously presented. In addition, the participants reported more empathy when there was stronger EEG frontal asymmetry synchronization between the users. The presented results inform the field of affective computing on the possibilities that VR offers for different applications of empathic technologies.}, journal = {IEEE Transactions on Affective Computing}, author = {Salminen, Mikko and Järvelä, Simo and Ruonala, Antti and Harjunen, Ville and Jacucci, Giulio and Hamari, Juho and Ravaja, Niklas}, year = {2019}, pages = {1--1} } @techreport{hamari_esports_2019, address = {Tampere}, title = {{eSports}: {Final} report}, url = {https://tutcris.tut.fi/portal/en/publications/esports(91e307de-13cc-4c3a-8004-4ab492e16a75).html}, number = {978-952-03-0966-4}, institution = {Tampere University}, author = {Hamari, Juho and Macey, Joseph and Sjöblom, Max and Törhönen, Maria}, year = {2019}, pages = {60} } @article{macey_esports_2019, title = {{eSports}, skins and loot boxes: {Participants}, practices and problematic behaviour associated with emergent forms of gambling}, volume = {21}, url = {https://doi.org/10.1177/1461444818786216}, abstract = {Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses participation rates and demographic characteristics of eSports spectators who gamble via an international online survey (N = 582). The sample highlighted the prevalence of young, often under-age, males in eSports-related gambling activities. Participation in gambling, and gambling-like activities, was found to be 67\%, with rates of problematic and potentially problematic gambling in the sample being 50.34\%. Finally, increased gambling is associated with increased spectating of eSports. Although the results are not generalisable to the wider population, they suggest a need for increased attention, from academia and regulators, regarding newly emergent gambling behaviours in contemporary digital culture.}, number = {1}, journal = {New Media \& Society}, author = {Macey, Joseph and Hamari, Juho}, year = {2019}, pages = {20--41} } @inproceedings{hassan_enter_2018, address = {Pori}, title = {Enter {Hogwarts}: {Lessons} on how to gamify education from the wizarding world of {Harry} {Potter}}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper4.pdf}, abstract = {The design of an engaging educational experience is a challenging endeavor. Various attempts have been made to gamify education as means to improve learner engagement and learning outcomes, yet the search for more engaging and effective educational designs continues. This pursuit can borrow inspiration from the fruits of popular media; namely from, e.g. the global, sensational school of magic education: Hogwarts, as described in the Harry Potter novel series by J. K. Rowling. In this paper we investigate the research question: What can we determine about gamified education at Hogwarts and what implications can gamifying education have? We employed a textual analysis method and coded evidence of gamified education in the first novel in the popular media series: Harry Potter and the Philosopher’s Stone. We identified overlaps between the design of Hogwarts and the gamification design practices that attempt to cultivate learner engagement through the self-determination theory, competition, collaboration, clear rules, roles, badges and aesthetics. This work hence enriches the discussion of the possible positive and negative consequences of gamification in education. Moreover, this treatise functions as a cultural commentary on the interaction between artefacts of popular media and what we perceive as virtuous in the different walks of life.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Hassan, Lobna and Harviainen, J. Tuomas and Hamari, Juho}, year = {2018}, pages = {30--39} } @inproceedings{salminen_economic_2018, address = {Pori}, title = {Economic decision-making in free-to-play games: {A} laboratory experiment to study the effects of currency conversion}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper11.pdf}, abstract = {We present initial results from a controlled laboratory experiment where the economic decision-making typical in free-to-play games was studied. The participants were presented with a series of scenarios, where they rated how much they were willing to pay (in euros, in hard currency, or in soft currency) for common in-app virtual goods (booster, unlock, timer). The goal of the study was to examine how the multiple currency conversions and the amount of resources affect the perceived value of the virtual goods and the willingness to pay for them. The results don’t support the notion that the currency conversions would lead to increased spending. When comparing the willingness to pay in different currencies by first converting them to a unitary currency, the participants were willing to use highest amount of resources when considering purchases in euros and least when considering purchases in soft currency. However, when considering purchases with euros, the participants were willing to pay most when they had moderate amount of virtual currency. But with gold the willingness to pay was highest when the amount of resources was the highest. This finding highlights the differences in how the players may process real money and in-game currencies. In addition, the results imply that regardless of the currency type, the participants were willing to pay most for unlocking of new game content. It is suggested that the economic decision making in free-to-play games could be studied also with abstract and simplified laboratory experiments.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Salminen, Mikko and Järvelä, Simo and Ravaja, Niklas}, year = {2018}, pages = {92--99} } @inproceedings{kose_dual_2019, address = {Cancún}, title = {Dual information systems: {A} review of factors affecting their use}, url = {https://aisel.aisnet.org/amcis2019/adoption_diffusion_IT/adoption_diffusion_IT/20/}, abstract = {More and more information systems (IS) are designed to address a blend of hedonic and utilitarian purposes, and hence become what information system scholars call today “dual systems.” The aim of this research is chiefly to provide a holistic perspective for research done regarding dual IS (i.e., what factors affect users’ adoption and post-adoption of these systems) in order to assess the state of knowledge in this area and to provide a reference point for system designers. To achieve this goal, we started out with a systematic literature review (35 articles), and analyzed the articles in terms of their theoretical background, constructs and findings. The results suggest that there is an increasing number of systems that are regarded as dual (e.g., gamified services, virtual worlds) and that the influential factors can be grouped according to the three dimensions of IS artefacts: information artefact, information technology artefact and social artefact.}, booktitle = {Proceedings of the 25th {Americas} {Conference} on {Information} {Systems}}, publisher = {Association for Information Systems}, author = {Köse, Dicle B. and Hamari, Juho}, year = {2019}, pages = {1--10} } @inproceedings{hamari_does_2014, address = {Waikoloa}, title = {Does gamification work? {A} literature review of empirical studies on gamification}, url = {http://ieeexplore.ieee.org/document/6758978/}, abstract = {This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it. The findings of the review provide insight for further studies as well as for the design of gamified systems.}, booktitle = {Proceedings of the 47th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {IEEE}, author = {Hamari, Juho and Koivisto, Jonna and Sarsa, Harri}, year = {2014}, pages = {3025--3034} } @article{xi_does_2019, title = {Does gamification satisfy needs? {A} study on the relationship between gamification features and intrinsic need satisfaction}, volume = {46}, url = {https://doi.org/10.1016/j.ijinfomgt.2018.12.002}, abstract = {Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction. Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features, were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that gamification can have a substantially positive effect on intrinsic need satisfaction for services users.}, journal = {International Journal of Information Management}, author = {Xi, Nannan and Hamari, Juho}, year = {2019}, pages = {210--221} } @article{xi_does_2020, title = {Does gamification affect brand engagement and equity? {A} study in online brand communities}, volume = {109}, url = {https://doi.org/10.1016/j.jbusres.2019.11.058}, abstract = {Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to the brand. However, there is current dearth of empirical evidence supporting these beliefs beyond the pervasive hype. In this study we investigated the relationships between gamification, brand engagement and brand equity among consumers (N = 824) of two online gamified brand communities. The results showed that achievement and social interaction -related gamification features were positively associated with all three forms of brand engagement (emotional, cognitive and social). Immersion -related gamification features were only positively associated with social brand engagement. Additionally, brand engagement was further positively associated with brand equity. The results imply that gamification can positively affect brand engagement and further increase brand equity, and that gamification appears to be an effective technique for brand management.}, journal = {Journal of Business Research}, author = {Xi, Nannan and Hamari, Juho}, year = {2020}, pages = {449--460} } @article{macey_does_2020, title = {Does esports spectating influence game consumption?}, url = {https://doi.org/10.1080/0144929X.2020.1797876}, abstract = {Contemporary digital technologies have facilitated practices related to games whereby users often produce and consume content for free. To date, research into consumer interactions has largely focused on in-game factors, however, the intention to both play the game and to make in-game purchases are influenced by outside factors, including game streams and game-centred communities. In particular, the growth of competitive gaming, known as esports, offers a new channel for consumer engagement. This research explores the potential for esports to be a significant factor in understanding both intentions to play and spend money on games. Our study draws from Motivations Scale of Sports Consumption to empirically investigate the relationship between esports spectating motivations and game consumption: Watching Intention, Gaming Intention, and Purchasing Intention. This survey uses structural equation modelling (SEM) to analyse data collected from a sample of video game players (n = 194). This research contributes empirical evidence of the relationship between esports spectating and game consumption, with the relationship between Watching Intention and Gaming Intention found to be particularly strong. Finally, while the MSSC is an adequate measure for esports spectating, additional aspects specific to esports require further investigation, consequently, there may be more optimal measures which can be developed.}, journal = {Behaviour \& Information Technology}, author = {Macey, Joseph and Tyrväinen, Ville and Pirkkalainen, Henri and Hamari, Juho}, year = {2020}, pages = {1--17} } @inproceedings{hamari_persuasive_2014, address = {Cham}, title = {Do persuasive technologies persuade? {A} review of empirical studies}, volume = {8462}, url = {https://doi.org/10.1007/978-3-319-07127-5_11}, abstract = {This paper reviews the current body of empirical research on persuasive technologies (95 studies). In recent years, technology has been increasingly harnessed to persuade and motivate people to engage in various behaviors. This phenomenon has also attracted substantial scholarly interest over the last decade. This review examines the results, methods, measured behavioral and psychological outcomes, affordances in implemented persuasive systems, and domains of the studies in the current body of research on persuasive technologies. The reviewed studies have investigated diverse persuasive systems/designs, psychological factors, and behavioral outcomes. The results of the reviewed studies were categorized into fully positive, partially positive, and negative and/or no effects. This review provides an overview of the state of empirical research regarding persuasive technologies. The paper functions as a reference in positioning future research within the research stream of persuasive technologies in terms of the domain, the persuasive stimuli and the psychological and behavioral outcomes.}, booktitle = {Proceedings of the 9th {International} {Conference} on {Persuasive} {Technology}}, publisher = {Springer International Publishing}, author = {Hamari, Juho and Koivisto, Jonna and Pakkanen, Tuomas}, year = {2014}, pages = {118--136} } @article{hamari_badges_2017, title = {Do badges increase user activity? {A} field experiment on the effects of gamification}, volume = {71}, url = {https://doi.org/10.1016/j.chb.2015.03.036}, abstract = {During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1 + 1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N = 1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N = 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.}, journal = {Computers in Human Behavior}, author = {Hamari, Juho}, year = {2017}, pages = {469--478} } @article{sjoblom_digital_2019, title = {Digital athletics in analogue stadiums: {Comparing} gratifications for engagement between live attendance and online esports spectating}, volume = {30}, url = {https://doi.org/10.1108/INTR-07-2018-0304}, abstract = {Purpose Esports (electronic sports) are watched by hundreds of millions of people every year and many esports have overtaken large traditional sports in spectator numbers. The purpose of this paper is to investigate spectating differences between online spectating of esports and live attendance of esports events. This is done in order to further understand attendance behaviour for a cultural phenomenon that is primarily mediated through internet technologies, and to be able to predict behavioural patterns. Design/methodology/approach This study employs the Motivation Scale for Sports Consumption to investigate the gratifications spectators derive from esports, both from attending tournaments physically and spectating online, in order to explore which factors may explain the esports spectating behaviour. The authors investigate how these gratifications lead into continued spectatorship online and offline, as well as the likelihood of recommending esports to others. The authors employ two data sets, one collected from online spectators (n=888), the other from live attendees (n=221). Findings The results indicate that online spectators rate drama, acquisition of knowledge, appreciation of skill, novelty, aesthetics and enjoyment of aggression higher than live attendees. Correspondingly, social interaction and physical attractiveness were rated higher by live attendees. Vicarious achievement and physical attractiveness positively predicted intention to attend live sports events while vicarious achievement and novelty positively predicted future online consumption of esports. Finally, vicarious achievement and novelty positively predicted recommending esports to others. Originality/value During the past years, esports has emerged as a new form of culture and entertainment, that is unique in comparison to other forms of entertainment, as it is almost fully reliant on computer-human interaction and the internet. This study offers one of the first attempts to compare online spectating and live attendance, in order to better understand the phenomenon and the consumers involved. As the growth of esports is predicted to continue in the coming years, further understanding of this phenomenon is pivotal for multiple stakeholder groups.}, number = {3}, journal = {Internet Research}, author = {Sjöblom, Max and Macey, Joseph and Hamari, Juho}, year = {2019}, pages = {713--735} } @article{jylha_development_2020, title = {Development of measurement instrument for visual qualities of graphical user interface elements ({VISQUAL}): {A} test in the context of mobile game icons}, volume = {30}, url = {https://doi.org/10.1007/s11257-020-09}, abstract = {Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.}, journal = {User Modeling and User-Adapted Interaction}, author = {Jylhä, Henrietta and Hamari, Juho}, year = {2020}, pages = {949--982} } @inproceedings{kultima_design_2016, address = {San Francisco}, title = {Design constraints in game design case: {Survival} mode game jam 2016}, url = {https://www.doi.org/10.1145/2897167.2897174}, abstract = {In this paper, we present the findings of an interview study of game developers participating to a constrained game development event, Survival Mode 2016 game jam. Survival Mode 2016 was organized in Finnish Lapland as the northernmost jamming site of Global Game Jam (GGJ) 2016. The event differed from the typical Global Game Jam site in Finland in terms of participants being mostly experienced game developers and that there were additional design constraints for their projects. In addition to the global theme, the participants of the Survival Mode 2016 had an extra thematic constraint and the setting of the event itself created such constraints as limited Internet connectivity and power supply. The interviewees reflected on their projects and experiences with design constraints providing interesting insight to the role of design constraints in game development and the difference between a jam setting and commercial game creation projects. These observations can be utilized in further studies of game design constraints as well as in the design of different game jam events.}, booktitle = {Proceedings of the {International} {Conference} on {Game} {Jams}, {Hackathons}, and {Game} {Creation} {Events}}, publisher = {Association for Computing Machinery}, author = {Kultima, Annakaisa and Alha, Kati and Nummenmaa, Timo}, year = {2016}, pages = {22--29} } @article{koivisto_demographic_2014, title = {Demographic differences in perceived benefits from gamification}, volume = {35}, url = {https://doi.org/10.1016/j.chb.2014.03.007}, abstract = {In recent years, “gamification” has been proposed as a solution for engaging people in individually and socially sustainable behaviors, such as exercise, sustainable consumption, and education. This paper studies demographic differences in perceived benefits from gamification in the context of exercise. On the basis of data gathered via an online survey (N = 195) from an exercise gamification service Fitocracy, we examine the effects of gender, age, and time using the service on social, hedonic, and utilitarian benefits and facilitating features of gamifying exercise. The results indicate that perceived enjoyment and usefulness of the gamification decline with use, suggesting that users might experience novelty effects from the service. The findings show that women report greater social benefits from the use of gamification. Further, ease of use of gamification is shown to decline with age. The implications of the findings are discussed.}, journal = {Computers in Human Behavior}, author = {Koivisto, Jonna and Hamari, Juho}, year = {2014}, pages = {179--188} } @inproceedings{huotari_defining_2012, address = {Tampere}, title = {Defining gamification: {A} service marketing perspective}, url = {https://doi.org/10.1145/2393132.2393137}, abstract = {During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap.}, booktitle = {Proceeding of the 16th {International} {Academic} {MindTrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Huotari, Kai and Hamari, Juho}, year = {2012}, pages = {17--22} } @inproceedings{nummenmaa_database-driven_2011, address = {Tallinn}, title = {Database-driven tool support for {DisCo} executable specifications}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84869824785&partnerID=40&md5=99e18065bb4d0707463bfa6d3f544da4}, abstract = {In spite of the advances in theory of formal specifications, they have not gained a wide popularity in the software development industry. This could be due to difficulties in understanding them or positioning them into the current work practices, however, we believe that one major problem is that the tool support still does not make the use of the formal specifications easy enough for the software developer. We discuss the required functionality for comprehensive tool support for executable DisCo specifications, and propose a tool architecture based on database technology, and finally, discuss our implementation of the core part of the tool set.}, booktitle = {Proceedings of the 12th {Symposium} on {Programming} {Languages} and {Software} {Tools}}, publisher = {TUT Press}, author = {Nummenmaa, Jyrki and Nummenmaa, Timo}, year = {2011}, pages = {44--54} } @article{zhitomirsky-geffet_crowdsourcing_2016, title = {Crowdsourcing approaches for knowledge organization systems: {Crowd} collaboration or crowd work?}, volume = {53}, url = {https://doi.org/10.1002/pra2.2016.14505301013}, abstract = {Development of Internet technologies has empowered ordinary users to create, contribute, share and connect with other members of the community. As users learn to exploit the potential of networked communications, they participate in a process, which facilitates a shift from individual to collective contributions and introduces an opportunity for multi‐vocal and multi‐faceted representation of cultural heritage. Open access to crowdsourced collections requires reconsideration of the traditional authoritative approach of cultural heritage institutions. The arduous nature of the work rendered voluntarily in cultural heritage crowdsourcing initiatives calls for reconsideration of power relationships and giving power to devoted contributors supported by modern “intelligent” technology to regulate the process of representation and organization. Taking into consideration the fact that crowdsourced data are not without flaws, the question is how to better utilize the collective intelligence to create quality information. In this context, various issues such as power, control, trust, inter‐contributor consensus, heterogeneity of opinions will be raised and discussed by the panelists. Each of the panelists comes from a different field of expertise (Computer science, Information science, Economics, Communication studies, cultural heritage) and various cultural backgrounds and geographical locations (United States, Europe and Israel). This diversity will be reflected in the presented perspectives on the crowdsourcing topic.}, number = {1}, journal = {Proceedings of the Association for Information Science and Technology}, author = {Zhitomirsky-Geffet, Maayan and Kwaśnik, Barbara H. and Bullard, Julia and Hajibayova, Lala and Hamari, Juho and Bowman, Timothy}, year = {2016}, pages = {1--6} } @incollection{hassan_critical_2020, address = {Singapore}, title = {Critical playable cities}, url = {https://doi.org/10.1007/978-981-13-9765-3_4}, abstract = {This chapter outlines a specific framework for the creation of critical playable cities. This framework combines three different concepts: DIY urbanism, critical design and urban gamification which are seen as complementary to each other. Cities are complex systems. Various actors often explicitly or implicitly harmonize or collide to shape the landscape of a city and its future. In the past decades, there has been an increased interest in activating citizens as vital actors in shaping urban life. This has taken place through various practical works and research around the paradigms of Playable Cities, DIY Urbanism and Gamification amongst other paradigms. Urban gamification—that is, using play and playfulness to alter our perception of and interactions with city spaces—is specifically emerging as one of the main strategies to activate citizens. Urban gamification alone, however, risks to be disconnected from the urban fabric and its communities. In this chapter we argue that combining it with the grassroot approach of DIY urbanism and the thought-provoking techniques of critical design creates a unique, multi-dimensional approach to designing urban experiences. This chapter, then, aims to explore how play can be used by citizens as a mean for critical reflection and practical re-appropriation of public urban spaces.}, booktitle = {Making smart cities more playable}, publisher = {Springer}, author = {Hassan, Lobna and Thibault, Mattia}, editor = {Nijholt, Anton}, year = {2020}, pages = {71--85} } @inproceedings{alha_critical_2016, address = {Dundee}, title = {Critical acclaim and commercial success in mobile free-to-play games}, url = {http://www.digra.org/digital-library/publications/critical-acclaim-and-commercial-success-in-mobile-free-to-play-games/}, abstract = {Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. The results reveal that the relationship between review ratings and profitability is even more problematic in mobile free-to-play games than in many other game categories. Games with high Metascores differ substantially from the top-grossing games, being closer to traditional single-player games than typical free-to-play games, with little emphasis on monetization mechanics.}, booktitle = {Proceedings of the 1st {International} {Joint} {Conference} of {DiGRA} and {FDG}}, publisher = {Digital Games Research Association and Society for the Advancement of the Science of Digital Games}, author = {Alha, Kati and Koskinen, Elina and Paavilainen, Janne and Hamari, Juho}, year = {2016}, pages = {1--16} } @article{morschheuser_cooperation_2019, title = {Cooperation or competition: when do people contribute more? {A} field experiment on gamification of crowdsourcing}, volume = {127}, url = {https://doi.org/10.1016/j.ijhcs.2018.10.001}, abstract = {Information technology is being increasingly employed to harness under-utilized resources via more effective coordination. This progress has manifested in different developments, for instance, crowdsourcing (e.g. Wikipedia, Amazon Mechanical Turk, and Waze), crowdfunding (e.g. Kickstarter, Indiegogo, and RocketHub) or the sharing economy (e.g. Uber, Airbnb, and Didi Chuxing). Since the sustainability of these IT-enabled forms of resource coordination do not commonly rely merely on direct economic benefits of the participants, but also on other non-monetary, intrinsic gratifications, such systems are increasingly gamified that is, designers use features of games to induce enjoyment and general autotelicy of the activity. However, a key problem in gamification design has been whether it is better to use competition-based or cooperation-based designs. We examine this question through a field experiment in a gamified crowdsourcing system, employing three versions of gamification: competitive, cooperative, and inter-team competitive gamification. We study these gamified conditions’ effects on users’ perceived enjoyment and usefulness of the system as well as on their behaviors (system usage, crowdsourcing participation, engagement with the gamification feature, and willingness to recommend the crowdsourcing application). The results reveal that inter-team competitions are most likely to lead to higher enjoyment and crowdsourcing participation, as well as to a higher willingness to recommending a system. Further, the findings indicate that designers should consider cooperative instead of competitive approaches to increase users’ willingness to recommend crowdsourcing systems. These insights add relevant findings to the ongoing discourse on the roles of different types of competitions in gamification designs and suggest that crowdsourcing system designers and operators should implement gamification with competing teams instead of typically used competitions between individuals.}, journal = {International Journal of Human-Computer Studies}, author = {Morschheuser, Benedikt and Hamari, Juho and Maedche, Alexander}, year = {2019}, pages = {7--24} } @article{sjoblom_content_2017, title = {Content structure is king: {An} empirical study on gratifications, game genres and content type on {Twitch}}, volume = {73}, url = {https://doi.org/10.1016/j.chb.2017.03.036}, abstract = {While video games have been widely investigated from the perspective of play, an emerging online media phenomenon is the spectating of video game play, captivating millions of users daily. This study investigates the relationship of video game genres, content type and viewer gratification in the context of live gaming. To study this phenomenon, we employ an online questionnaire study (N = 1097) to investigate six categories of gratifications: affective, information seeking, learning to play, personal integrative, social integrative \& tension release motivations and their relationship with game genres and stream types. The results of this study demonstrate that “the medium is the message”, highlight the importance of archetypal structure (i.e. the type of streamed content) over content topic (i.e. the genre of games being streamed), and help to build a better understanding of user generated content and the democratization of media.}, journal = {Computers in Human Behavior}, author = {Sjöblom, Max and Törhönen, Maria and Hamari, Juho and Macey, Joseph}, year = {2017}, pages = {161--171} } @article{vesa_computer_2017, title = {Computer games and organization studies}, volume = {38}, url = {https://doi.org/10.1177/0170840616663242}, abstract = {Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We then introduce two examples of actual game/organization hybrids; raiding in computer games and gamification in formal organizations. We conclude by discussing the implications of such hybridization and suggest venues for how organization and management scholars can benefit from studying computer games and theories of play.}, number = {2}, journal = {Organization Studies}, author = {Vesa, Mikko and Hamari, Juho and Harviainen, J. Tuomas and Warmelink, Harald}, year = {2017}, pages = {273--284} } @inproceedings{sabuncuoglu_code_2018, address = {Trondheim}, title = {Code notes: {Designing} a low-cost tangible coding tool for/with children}, url = {https://doi.org/10.1145/3202185.3210791}, abstract = {Programming has become an essential subject for today's education curriculum and as a result, the importance of creating the right environments to teach is increasing. For such environments, featuring tangible tools enhances creativity and collaboration. However, due to their high prices, current tangible tools are not reachable by most of the students. We developed Code Notes as a low-cost, attainable and tangible tool aimed to motivate children to support programming education. Code Notes is comprised of an Android app and code-cardboards to teach the basic concepts in programming. We continue to develop the platform with insights gained from children. This paper shares the design phases of Code Notes and observations from our two-month programming project. We also presented some future concepts of Code Notes that offer an active and embodied interaction with the teaching material.}, booktitle = {Proceedings of the 17th {ACM} {Conference} on {Interaction} {Design} and {Children}}, publisher = {Association for Computing Machinery}, author = {Sabuncuoğlu, Alpay and Erkaya, Merve and Buruk, Oğuz T. and Göksun, Tilbe}, year = {2018}, pages = {644--649} } @inproceedings{mehmood_clothface_2020, address = {Vancouver}, title = {{ClothFace}: {Battery}-free user interface solution embedded into clothing and everyday surroundings}, url = {https://doi.org/10.1109/SeGAH49190.2020.9201771}, abstract = {This paper introduces ClothFace, a passive ultrahigh frequency (UHF) radio frequency identification (RFID) -based user interface solution, which can be embedded into clothing and into our everyday surroundings. The user interface platform consists of RFID tags, each of which has a unique ID. All the tags are initially readable to an external RFID reader. A specific tag can be switched off by covering it with a hand, which change can then be used as a digital input to any connected device. Because of the used passive UHF RFID technology, there is no need for embedded energy sources, but the interface platform gets all the needed energy from the external RFID reader. In this study, two test setups were created to an office environment: For the Body Test, the interface was integrated into a cotton shirt and into an item. For the Table Test, the interface was integrated into a wooden table. A gamelike testing software was created for both setups and two male test subjects tested the platform. The achieved results were very promising: success rates of 99-100 \% and 94-98 \% were reached in the Body Test and in the Table Test, respectively. Based on these promising preliminary results, we can envision the employment of ClothFace for developing multi-modal interfaces that can provide on-body gestural controls in body-based serious game applications.}, booktitle = {Proceedings of the {IEEE} 8th {International} {Conference} on {Serious} {Games} and {Applications} for {Health}}, publisher = {IEEE}, author = {Mehmood, Adnan and He, Han and Chen, Xiaochen and Vianto, Aleksi and Buruk, Oğuz T. and Virkki, Johanna}, year = {2020}, pages = {1--5} } @article{mehmood_clothface_2020-1, title = {{ClothFace}: {A} passive {RFID}-based human-technology interface on a shirtsleeve}, volume = {2020}, url = {https://doi.org/10.1155/2020/8854042}, abstract = {This paper introduces ClothFace, a shirtsleeve-integrated human-technology interface platform, which comprises two wrist antennas and three radio frequency identification (RFID) integrated circuits (ICs), each with a unique ID. The platform prototype, which is created on a shirtsleeve by cutting the antennas and antenna-IC interconnections from copper tape, can be used for push button and swipe controlling. Each IC can be activated, i.e., electrically connected to the two antennas, by touching the IC. These ICs can act as wireless input buttons to the technology around us. Due to the used passive ultrahigh-frequency (UHF) RFID technology, there is no need for clothing-integrated energy sources, but the interface platform gets all the needed energy from an external RFID reader. The platform prototype was found to be readable with an external RFID reader from all directions at distances of 70–80 cm. Further, seven people giving altogether 1400 inputs tested the prototype sleeves on a table and on body. In these first tests, 96–100\% (table) and 92–100\% (on-body) success rates were achieved in a gamelike testing setup. Further, the platform was proved to be readable with an off-the-shelf handheld RFID reader from a distance of 40 cm. Based on these initial results, this implementation holds the potential to be used as a touch interface blended into daily clothing, as well as a modular touch-based interaction platform that can be integrated into the surfaces of electronic devices, such as home appliances.}, journal = {Advances in Human-Computer Interaction}, author = {Mehmood, Adnan and He, Han and Chen, Xiaochen and Vianto, Aleksi and Vianto, Ville and Buruk, Oğuz T. and Virkki, Johanna}, year = {2020}, pages = {1--8} } @inproceedings{buruk_children_2020, address = {Honolulu}, title = {Children in 2077: {Designing} children's technologies in the age of transhumanism}, url = {https://doi.org/10.1145/3334480.3381821}, abstract = {What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human biology with technological augmentations. Fundamentally, it seeks to improve the human species, yet the impacts of such movement are unknown and the implications on children's lives and technologies were not explored deeply. In an age, where technologies such as under-skin chips or brain-machine interfaces can clearly be defined as transhumanist, our aim is to reveal probable pitfalls and benefits of those technologies on children's lives by using the power of design fiction. Thus, main contribution of this paper is to create diverse presentation of provocative research ideas that will foster the discussion on the transhumanist technologies impacting the lives of children in the future.}, booktitle = {Extended {Abstracts} of the 2020 {CHI} {Conference} on {Human} {Factors} in {Computing} {Systems}}, publisher = {Association for Computing Machinery}, author = {Buruk, Oğuz T. and Özcan, Oğuzhan and Baykal, Gökçe E. and Göksun, Tilbe and Acar, Selçuk and Akduman, Güler and Baytaş, Mehmet A. and Beşevli, Ceylan and Best, Joe and Coşkun, Aykut and Genç, Hüseyin U. and Kocaballi, A. B. and Laato, Samuli and Mota, Cássia and Papangelis, Konstantinos and Raftopoulos, Marigo and Ramchurn, Richard and Sádaba, Juan and Thibault, Mattia and Wolff, Annika and Yildiz, Mert}, year = {2020}, pages = {1--14} } @inproceedings{nummenmaa_checking_2013, address = {Szeged}, title = {Checking visual data flow programs with finite process models}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84923622331&partnerID=40&md5=e67d09e5fa8845959216aeabc6f00c26}, booktitle = {Proceedings of the 13th {Symposium} on {Programming} {Languages} and {Software} {Tools}}, publisher = {University of Szeged}, author = {Nummenmaa, Jyrki and Marttila-Kontio, Maija and Nummenmaa, Timo}, year = {2013}, pages = {245--258} } @article{hamari_challenging_2016, title = {Challenging games help students learn: {An} empirical study on engagement, flow and immersion in game-based learning}, volume = {54}, url = {https://doi.org/10.1016/j.chb.2015.07.045}, abstract = {In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N = 173) of two different learning games (Quantum Spectre: N = 134 and Spumone: N = 40). The results show that engagement in the game has a clear positive effect on learning but immersion in the game does not have a significant effect on learning. Challenge of the game affected learning both directly and via the increased engagement. Skill did not affect learning directly but only via the increased engagement. Perceived challenge was an especially strong predictor of learning outcomes. For the design of educational games, the results imply that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.}, journal = {Computers in Human Behavior}, author = {Hamari, Juho and Shernoff, David J. and Rowe, Elizabeth and Coller, Brianno and Asbell-Clarke, Jodi and Edwards, Teon}, year = {2016}, pages = {170--179} } @inproceedings{kultima_building_2016, address = {Tampere}, title = {Building {Finnish} game jam community through positive social facilitation}, url = {https://www.doi.org/10.1145/2994310.2994363}, abstract = {In this paper we present the findings of a case study of Finnish Game Jam. Finnish Game Jam is a game creation event organized as a Global Game Jam event in Finland. The development of the Finnish jamming scene has been strong for the past six years paralleling the success of game industry and the growth of game education in Finland. This study consists of post-event surveys collected between 2010 and 2016 and statistics collected from the participant registration forms. The study builds a picture of the evolution of the Finnish game jamming scene and provide suggestions for national support systems of game industry ecosystems.}, booktitle = {Proceedings of the 20th {International} {Academic} {Mindtrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Kultima, Annakaisa and Alha, Kati and Nummenmaa, Timo}, year = {2016}, pages = {433--440} } @incollection{cruz-cunha_building_2011, address = {Hershey}, title = {Building customer relationship through game mechanics in social games}, url = {https://doi.org/10.4018/978-1-60960-567-4.ch021}, abstract = {The results provide several game mechanics that are located in the union of game design and business planning. Moreover, the results imply a new approach to game design in general by exemplifying how the traditional way of thinking about game design is no longer sufficient when the design of engaging mechanics needs to meet with business goals.}, booktitle = {Business, technological, and social dimensions of computer games: {Multidisciplinary} developments}, publisher = {IGI Global}, author = {Hamari, Juho and Järvinen, Aki}, editor = {Cruz-Cunha, Maria Manuela and Varvalho, Vitor Hugo and Tavares, Paula}, year = {2011}, pages = {348--365} } @inproceedings{arjoranta_blending_2016, address = {Osaka}, title = {Blending in hybrid games: {Understanding} hybrid games through experience}, url = {https://doi.org/10.1145/3001773.3001798}, abstract = {The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.}, booktitle = {Proceedings of the 13th {International} {Conference} on {Advances} in {Computer} {Entertainment} {Technology}}, publisher = {Association for Computing Machinery}, author = {Arjoranta, Jonne and Kankainen, Ville and Nummenmaa, Timo}, year = {2016}, pages = {1--6} } @inproceedings{thanisch_avoiding_2014, address = {Kristianstad}, title = {Avoiding anomalies when modeling a many-to-many relationship in a multidimensional database}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84918824678&partnerID=40&md5=f2830576457dc9ccc4c98859c385bc46}, abstract = {Multidimensional database cubes are easier to design and use when the dimension attributes and fact table measures are in one-to-many relation-ships in the data warehouse. The anomalies that can arise when users browse a cube that incorporates dimensions with many-to-many relationships are widely documented by practitioners. We categorise many-to-many relationships in terms of their associated design problems and we present two techniques for modelling restricted forms of many-to-many relationships. We demonstrate that the techniques can avoid anomalies and we discuss performance implications.}, booktitle = {Proceedings of the 8th {International} {Conference} on {Perspectives} in {Business} {Informatics} {Research}}, publisher = {Kristianstad Academic Press}, author = {Thanisch, Peter and Lindell, Teppo and Nummenmaa, Jyrki and Nummenmaa, Timo}, year = {2014}, pages = {135--146} } @article{korkeila_avatar_2020, title = {Avatar capital: {The} relationships between player orientation and their avatar's social, symbolic, economic and cultural capital}, volume = {102}, url = {https://doi.org/10.1016/j.chb.2019.07.036}, abstract = {Our everyday lives are increasingly digitized, virtualized and gamified. People increasingly live and act through a collection of various digital personas and avatars. However, the question of how peoples' psychological traits may predict the traits and features of their virtual avatars is still relatively unexplored. In this study investigates the relationship between the traits related to gaming preferences and forms of capital (economic, cultural, social and symbolic) their avatar commands. The data was gathered through an online survey (n = 905) amidst the players of a MMORPG Final Fantasy XIV. The results indicate that avatar's cultural capital is associated player's orientation towards achievement-mechanics, immersion and social aspects of games. Economic capital is associated with player's orientation towards achievement and relationship sides of games. Social capital is associated with players' orientation towards immersion and social parts of games, and in-game interests of the player. Symbolic capital is associated with player's orientation towards achievement and social orientations and one's tenure in the game.}, journal = {Computers in Human Behavior}, author = {Korkeila, Henry and Hamari, Juho}, year = {2020}, pages = {14--21} } @inproceedings{nummenmaa_applying_2013, address = {Saint Petersburg}, title = {Applying {Lehman}'s laws to game evolution}, url = {https://www.doi.org/10.1145/2501543.2501546}, abstract = {Computer games are a genre of software systems that in many ways differs from more traditional applications. In particular, when designing games, the end result of game development resembles work of art rather than that of engineering, emphasizing the need for creativity and artistic abilities. However, as technology, tools, methods, and artifacts that are used in the development of games are to a large extent similar to those used in the development of more traditional system, games should conform to the basic laws of software, including software evolution. In this paper, we reflect the principles of software evolution distilled by Manny Lehman in the form of laws of software evolution to the game domain. We present how the laws can be interpreted and applied in games projects, and argue that many of the laws apply to many games, but not all laws apply to all games. The way the game is evolved especially has an effect on the applicable laws as changes in games can be emerging, reactive or pre-planned.}, booktitle = {Proceedings of the 2013 {International} {Workshop} on {Principles} of {Software} {Evolution}}, publisher = {Association for Computing Machinery}, author = {Nummenmaa, Timo and Kultima, Annakaisa and Alha, Kati and Mikkonen, Tommi}, year = {2013}, pages = {11--17} } @inproceedings{montola_applying_2009, address = {Tampere}, title = {Applying game achievement systems to enhance user experience in a photo sharing service}, url = {https://www.doi.org/10.1145/1621841.1621859}, abstract = {Achievement systems are reward structures providing additional goals for players, and thus extending the play time of videogames. In this paper, we explore how applications other than games could benefit from achievement systems, and how users perceive this additional content in a service. For this purpose, we added an achievement system to a geo-tagged photo sharing service called Nokia Image Space. The results suggest that there is some potential in achievement systems outside the game domain. The achievements triggered some friendly competition and comparison between users. However, many users were not convinced, expressing concerns about the achievements motivating undesirable usage patterns. Therefore, an achievement system poses certain design considerations when applied in nongame software.}, booktitle = {Proceedings of the 13th {International} {MindTrek} {Conference}}, publisher = {Association for Computing Machinery}, author = {Montola, Markus and Nummenmaa, Timo and Lucero, Andrés and Boberg, Marion and Korhonen, Hannu}, year = {2009}, pages = {94--97} } @article{jylha_icon_2019, title = {An icon that everyone wants to click: {How} perceived aesthetic qualities predict app icon successfulness}, volume = {130}, url = {https://doi.org/10.1016/j.ijhcs.2019.04.004}, abstract = {Mobile app markets have been touted as fastest growing marketplaces in the world. Every day thousands of apps are published to join millions of others on app stores. The competition for top grossing apps and market visibility is fierce. The way an app is visually represented can greatly contribute to the amount of attention an icon receives and to its consequent commercial performance. Therefore, the icon of the app is of crucial importance as it is the first point of contact with the potential user/customer amidst the flood of information. Those apps that fail to arouse attention through their icons danger their commercial performance in the market where consumers browse past hundreds of icons daily. Using semantic differential scale (22 adjective pairs), we investigate the relationship between consumer perceptions of app icons and icon successfulness, measured by 1) overall evaluation of the icon, 2) willingness to click the icon, 3) willingness to download the imagined app and, 4) willingness to purchase the app. The study design was a vignette study with random participant (n = 569) assignment to evaluate 4 icons (n = 2276) from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text). Results show that consumers are more likely to interact with app icons that are aesthetically pleasing and convey good quality. Particularly, app icons that are perceived unique, realistic and stimulating lead to more clicks, downloads and purchases.}, journal = {International Journal of Human-Computer Studies}, author = {Jylhä, Henrietta and Hamari, Juho}, year = {2019}, pages = {73--85} } @inproceedings{lehtonen_adoption_2020, address = {Aalborg}, title = {Adoption of requirements engineering methods in game development: {A} literature and postmortem analysis}, url = {https://www.doi.org/10.1007/978-3-030-53294-9_32}, abstract = {As the game industry continues to grow in size and revenue, the cost of creating games increases as well, and the successful outcome of game development projects becomes ever more important. In traditional software engineering, it is generally agreed that a successful requirements engineering process has a significant impact on the project. In game development, requirements engineering methods do not seem to be commonly used. As the development of digital games includes specialized aspects of software development, it seems likely that game developers could benefit from adopting these techniques and processes. In this paper, a thorough reading of central and current academic research on the topic is performed to form a holistic picture of the central issues and problems preventing the adoption and widespread use of requirements engineering processes and methods in game development. Additionally, algorithmic analysis of 340 post-mortems written by game developers and published on industry websites is conducted. These post-mortems discuss the factors which contributed to or hindered the successful outcome of these game development projects, and the analysis further supports the identified central issues.}, booktitle = {Proceedings of the 9th {EAI} {International} {Conference}}, publisher = {Springer}, author = {Lehtonen, Miikka and Lu, Chien and Nummenmaa, Timo and Peltonen, Jaakko}, year = {2020}, pages = {436--457} } @article{thibault_semiotic_2019, title = {A semiotic exploration of catastrophes in game worlds}, volume = {2}, url = {https://doi.org/10.2478/lf-2018-0013}, abstract = {The aim of this paper is to overview the presence of catastrophes in game worlds and, in particular, to investigate what they can tell us about real catastrophes. To this end, we present a semiotic typol-ogy of catastrophes, confronting them with epistrophes and apostrophes and further articulating them relative and absolute cessation events. Then we highlight the long-standing relationship between playfulness and disasters in literature, cinema and video games underlining how the suppos-edly opposite characteristics of the two are, in fact, a very productive cultural trope. To conclude, we look into some examples of catastrophes in game worlds, both relative (such as the “corrupted blood incident” in World of Warcraft) and absolute (the end of the worlds in StarWars Galaxies and Matrix Online).}, number = {1}, journal = {Linguistic Frontiers}, author = {Thibault, Mattia}, year = {2019}, pages = {10--15} } @inproceedings{lan_player_2018, address = {Nanjing}, title = {A player behavior model for predicting win-loss outcome in {MOBA} games}, volume = {11323}, url = {https://www.doi.org/10.1007/978-3-030-05090-0_41}, abstract = {Multiplayer Online Battle Arena (MOBA) game is currently one of the most popular genres of online games. In a MOBA game, players in a team compete against an opposing team. Typically, each MOBA game is a larger battle composed of a series of combat events. During a combat, the behavior of each player varies and the outcome of a game is determined both by the variation of each player’s behavior and by the interactions within each instance of combat. However, both the variation and interaction are highly dynamic and difficult to master, making it hard to predict the outcome of a game. In this paper, we present a player behavior model (called pb-model). The model allows us to predict the result of a game once we have collected enough data on the behaviour of the players. We first use convolution to extract the features of player behavior variation in each combat and model them as sequences by time. Then we use a recurrent neural network to process the interaction among these sequences. Finally, we combine these two structures in a network to predict the result of a game. Experiments performed on typical MOBA game dataset verify that our pb-model is effective and achieves as high as 87.85\% prediction accuracy.}, booktitle = {Proceedings of the 14th {International} {Conference} on {Advanced} {Data} {Mining} and {Applications}}, publisher = {Springer Verlag}, author = {Lan, Xuan and Duan, Lei and Chen, Wen and Qin, Ruiqi and Nummenmaa, Timo and Nummenmaa, Jyrki}, year = {2018}, pages = {474--488} } @article{jankowski_picture_2016, title = {A picture is worth a thousand words: {An} empirical study on the influence of content visibility on diffusion processes within a virtual world}, volume = {35}, url = {https://doi.org/10.1080/0144929X.2016.1212932}, abstract = {Studying information diffusion and the spread of goods in the real world and in many digital services can be extremely difficult since information about the information flows is challenging to accurately track. How information spreads has commonly been analysed from the perspective of homophily, social influence, and initial seed selection. However, in virtual worlds and virtual economies, the movements of information and goods can be precisely tracked. Therefore, these environments create laboratories for the accurate study of information diffusion characteristics that have been difficult to study in prior research. In this paper, we study how content visibility as well as sender and receiver characteristics, the relationship between them, and the types of multilayer social network layers affect content absorption and diffusion in virtual world. The results show that prior visibility of distributed content is the strongest predictor of content adoption and its further spread across networks. Among other analysed factors, the mechanics of diffusion, content quality, and content adoption by users? neighbours on the social activity layer had very strong influences on the adoption of new content.}, number = {11}, journal = {Behaviour \& Information Technology}, author = {Jankowski, Jarosław and Bródka, Piotr and Hamari, Juho}, year = {2016}, pages = {926--945} } @article{jankowski_gradual_2019, title = {A gradual approach for maximising user conversion without compromising experience with high visual intensity website elements}, volume = {29}, url = {https://doi.org/10.1108/IntR-09-2016-0271}, abstract = {Purpose The purpose of this paper is to develop and test a method that can gradually find a sweet spot between user experience and visual intensity of website elements to maximise user conversion with minimal adverse effect. Design/methodology/approach In the first phase of the study, the authors develop the method. In the second stage, the authors test and evaluate the method via an empirical study; also, an experiment was conducted within web interface with the gradual intensity of visual elements. Findings The findings reveal that the negative response grows faster than conversion when the visual intensity of the web interface is increased. However, a saturation point, where there is coexistence between maximum conversion and minimum negative response, can be found. Practical implications The findings imply that efforts to attract user attention should be pursued with increased caution and that a gradual approach presented in this study helps in finding a site-specific sweet spot for a level of visual intensity by incrementally adjusting the elements of the interface and tracking the changes in user behaviour. Originality/value Web marketing and advertising professionals often face the dilemma of determining the optimal level of visual intensity of interface element. Excessive use of marketing component and attention-grabbing visual elements can lead to an inferior user experience and consequent user churn due to growing intrusiveness. At the same time, too little visual intensity can fail to steer users. The present study provides a gradual approach which aids in finding a balance between user experience and visual intensity, maximising user conversion and, thus, providing a practical solution for the problem.}, number = {1}, journal = {Internet Research}, author = {Jankowski, Jarosław and Hamari, Juho and Wątróbski, Jarosław}, year = {2019}, pages = {194--217} } @inproceedings{macey_game_2018, address = {Pori}, title = {A game of skill?: {Miscognitions} and problematic behaviour in video game players who gamble}, volume = {2186}, url = {http://ceur-ws.org/Vol-2186/paper10.pdf}, abstract = {This study used PLS-SEM to analyse data (n = 613) collected via an online survey, in order to investigate potential relationships between gambling related cognitive fallacies, or miscognitions, and both participation in gambling and problematic gambling behaviour in the target population. Statistically significant relationships were found to exist in both cases, an unexpected finding was the negative correlation between Interpretive Bias and both dependent variables. One potential explanation for this may be the sense of personal agency and control engendered through regular video game playing. This study forms one of the first to apply existing measures for gambling related cognitions and apply it to a newly emergent population of video game gamblers, and it marks the start of attempts to understand whether cognitive frameworks which underpin gambling apply to emergent forms in the same way as established forms. This study demonstrates that the Gambling Related Cognitions Scale is an applicable measure in the sample population, while highlighting areas for further investigation. As such, it suggests that the context of video games may affect the way in which gambling is perceived, an issue of significance as the gambling industry attempts to woo younger consumers with more skill-based activities inspired by video games.}, booktitle = {Proceedings of the 2nd {International} {GamiFIN} {Conference}}, publisher = {CEUR-WS}, author = {Macey, Joseph and Hamari, Juho}, year = {2018}, pages = {83--91} } @inproceedings{buruk_design_2019, address = {California}, title = {A design framework for playful wearables}, url = {https://doi.org/10.1145/3337722.3337733}, abstract = {Deployment of wearables for games has attracted the interest of designers and researchers both in academia and industry. However, few of these projects treat wearables as an integral part of the gameplay, often considering them as an extension of the central on-screen experience. While preliminary forays into wearable play show promise, we see a need for a rigorous design framework to illuminate the possibilities for the future of wearables for playful interaction design. In this paper we propose a Design Framework for Playful Wearables stemming from our extensive research and hands-on experience in leading four long-term game research projects incorporating wearables. We divide our framework into three high-level categories: the performative, the social and the interactive. We contend that this design space can be both a design tool for creators of wearable playful activities, as well as an analytical lens for evaluating existing wearable systems.}, booktitle = {Proceedings of the 14th {International} {Conference} on the {Foundations} of {Digital} {Games}}, publisher = {Association for Computing Machinery}, author = {Buruk, Oğuz T. and Isbister, Katherine and Tanenbaum, Tess}, year = {2019}, pages = {1--12} } @article{huotari_definition_2017, title = {A definition for gamification: {Anchoring} gamification in the service marketing literature}, volume = {27}, url = {https://doi.org/10.1007/s12525-015-0212-z}, abstract = {“Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of gamification: affordances, psychological mediators, goals of gamification and the context of gamification. Using the definition the article identifies four possible gamifying actors and examines gamification as communicative staging of the service environment.}, number = {1}, journal = {Electronic Markets}, author = {Huotari, Kai and Hamari, Juho}, year = {2017}, pages = {21--31} } @article{hamari_working_2015, title = {“{Working} out for likes”: {An} empirical study on social influence in exercise gamification}, volume = {50}, url = {https://doi.org/10.1016/j.chb.2015.04.018}, abstract = {Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do “work out for likes”, or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.}, journal = {Computers in Human Behavior}, author = {Hamari, Juho and Koivisto, Jonna}, year = {2015}, pages = {333--347} } @article{bujic_empathy_2020, title = {“{Empathy} machine”: {How} virtual reality affects human rights attitudes}, volume = {30}, url = {https://doi.org/10.1108/INTR-07-2019-0306}, abstract = {Purpose This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news videos have become widely available, it remains unclear how the consumption of content through immersive journalism affects users' attitudes. Design/methodology/approach Utilizing a between-subject laboratory-controlled experiment ( N = 87) this study examined participant scores on the Human Rights Questionnaire before and after consuming 360-degree video immersive journalism content via VR ( n = 31), 2D ( n = 29), and Article ( n = 27) formats. Collected data were analysed using statistical inference. Findings Results indicate that immersive journalism can elicit a positive attitudinal change in users, unlike an Article, with mobile VR having a more prominent effect than a 2D screen. Furthermore, this change is more strongly affected by users' higher Involvement in the content. Originality/value These findings are relevant for grasping the distinct effects novel and recently popularized technologies and media have on attitudinal change, as well as inform the current debate on the value of VR as “empathy machines”.}, number = {5}, journal = {Internet Research}, author = {Bujić, Mila and Salminen, Mikko and Macey, Joseph and Hamari, Juho}, year = {2020}, pages = {1407--1425} } @article{zhang_how_2020, title = {How does mobility affect social media advertising effectiveness? {A} study in {WeChat}}, volume = {120}, doi = {https://doi.org/10.1108/IMDS-05-2020-0268}, abstract = {Purpose This study aims to investigate how aspects of mobility affect social media advertising effectiveness (i.e. consumer purchase intention) on mobile platforms from the perspective of the fit-viability model. Design/methodology/approach Data were collected through an online questionnaire survey of 378 WeChat users and used to test hypotheses with structural equation modeling. Findings Consumer purchase intention is significantly positively influenced by time flexibility, spatial flexibility, mobile lifestyle and ad relevance. Meanwhile, ambivalence toward ads mediates the relationships of time flexibility and spatial flexibility with purchase intention and moderates the relationships of mobile lifestyle and ad relevance with purchase intention. Research limitations/implications The findings offer researchers and practitioners a new angle to understand advertising effectiveness on mobile social media and extend the application of the fit-viability model. Originality/value This paper fills the research gap on the role of mobility in social media advertising.}, number = {11}, journal = {Industrial Management \& Data Systems}, author = {Zhang, Yanping and Li, Xiaodong and Hamari, Juho}, year = {2020}, pages = {2081--2101} } @article{sharma_understanding_2020, title = {Understanding continuance intention to play online games: {Roles} of self-expressiveness, self-congruity, self-efficacy, and perceived risk}, url = {https://doi.org/10.1080/0144929X.2020.1811770}, abstract = {The current study investigates the motivation to explore the expansive possibilities online games provide for identity development, in addition to the widely studied gaming consumption value motivations. This study develops an integrated framework from the perspective of the identity, self-congruity, self-efficacy, and consumption value theories for a holistic appreciation of online gaming motivations. Data were collected from active online gamers and structural equation modelling was employed to test the hypotheses. The findings suggest that self-expressiveness positively influences continued intentions to play games and, in turn, is impacted by self-congruity. Self-efficacy is also found to impact users’ continuance intention for online games. Further, the results re-affirm the importance of hedonic (perceived enjoyment) and utilitarian (perceived usefulness) consumption values on gamers’ continuance intentions in an online gaming context. Through multi-group analysis, this study also highlights the influence of perceived risk in shaping the continuance intentions. Findings suggest that the impact of perceived enjoyment, perceived usefulness, self-expressiveness, and self-congruity on continuance intention is enhanced in the presence of high risk; the reverse holds true for self-efficacy. The key practical implications of the findings are discussed.}, journal = {Behaviour \& Information Technology}, author = {Sharma, Tripti G. and Hamari, Juho and Kesharwani, Ankit and Tak, Preeti}, year = {2020}, pages = {1--17} } @article{schmidt-kraepelin_archetypes_2020, title = {Archetypes of gamification: {An} analysis of {mHealth} apps}, volume = {8}, url = {https://doi.org/10.2196/preprints.19280}, abstract = {Background: Nowadays, numerous health-related mobile applications implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodological shortcomings of existing studies. What we actually know about the phenomenon today stems from fragmented pieces of knowledge, and a variety of different perspectives. Existing research primarily draws on conceptual knowledge that is gained from research prototypes, and isolated from industry best practices. We still lack knowledge on how gamification has been successfully designed and implemented within the industry and whether certain gamification approaches have shown to be particularly suitable for certain health behaviors. Objective: We address this lack of knowledge concerning best practices in the design and implementation of gamification for health-related mobile applications by identifying archetypes of gamification approaches that have emerged in pertinent health-related mobile applications and analyzing to what extent those gamification approaches are influenced by the underlying desired health-related outcomes. Methods: We employed a 3-step research approach. As a first step, we set up a database of 143 pertinent gamified health-related mobile applications from the Apple App Store and Google Play Store. Second, we classify the gamification approach of each application within our sample based on an established taxonomy for gamification in health-related applications. Finally, we conducted a two-step cluster analysis in order to identify archetypes of the most dominant gamification approaches in pertinent gamified health-related mobile applications. Results: Eight archetypes of gamification emerged from the analysis of health-related mobile applications: (1) physical activity through competition and collaboration, (2) pursuing self-set fitness goals without rewards, (3) episodical compliance tracking, (4) inherent gamification for external goals, (5) self-set goals for mental well-being, (6) continuous assistance through positive reinforcement, (7) medical exam preparation without rewards, and (8) learning through progressive gamification. Our results indicate a close relationship between the identified archetypes and the actual health behavior that is being targeted. Conclusions: By unveiling salient best practices and discussing their relationship to targeted health behaviors, our study contributes to a more profound understanding of gamification in mobile health. The results can serve as a foundation for future research that advances our knowledge on how gamification may positively influence health behavior change and guide practitioners in the design and development of highly motivating and effective health-related mobile health applications.}, number = {10}, journal = {JMIR mHealth and uHealth}, author = {Schmidt-Kraepelin, Manuel and Toussaint, Philipp A. and Thiebes, Scott and Hamari, Juho and Sunyaev, Ali}, year = {2020}, pages = {2--25} } @inproceedings{korkeila_demographic_2020, address = {Tampere}, title = {Demographic differences in accumulated types of capital in massively multiplayer online role-playing games}, url = {https://doi.org/10.1145/3377290.3377302}, abstract = {This paper examines how the demographic attributes and extra-game habits of players of a Massively Multiplayer Online Role-Playing Game (MMORPG) predict the accumulated capital of their avatars. An online survey (N=905) was conducted amidst the players of Final Fantasy XIV (FFXIV). Four types of capital were measured to map out the concrete and intangible resources of the avatars; social, economic, cultural and symbolic. The results show that weekly time spent playing the game is the strongest predictor of avatar capital and was associated with all types of capital. Time subscribed to the game was associated with cultural, economic, symbolic and bonding social capital. Social capital was found to be highest amongst both young and female players. Forum activity was associated with symbolic capital.}, booktitle = {Proceedings of the 23rd {International} {Conference} on {Academic} {Mindtrek}}, publisher = {Association for Computing Machinery}, author = {Korkeila, Henry and Koivisto, Jonna and Hamari, Juho}, year = {2020}, pages = {74--82} } @article{hamari_pelimekaniikat_2010, title = {Pelimekaniikat osana ansaintalogiikkaa: {Miten} pelisuunnittelulla luodaan kysyntää}, url = {http://www.pelitutkimus.fi/vuosikirja2010/ptvk2010-02.pdf}, abstract = {Selling virtual goods has become one of the main revenue models for online game operators. However, the business model differs from flat-fee models in that the value for the sold value offerings is, for the most part, derived from the structures built into the game and thus requires game developers to integrate business planning into game design. The paper analyses common game mechanics in MMO-games that are harnessed for creating demand for virtual goods. The results provide a new perspective to game design with interesting implications for developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.}, journal = {Pelitutkimuksen vuosikirja}, author = {Hamari, Juho and Lehdonvirta, Vili}, year = {2010}, pages = {11--21} } @inproceedings{parvinen_introduction_2019, address = {Maui}, title = {Introduction to the minitrack on mixed, augmented and virtual reality}, url = {http://hdl.handle.net/10125/60259}, booktitle = {Proceedings of the 52nd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Parvinen, Petri and Hamari, Juho and Pöyry, Essi}, year = {2019}, pages = {1726--1727} } @article{ukkonen_large-scale_2017, title = {Large-scale study of social network structure and team performance in a multiplayer online game}, volume = {1710}, url = {https://arxiv.org/abs/1710.11507}, abstract = {A question of interest in both theory and practice is if and how familiarity between members of a team, expressed in terms of social network structure, relates to the success of the team in a given task. In this paper we revisit this important question in a novel manner by employing game outcome statistics from Dota 2, a popular team-based multiplayer online game, combined with network data from Steam Community, a social networking service for gamers. We conduct a large-scale analysis of 4168 teams to study how network density, and the minimum and maximum degree of the within-team social network are associated with team performance, and determine how this association is moderated by team skill. We observe that minimum degree is strongly associated with good performance, especially in teams with lower skill. Together with previous results on network density that we corroborate in this paper, our findings suggest that a successful team is not only moderately connected overall, but its members should also individually have not too few nor too many within team connections.}, number = {11507}, journal = {ArXiv}, author = {Ukkonen, Antti and Hamari, Juho}, year = {2017}, pages = {1--21} } @inproceedings{parvinen_introduction_2017, address = {Waikoloa}, title = {Introduction to customer analytics and data-led omnichannel commerce minitrack}, url = {http://hdl.handle.net/10125/41624}, booktitle = {Proceedings of the 50th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Parvinen, Petri and Kaptein, Maurits and Pöyry, Essi and Hamari, Juho}, year = {2017}, pages = {3851--3851} } @inproceedings{parvinen_introduction_2018, address = {Manoa}, title = {Introduction to the minitrack on mixed, augmented and virtual reality}, url = {http://hdl.handle.net/10125/50059}, booktitle = {Proceedings of the 51st {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Parvinen, Petri and Hamari, Juho and Pöyry, Essi}, year = {2018}, pages = {1395--1396} } @inproceedings{jarecki_citizen_2017, address = {London}, title = {Citizen science, gamification, and virtual reality for cognitive research}, url = {https://cogsci.mindmodeling.org/2017/papers/0006/index.html}, abstract = {This workshop discusses three topics. The first topic is citizen science which involves volunteers all around the world generating data to address scientific problems, and recently led to breakthroughs in the natural sciences. Citizen science typically involves volunteers playing online games while unknowingly solving real scientific problems. Although citizen science data cannot offer meximum experimental control, the citizen science samples are usually very diverse. Our second topic is gamification which means adding game-like features to a task. Gamified tasks are typically motivating for participants. While citizen science often uses gamification, laboratory studies can also benefit from being gamified. Our third topic is virtual reality, a technology from the gaming industry enabling players to experience a environment in 3D, as if they were in the middle of it. This typically causes subjective immersion by simulating a naturalistic experience of interacting with the world, while simultaneously offering control about the events.}, booktitle = {Proceedings of the 39th {Annual} {Conference} of the {Cognitive} {Science} {Society}}, publisher = {Cognitive Science Society}, author = {Jarecki, Jana and Sherson, Jacob and Hamari, Juho and Bopp, Julia A. and Jarecki, Julian and Heaney, Libby and Steinemann, Sharon and Haikka, Pinja and Bergenholtz, Casten}, year = {2017}, pages = {11--12} } @inproceedings{hamari_introduction_2017, address = {Waikoloa}, title = {Introduction to gamification minitrack}, url = {https://scholarspace.manoa.hawaii.edu/handle/10125/41305}, booktitle = {Proceedings of the 50th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hamari, Juho and Parvinen, Petri}, year = {2017}, pages = {1277--1277} } @techreport{paavilainen_free2play_2016, address = {Tampere}, title = {{Free2Play} {Research} {Project} {Final} {Report}}, url = {https://trepo.tuni.fi/handle/10024/98584}, number = {978-952-03-0067-8}, institution = {Tampere University}, author = {Paavilainen, Janne and Koskinen, Elina and Hamari, Juho and Kinnunen, Jani and Alha, Kati and Keronen, Lauri and Mäyrä, Frans}, year = {2016}, pages = {63} } @inproceedings{hamari_introduction_2016, address = {Koloa}, title = {Introduction to gamification: {Motivations}, effects and analytics minitrack}, url = {https://doi.org/10.1109/HICSS.2016.165}, abstract = {During the last decade games have become an established vein of entertainment, and consumer culture, and essentially, a common part of people's daily lives. In the United States alone 59\% of the population plays computer games while revenues of the computer games industry exceed US \$15 billion (ESA, 2014). However, in addition to the increased penetration of games, also the ways in which people play and employ games have become more varied. The long-tail is getting longer: there are more different kinds of games available for a multitude of different platforms that cater for differing gaming needs for widening audiences, and which use a wide variety of business models. Perhaps the most prominent advancement stemming from these developments is "gamification" which generally refers to the increased convergence of games and everyday life. More particularly and practically, gamification commonly refers to the process of enhancing services and systems so that they increase enjoyable and intrinsically motivated use as well as support further behavioral change by employing elements characteristic of games - "Transforming Homo Economicus into Homo Ludens". The "Gamification: Motivations, Effects and Analytics" -minitrack was established to address this growing junction of interests of both scholars and practitioners where games, services and information systems meet and merge. Even though this minitrack is featured at HICSS for the first time and there were two other minitracks competing for game-related submission, this minitrack managed to receive more submissions than the competing tracks as well as an amount of submission that is on par with other popular, more established minitracks. Ultimately, six high quality papers that cover gamification from diverse perspectives were accepted to be presented across two sessions. Gamification is still a rather novel development that suffers from growing pains, and therefore, it has still been under significant conceptual chaos and theoretical turbulence. In "Reimagining gamification through the lens of Activity Theory", Hendranus Vermeulen, James Gain, Patrick Marais and Siobhan O'Donovan seek to contribute to the conceptual and theoretical understanding of gamification by identifying some of the pitfalls in how gamification has been currently conceptualized and perceived, and offering an alternative dialectical perspective for gamification that is based in activity theory. Even though gamification has been very transparently and pervasively acknowledged to be one of the big technology trends during the recent years both in academia and in industry, it has remained opaque as to what kind of technology is being developed around it as well as what kinds of patents companies are filing related to gamification. In "Monitoring Gamification in International Patent Documents: Technology Classes, Firms and Preliminary Value Indicators", Patrick Julian H -- flinger and Eric Zimmerling investigate the international patent documents (from EPO, USTPO and Google Patents) in order to discover what kinds of patents are been filed related to gamification, in which classes of patents and who is filing them. The analysis provides interesting insights in the otherwise previously unexplored area of patents and company interests related to gamification. Increased competition is repeatedly touted as a detrimental side effect of leaderboards and other competition-inducing game mechanics. On the other hand, competition can also potentially increase task performance (at least on the short term). Therefore, competition is a complex issue, and currently, there has been a gap in our knowledge concerning the benefits and detriments of competition. In "When Competition is the Loser", Robin Brouwer untangles how intra-team competition affects perceived task complexity, perceived psychological safety, level of team conflict as well as team performance. The use of information systems and services in healthcare is one of the largest and most impactful areas in HICSS-related sciences. Gamification especially can be seen as a crucial development in this area since one of the main strengths of gamification has been deemed to be its ability to motivate people to take on and maintain difficult habits. In "Design Strategies for Gamified Physical Activity Applications for Older Adults", Dennis Kappen, Lennart Nacke, Kathrin Gerling and Lia Tsotsos explore and suggest design guidelines as to how playful and gameful systems could be harnessed to motivate older adults to maintain physical activity and wellbeing. The authors specifically investigate needs and preferences regarding technologies that support physical activity via semi-structured interviews with 19 older adults and a focus group. Similarly, another promising application areas of gamification has been regarded to exist in supporting sustainable and safe behaviors. In "The Impact of Gamification-Induced Emotions on In-Car IS Adoption -- The Difference between Digital Natives and Digital Immigrants", Carolin Ebermann, Everlin Piccinini, Benjamin Brauer, Sebastian Busse and Lutz Kolbe investigate how users' experiences and interactions in an in-car gamification system vary based on their 'digital nativeness' and thus attempt to find optimal ways to design driving-related gamification systems for different kinds of users. Alongside with more traditional game design elements, virtual economies with their virtual currencies and virtual goods have also been shaping gamification designs. In "Why do People Buy Virtual Goods? A Literature Review", Juho Hamari and Lauri Keronen seek to address the question of why do people purchase virtual goods by investigating and synthesizing past (quantitative) literature. Firstly, the study provides an overview to the literature, what, how and where the phenomenon has been studied before. Secondly, by combining results of past literature, the study aims to provide a more reliable, literature spanning look at which factors drive purchase behavior towards virtual goods.}, booktitle = {Proceedings of the 49th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {IEEE}, author = {Hamari, Juho and Parvinen, Petri}, year = {2016}, pages = {1307--1308} } @inproceedings{huotari_gamification_2011, address = {Vancouver}, title = {"{Gamification}" from the perspective of service marketing}, url = {http://gamification-research.org/wp-content/uploads/2011/04/14-Huotari.pdf}, abstract = {The developments in game industry and service design have led to an increased use of so-called game mechanics to drive customer retention and engagement outside the realm of, what can traditionally be seen as, games. This act of enhancing services with game-like features has largely been coined as 'gamification'. The phenomenon has been thus far discussed atomically, without ties to existing literature on service marketing, to which the goals of gamification is strongly related to. This paper presents a definition for gamification from the perspective of service marketing and lays ground for future studies on gamification and marketing.}, booktitle = {Proceedings of the 2011 {ACM} {Conference} on {Human} {Factors} in {Computing} {Systems} ({Gamification} workshop)}, publisher = {Association for Computing Machinery}, author = {Huotari, Kai and Hamari, Juho}, year = {2011}, pages = {1--5} } @incollection{hamari_pelimekaniikat_2010-1, address = {Tampere}, title = {Pelimekaniikat osana ansaintalogiikkaa}, booktitle = {Pelitutkimuksen vuosikirja}, publisher = {University of Tampere}, author = {Hamari, Juho and Lehdonvirta, Vili}, year = {2010}, pages = {11--21} } @inproceedings{hamari_framework_2011, address = {Hilversum}, title = {Framework for designing and evaluating game achievements}, url = {http://www.digra.org/digital-library/publications/framework-for-designing-and-evaluating-game-achievements/}, abstract = {This paper presents a framework for evaluating and designing game design patterns commonly called as “achievements”. The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s).}, booktitle = {Proceedings of {DiGRA} 2011 {Conference}: {Think} {Design} {Play}}, publisher = {Digital Games Research Association}, author = {Hamari, Juho and Eranti, Veikko}, year = {2011}, pages = {1--20} } @incollection{hamari_pelillistaminen_2013, address = {Helsinki}, title = {Pelillistäminen}, booktitle = {Pelikasvattajan käsikirja}, publisher = {Mediakasvatus- ja kuvaohjelmakeskus}, author = {Hamari, Juho}, year = {2013}, pages = {115--117} } @inproceedings{hamari_perspectives_2011, address = {Vancouver}, title = {Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games}, url = {https://www.researchgate.net/publication/262261651_Perspectives_from_behavioral_economics_to_analyzing_game_design_patterns_loss_aversion_in_social_games}, abstract = {In this paper we show through examples from social games as to how theories and hypotheses from behavioral economics can explain the (un)wanted effects from certain game design patterns that have especially been utilized in social games. We propose that game design pattern literature and game design in general could greatly benefit from taking into account the theories that explain why the mechanics work. We exemplify this by presenting how behavioral economic biases related to the loss averse tendency of decision makers could explain the effects arising from some of the core game mechanics in social games. Loss aversion is one of the cornerstones of behavioral economics and prospect theory.}, booktitle = {Proceedings of the 2011 {ACM} {Conference} on {Human} {Factors} in {Computing} {Systems} ({Social} games workshop)}, publisher = {Association for Computing Machinery}, author = {Hamari, Juho}, year = {2011}, pages = {1--6} } @inproceedings{poyry_introduction_2020, address = {Maui}, title = {Introduction to the minitrack on mixed, augmented, and virtual reality: {Co}-designed services and applications}, url = {https://hdl.handle.net/10125/63924}, booktitle = {Proceedings of the 53rd {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Pöyry, Essi and Mattila, Osmo and Hamari, Juho and Holopainen, Jani}, year = {2020}, pages = {1509--1509} } @inproceedings{guillen-hanson_identifying_2016, address = {Düsseldorf}, title = {Identifying the strategic conditions to develop and strengthen sustainable social innovations as enablers of sustainable living through participatory processes}, url = {https://www.verbraucherforschung.nrw/sites/default/files/2017-10/DOI%2010.15501%20978-3-86336-918-7_6-guillen-hanson.pdf}, booktitle = {Proceedings of the 2nd {International} {Conference} on {Consumer} {Research}}, publisher = {Kompetenzzentrum Verbraucherforschung NRW}, author = {Guillen-Hanson, Georgina}, year = {2016}, pages = {62--83} } @article{aura_teaching_2021, title = {Teaching within a story: {Understanding} storification of pedagogy}, volume = {106}, url = {https://doi.org/10.1016/j.ijer.2020.101728}, abstract = {Storification is an emerging pedagogical technique, albeit research lacks the understanding of its benefits and detriments. This study examines a school in the US that has storified majority of their learning environment into various fictional and nonfictional worlds for students to learn in and for teachers to incorporate in their pedagogy. 11 educational staff and 79 students were interviewed, and classes were observed for 10 days to ground a theory of storified pedagogy. Storification, employed in physical learning environments and in teaching practices, supported pedagogy and decreased student misconduct at the school. Storified pedagogy empowered students through story morals and a sense of transportation, and enabled classrooms to turn into personalized spaces, enhancing the school experience and students’ academic performance.}, journal = {International Journal of Educational Research}, author = {Aura, Isabella and Hassan, Lobna and Hamari, Juho}, year = {2021}, pages = {101728} } @inproceedings{riar_use_2021, address = {Manoa}, title = {The use of augmented reality in retail: {A} review of literature}, url = {http://hdl.handle.net/10125/70689}, abstract = {Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual, haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally called Augmented Reality (AR) technologies. Today, the field of research focused on AR retail has evolved to mature enough state that an overview of the state-of-the-art, results and ways in which AR has been employed in research is needed. Therefore, in this study we conduct a systematic literature review of the academic corpus focused on AR retail. We report on how and where AR is employed in retail, what technological characteristics of AR are commonly analyzed as well as what potential psychological and behavioral outcomes AR is capable of evoking. Overall, AR is a technology with high potential for in-store and remote (online) shopping in terms of evoking both utilitarian and hedonic experiences.}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Riar, Marc and Korbel, Jakob J. and Xi, Nannan and Zarnekow, Rüdiger and Hamari, Juho}, year = {2021}, pages = {638--647} } @inproceedings{xi_effect_2021, address = {Manoa}, title = {The effect of operating in many realities on memory: {An} experiment on memory recognition in extended realities}, url = {http://hdl.handle.net/10125/71161}, abstract = {Extended reality (XR) such as VR and AR have been increasingly adopted across domains in cognitively challenging activities such as learning, shopping, and gaming among others. There are a few concerns about the inferior cognitive affordance of XR-mediated functioning, e.g., with respect to memory retention. For better understanding how different XR technologies influence memory performance (e.g., recognition), we examine the effects of VR and AR -mediation on the ability to remember (i.e., recognize afterward) text and image-based information based on a 2 × 2 between-subject experiment (n = 155). The results indicate that VR had a negative main effect on text-based information recognition but no effect on image-based information recognition. AR had no significant main effect on the recognition of either information types. Overall, the findings as further supported by the interaction effects analysis, suggest that for memory recognition, it is always best to have a fully physical (no-AR \& no-VR) or fully digital environment (AR \& VR) compared to having either VR or AR alone.}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Xi, Nannan and Chen, Juan and Gama, Filipe and Korkeila, Henry and Hamari, Juho}, year = {2021}, pages = {4486--4495} } @inproceedings{zimmer_introduction_2021, address = {Manoa}, title = {Introduction to the minitrack on streaming media in entertainment}, url = {http://hdl.handle.net/10125/70988}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Zimmer, Franziska and Törhönen, Maria and Fietkiewicz, Kaja and Hamari, Juho}, year = {2021}, pages = {3077--3078} } @inproceedings{hassan_introduction_2021, address = {Manoa}, title = {Introduction to the minitrack on engaging governance}, url = {http://hdl.handle.net/10125/70900}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hassan, Lobna and Thibault, Mattia and Harviainen, J. Tuomas and Hamari, Juho}, year = {2021}, pages = {2357--2357} } @inproceedings{poyry_introduction_2021, address = {Manoa}, title = {Introduction to the minitrack on mixed, augmented and virtual reality: {Services} and applications}, url = {http://hdl.handle.net/10125/70806}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Pöyry, Essi and Mattila, Osmo and Hamari, Juho and Holopainen, Jani}, year = {2021}, pages = {1611--1612} } @inproceedings{guillen_gamification_2021, address = {Manoa}, title = {Gamification of sustainable consumption: {A} systematic literature review}, url = {http://hdl.handle.net/10125/70775}, abstract = {As awareness about the need to shift current individual consumption practices towards more sustainable ones grows, broader sets of methods are being sought to encourage sustainable lifestyles, gamification being one of the most notorious due to its application via apps and other technology-related solutions. Building upon an intention-impact approach, this review used practice-theory to analyze academic literature addressing gamification approaches to shift individual consumption practices into more sustainable ones.}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Guillen, Georgina and Hamari, Juho and Quist, Jaco}, year = {2021}, pages = {1345--1354} } @inproceedings{harviainen_information_2021, address = {Manoa}, title = {Information protection in dark web drug markets research}, url = {http://hdl.handle.net/10125/71184}, abstract = {In recent years, there have increasingly been conflicting calls for more government surveillance online and, paradoxically, increased protection of the privacy and anonymity of individuals. Many corporations and groups globally have come under fire for sharing data with law enforcement agencies as well as for refusing to cooperate with said agencies, in order to protect their customers. In this study, we focus on Dark Web drug trading sites as an exemplary case of problematic areas of information protection, and ask what practices should be followed when gathering data from the Dark Web. Using lessons from an ongoing research project, we outline best practices for protecting the safety of the people under study on these sites without compromising the quality of research data gathering.}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Harviainen, J. Tuomas and Haasio, Ari and Ruokolainen, Teemu and Hassan, Lobna and Siuda, Piotr and Hamari, Juho}, year = {2021}, pages = {4673--4680} } @inproceedings{bujic_emotional_2021, address = {Manoa}, title = {Emotional response to extended realities: {The} effects of augmented and virtual technologies in a shopping context}, url = {http://hdl.handle.net/10125/70688}, abstract = {Extended reality (XR) technologies such as Augmented Reality (AR) and Virtual Reality (VR) are facing mixed expectations. XR is often touted to offer deeply engrossing experiences but it can also lead to cybersickness, disappointment, and frustration. Moreover, research has not kept pace with how these technologies may affect users' emotions. Therefore, to understand emotions in XR, this study employs a 2 (virtual: yes vs. no) ×2 (augmented: yes vs. no) between-subject experiment (N = 162) in the shopping context. Effects on emotions are assessed by measuring changes in emotional valence and examining them using Median Tests and exploratory data analysis. Results suggest that emotional responses in XR are similar to those in a physical store. However, there is an unexpected effect of the augmented experiences where negative emotions markedly vary. Implications are presented both for retail businesses and simulations, and emotionally engaging experiences such as immersive journalism and psychotherapy.}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Bujić, Mila and Xi, Nannan and Hamari, Juho}, year = {2021}, pages = {628--637} } @inproceedings{hamari_introduction_2021, address = {Manoa}, title = {Introduction to the minitrack on gamification}, url = {http://hdl.handle.net/10125/70770}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Hamari, Juho and Hassan, Lobna and Xi, Nannan}, year = {2021}, pages = {1304--1304} } @inproceedings{xiao_enhance_2021, address = {Manoa}, title = {Enhance {User} {Engagement} using {Gamified} {Ineternet} of {Things}}, url = {http://hdl.handle.net/10125/71200}, abstract = {Gamification is considered as a promising approach to enhance people’s engagement in many social or technical systems, thus is supposed to play an important role in future Internet of Everything (IoE). Although gamification elements have already been reported in various IoT research, there still lacks answers about how gamification may affect user engagement in IoT systems and through what paths. In present work, we are synthesizing and analyzing existing research efforts in these emerging fields to provide implications for future IoE development. The results are categorized into three dimensions by considering cognitive-behavioral outcome, procedural stage and population scale.}, booktitle = {Proceedings of the 54th {Hawaii} {International} {Conference} on {System} {Sciences}}, publisher = {University of Hawaii}, author = {Xiao, Ruowei and Wu, Zhanwei and Buruk, Oğuz T. and Hamari, Juho}, year = {2021}, pages = {4806--4815} } @article{salminen_empathizing_2021, title = {Empathizing with the end user: {Effect} of empathy and emotional intelligence on ideation}, url = {https://www.tandfonline.com/doi/full/10.1080/10400419.2020.1864164}, abstract = {Trait emotional intelligence and evoked empathy may help in a task where emotion-evoking source material is utilized to ideate solutions and services for the end-user. Participants of the current study read life stories of different persons, with perspective-taking instruction to evoke either high or low empathy. The reading was followed with ideation tasks, first identifying problems that the person of the story is facing, and then creating initial ideas for products or services to help with these problems. The perspective-taking empathy manipulation had an expected effect to the self-reported state empathy; however, it did not have an effect on the performance in the ideation tasks. Trait emotional intelligence was related to the detection of the problems and to the generating of more ideas. The results imply that emotional intelligence may be beneficial in ideation process where perspective of the customer or end user has to be considered.}, journal = {Creativity Research Journal}, author = {Salminen, Mikko and Hamari, Juho and Ravaja, Niklas}, month = jan, year = {2021}, pages = {1--11} } @incollection{thibault_anagenesis_2021, address = {New York}, title = {Anagenesis: {A} framework for gameful, playful and democratic future smart cities}, booktitle = {Organizational gamification: {Theories} and practices of ludified work in late modernity}, publisher = {Routledge}, author = {Thibault, Mattia and Buruk, Oğuz T. and Hassan, Lobna and Hamari, Juho}, year = {2021}, pages = {201--229} } @incollection{riar_gamification_2021, address = {New York}, title = {The gamification of enterprise cooperation: {A} cross-comparison of case studies}, booktitle = {Organizational gamification: {Theories} and practices of ludified work in late modernity}, publisher = {Routledge}, author = {Riar, Marc and Hamari, Juho and Zarnekow, Rüdiger}, year = {2021}, pages = {109--126} } @article{torhonen_streamers_2021, title = {Streamers: {The} new wave of digital entrepreneurship? {Extant} corpus and research agenda}, volume = {46}, url = {https://doi.org/10.1016/j.elerap.2020.101027}, abstract = {Video content creation by “amateur” private users has taken on professional (i.e. work) characteristics. The emergence of user-centric video sharing services (e.g. YouTube, Twitch, Mixer) has set the scene for the rise of micro-celebrities and influencers making video content creation a valuable source of income. The development of occupational and commercial elements within the activity has gained a significant amount of attention from the mainstream media but also from academic research. This paper presents a literature review that aims to examine the nature of the available literature (75 articles) on the occupational characteristics of video content creation. The literature review examines the development of research and terminology of this topic, the theoretical and conceptual frameworks utilized in the examined research, and how the elements of work have been examined and perceived in the examined literature. The results reveal an ongoing development of entrepreneurial aspects in the activity and highlight the need for further research on video content creation in a work context.}, journal = {Electronic Commerce Research and Applications}, author = {Törhönen, Maria and Giertz, Johann and Weiger, Welf H. and Hamari, Juho}, year = {2021}, pages = {101027} } @incollection{thibault_san_2021, address = {Wilmington}, title = {San {Francisco}, {Japan}: {Urban} cultural hybridizations in {Big} {Hero} 6 and {The} {Man} in the {High} {Castle}}, url = {https://vernonpress.com/book/1158}, abstract = {This chapter engages two fictional representations of a Japanese-like version of the city of San Francisco. Maybe because of its large Japanese community, Frisco has been reimagined and portrayed as a city occupied by Imperial Japan—after its counterfactual victory in World War II—in the TV series adaptation of The Man in The High Castle by Frank Spotniz (2015), and as the hybrid city “San Fransokyo” in the film adaptation of superhero comic Big Hero 6 (Hall \& Williams 2014). In order to analyze these two representations, the chapter offers some background on urban semiotics and on its methods, outlining how meaning-making and cultural changes influence the urban fabric. Subsequently, both fictional epresentations of Japanese San Francisco are analyzed, highlighting how the rich imaginary around Japaneseness present in the Western semiosphere has been used to produce a militaristic and colonial version of Japanese culture in The Man in the High Castle, and a completely different version, kawaii, technophile and nerdy, of the same culture in Big Hero 6. In the conclusions, the chapter proposes that these case studies can shed some light on the different and partial representations of Japan in the West, as well as on the different ways to represent cultural dynamic in an urban form.}, booktitle = {Western {Japaneseness}: {Intercultural} {Translations} of {Japan} in {Western} {Media}}, publisher = {Vernon Press}, author = {Thibault, Mattia}, editor = {Jacob, Frank and Surace, Bruno}, year = {2021}, pages = {71--88} } @incollection{ferri_cocreation_2020, address = {London}, title = {Cocreation and participation for designing sustainable playable cities}, url = {https://www.taylorfrancis.com/chapters/cocreation-participation-designing-sustainable-playable-cities-gabriele-ferri-mattia-thibault-judith-veenkamp/e/10.4324/9781003007760-14?context=ubx&refId=1e85539c-4fb2-41a8-8e95-978a6c255e2a}, booktitle = {Games and {Play} in the {Creative}, {Smart} and {Ecological} {City}}, publisher = {Routledge}, author = {Ferri, Gabriele and Thibault, Mattia and Veenkamp, Judith}, editor = {Leroke, Dale and Owens, Marcus}, year = {2020}, pages = {209--232} } @incollection{thibault_vrban-strategies_2020, address = {Rome}, title = {{VRBAN}-{Strategies} of representation and degrees of freedom in virtual cities}, abstract = {Smart Cities and Virtual Reality technologies are at the centre of many scientific and political discourses and are generally presented as among the major technological innovations of our time. This chapter aims to investigate the relationship between cities and VR and, in particular, how urban spaces are represented through VR technologies. This chapter, hence, presents an overview of the VR representations of urban spaces, both providing an overview of the current state of urban representation in virtual reality contexts and identifying the untapped semiotic and technological potential in building urban VR experiences. To do so, we utilized a scoping method in order to collect a representative depiction of the entire field. A total of 37 applications containing both games and non–game apps were documented and analysed, yielding classification of both the cities therein and the users’ roles relative to them. An interdisciplinary methodology focusing on the semiotics and affordances of the titles analysed, allowed us to create several concepts and typologies to engage VR spaces. Clear trends emerged from the analyses, indicating patterns in the interconnection of the purpose of the application, the presented city, and the presented user or citizen. However, considering the vast potential of digital environments, and immersive virtual reality in particular, it is dejecting to see that these applications are mostly simplistic and are far from utilizing all of the potential affordances of (digital) cities and of the ever–improving technology. With this potential in mind, we present this study as a starting point for enriching similar applications and several points for consideration depending on its type and purpose. Finally, possible future research directions that would delve deeper in different segments of the field are briefly noted.}, booktitle = {Meaning-{Making} in {Extended} {Reality}}, publisher = {Aracne editrice}, author = {Thibault, Mattia and Bujić, Mila}, editor = {Biggio, Federico and dos Santos, Victoria and Giuliana, Gianmarco}, year = {2020}, pages = {207--238} } @incollection{thibault_tlhlngan_2019, address = {Rome}, title = {Tlhlngan {maH}! ({We} are {Klingon}). {Conlang}, play and fandom in a ludicising world}, url = {http://www.aracneeditrice.it/index.php/pubblicazione.html?item=9788825529586}, booktitle = {Languagescapes: {Ancient} and artificial languages in today's culture}, publisher = {Aracne editrice}, author = {Thibault, Mattia}, editor = {Ponzo, Jenny and Thibault, Mattia and Idone Cassone, Vincenzo}, year = {2019}, pages = {99--111} } @incollection{thibault_controvirale_2019, address = {Roma}, title = {Controvirale: {Una} proposta per combattere la cattiva informazione online}, booktitle = {Digital {Education}, ricerche, pratiche ed esperienze nei mondi mediali}, publisher = {Aracne editrice}, author = {Thibault, Mattia}, year = {2019}, pages = {191--201} } @incollection{thibault_taming_2019, address = {Rome}, title = {Taming play: {A} map of play ideologies in the {West} and in {China}}, booktitle = {The {Fountain} and the {Waterfall}}, publisher = {Aracne editrice}, author = {Thibault, Mattia}, year = {2019}, pages = {329--344} } @incollection{thibault_semiotica_2019, address = {Rome}, title = {Semiotica e ludosemiotica urbana}, booktitle = {Il programma scientifico della semiotica}, publisher = {Aracne editrice}, author = {Thibault, Mattia}, year = {2019}, pages = {179--192} } @article{thibault_guerrilla_2018, title = {Guerrilla memory: {Street} art and play engraving the memory of martyrs in urban spaces}, doi = {https://doi.org/10.4399/978882552784121}, abstract = {This paper introduces the concept of guerrilla memory as a strategy for transmitting historical memory that: 1) makes use of unconventional communication techniques, 2) moves the space/time dedicated to the memory in everyday life and 3) focuses on a humanized take on the events, often embodied by one or more martyrs. The paper, after introducing this concept, offers background on the semiotic studies of urban spaces and memory, thereby delimiting a framework of analysis. This framework is then applied to several case studies: three dealing with street art (the murals dedicated to Giusepper Prono by Zerocalcare, the Stolpertein by the German artist Gunter Demning and the Memorial Bridge situated in Rijeka, Croatia) and three with games and play (the digital game September 12, the historical re–enactment of a Nazi raid in Venaria and the larp Ultimo Covo). The conclusions focus on how these systems offer several enticing and novel tools for the transmission of memory.}, number = {31-32}, journal = {Lexia}, author = {Thibault, Mattia and Opromolla, Antonio}, year = {2018}, pages = {457--482} } @inproceedings{altarriba_bertran_mesmer_2020, address = {Honolulu}, title = {{MESMER}: {Towards} a playful tangible tool for non-verbal multi-stakeholder conversations}, url = {https://doi.org/10.1145/3383668.3419872}, abstract = {In this paper we present MESMER, a work-in-progress tangible conversation tool for playful design. Our work extends the Otherworld Framework (OF) [7] for tangible tools by centering specifically on play as a conversation topic. Here we unpack how early experiments with OF motivated our work and describe the current iteration of the MESMER tool, which comprises persona cards, various boards, and a shared physical token. MESMER is inspired by our findings from early trials with OF: performative playful interaction promoted playful and divergent thinking; embodied non-verbal communication led to shared insights, the board's contents and structure helped scaffold conversations, a diversity of personas and narratives seemed desirable, and role-playing personas encouraged multi-stakeholder empathy. Our ongoing research aims to help designers and researchers to facilitate engaging, fruitful and inspiring conversations where diverse stakeholders can contribute to playful technology design.}, booktitle = {Extended {Abstracts} of the 2020 {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}}, publisher = {Association for Computing Machinery}, author = {Altarriba Bertran, Ferran and Börütecene, Ahmet and Buruk, Oğuz T. and Thibault, Mattia and Isbister, Katherine}, year = {2020}, pages = {168--172} } @article{guillen_gamification_2021-1, title = {Gamification of backcasting for sustainability: the development of the {Gameful} {Backcasting} {Framework} ({GAMEBACK})}, url = {https://doi.org/10.1016/j.jclepro.2021.126609}, abstract = {Considering how wicked problems, such as overconsumption, climate change, or the management of the COVID-19 pandemic rely on multiple stakeholder groups' deliberation, this study investigates gamification's potential in participatory backcasting processes to support the emergence and growth of social innovations towards sustainability. Gameful methodologies have progressively been introduced into strategic planning processes, futures research, and transition studies, offering a powerful approach to participatory backcasting processes. As gamification is a novel and impactful way to motivate and engage participants to take action during and after the participatory process, this study develops a framework for practitioners to gamify backcasting processes. Developed through state-of-the-art review of extant corpus as well as two cases of gamified participatory backcasting, the framework elucidates how participatory backcasting processes that introduce gamification elements designed to address engagement do have an impact on the participants, particularly in terms of the process being a positive, co-creative experience, and offer a good foundation for posterior actions.}, journal = {Journal of Cleaner Production}, author = {Guillen, Georgina and Quist, Jaco and Hamari, Juho}, year = {2021}, pages = {126609} } @incollection{weder_communicating_2021, address = {Wiesbaden}, title = {Communicating {Sustainable} {Consumption}}, url = {https://doi.org/10.1007/978-3-658-31883-3_15}, abstract = {The increasing growth of consumption indicates that communicating the need to transition towards more sustainable lifestyles has so far been ineffective. Therefore, it is necessary to reorient communication efforts in ways that allow to more effectively create, identify, validate, and share conditions to enable all societal actors to shift towards sustainable consumption patterns. The conditions to do so pertain to power relationships, ethics, culture, infrastructure and economics; all connected by the inherent notion of wellbeing, fulfillment of human needs, and sufficiency. This chapter discusses the particular challenges and potentials of communicating sustainable consumption. It is based on an extensive scoping process by an international working group (part of the Future Earth Knowledge Action Network – Systems of Sustainable Consumption and Production) that aimed at summarizing the current state of research on communicating sustainable consumption and the development of an agenda for future research and practice in this field. This chapter presents some of the key insights from this work.}, booktitle = {The {Sustainability} {Communication} {Reader}}, publisher = {Springer Fachmedien Wiesbaden}, author = {Guillen, Georgina and Vergragt, Philip and Fischer, Daniel}, editor = {Weder, Franzisca and Krainer, Larissa and Karmasin, Matthias}, year = {2021}, pages = {263--279} } @article{galeote_gamification_2021, title = {Gamification for climate change engagement: review of corpus and future agenda}, url = {http://iopscience.iop.org/article/10.1088/1748-9326/abec05}, abstract = {Both bottom-up and top-down initiatives are essential for addressing climate change effectively. These include initiatives aiming to achieve widespread behavioral change towards reduction of greenhouse gas emissions as well as pursuing education regarding adaptation measures. While awareness of the issue of climate change is now pervasive, and actions are being taken at all levels of society, there is still much to do if international goals are to be met. Games and gamification offer one approach to foster both behavioral change and education. In this paper, we investigate the state-of-the-art of game-based climate change engagement through a systematic literature review of 64 research outputs comprising 56 different gamified approaches. Our analysis of the literature reveals a trend of promising findings in this nascent and growing area of research, suggesting the potential to impact multiple engagement dimensions simultaneously, as well as create an engaging gameful experience. Overall, the corpus appears to offer a fruitful balance in foci between climate science, mitigation, and adaptation, as well as a variety of formats in game-based approaches (i.e. digital, analog, and hybrid). However, shortcomings were also observed, such as geographic and demographic imbalances and the short duration of interventions. The reviewed studies yield a large number of results indicating climate change engagement through gamification, especially in the form of cognitive engagement, affect towards climate change-related topics, and in-game behavioral engagement with others. Nevertheless, heterogeneity in terms of contexts, designs, outcomes, and methods, as well as limited rigor in research designs and reporting, hinders drawing overall conclusions. Based on our review, we provide guidelines regarding contexts, interventions, results, and research quality and internal validity for advancing the space of game-based interventions for climate change engagement.}, journal = {Environmental Research Letters}, author = {Fernández Galeote, Daniel and Rajanen, Mikko and Rajanen, Dorina and Legaki, Nikoletta Z. and Langley, David J. and Hamari, Juho}, year = {2021}, pages = {1--50} }
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