Postdoctoral Researcher / Researcher / Doctoral Researcher (gamification / VR, AR, MR / esports), 2-4 positions

Gamification Group (GG) at Faculty of information Technology and Communication Science, Tampere University (headed by Prof. Hamari) is internationally revered for seminal academic and societal contributions in the areas of novel technologies such as motivational information systems (e.g. gamification, game-based learning, quantified-self, persuasive technologies), internet...

The Esports Research Network (ERN) is here!

Esports, or competitive video gaming, is a major global phenomenon (est. revenue at $1.1bn, audience at 495m) that has developed from the internet cafes of the 90’s into a billion dollar industry that fills some of the largest stadiums in the world; there have even...

What is esports betting?

As with almost every aspect of daily life, the global coronavirus pandemic caused massive disruption to the professional sporting calendar; it is only within the last few days and weeks that competitive play has begun to return, albeit in fits and starts. The suspension of...

Esports Final Report

Click here to access the permanent Tampere University repository for the report. Download the report directly here: Esports Project Report During the past five years, the activity of watching others play competitive video games has seen a tremendous amount of growth. According to popular estimates, esports has...

Social motivations of live-streaming viewer engagement on Twitch

Image Source: https://screenrant.com/twitch-streaming-service-down-outage/ Live-streaming is an interactive form of internet-based multi- media entertainment that has grown rapidly in popularity world- wide since 2011. Live-streaming has become so popular that, in some cases, there are more people watching others do activities, such as play computer games, than doing...