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...

Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers

The development of digital technology and the information society has had a significant impact on our working environments and cultures. Technology has advanced our work and communication practices beyond the borders of physical location, but has also provided us with the ability to introduce work...

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...