How is Gamification perceived at the work-floors?

Recently, gamification has been increasingly researched and applied in many occupational environments, including those related to the production and distribution of goods around the globe. Existing research on gamification at these work-floor operations has mainly focused on its application towards enhancing employee efficiency and competence,...

Postdoctoral Research Fellow/Researcher/Doctoral Researcher (Gamification, Games, Extended Reality, Human-Computer Interaction) in Flagship Forest-Human-Machine Interplay (UNITE), 4-6 positions

Tampere University and Tampere University of Applied Sciences create a unique environment for multidisciplinary, inspirational and high-impact research and education. Our universities community has its competitive edges in technology, health and society www.tuni.fi/en The openings are positioned in the Forest-Human-Machine Interplay (UNITE) Flagship’s work package on Gameful...

Gamification Group in 54th Hawaii International Conference on System Science with collaborations in 6 papers and 4 tracks

The year has started with great news for us! Gamification Group in 54th Hawaii International Conference on System Science (HICSS) represents with collaborations in 6 papers and 4 tracks, e.g. in the areas of XR and gamification: Papers: Bujić, M., Xi, N., & Hamari, J. (2021). Emotional...

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...

Archetypes of Gamification: Analysis of mHealth Apps

Following the proliferation of smartphones and other smart devices into people’s everyday lives during the last decade, mobile application stores provide users with a plethora of different health-related mobile applications (mHealth apps). In such mHealth apps, gamification presents itself as a promising approach to increase...