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Cited by 675

The DOI matches its Crossref record; 11 of the 11 references it cites were found in a registry or an index.

Do badges increase user activity? A field experiment on the effects of gamification

Hamari, Juho·2017·Computers in Human Behavior

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Citations

Cites

Show all 11 references

Research works printed but not linked: 32

  1. Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-play games: Professionals’ perspectives. In Proceedings of Nordic Digra 2014, Gotland, Sweden. · DOI
  2. Cialdini, 2001, Harnessing the science of persuasion, Harvard Business Review, 79, 72
  3. Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 763–772). Paris, France, April 27–May 2, 2013, ACM Press, New York, NY. · DOI
  4. Domínguez, 2013, Gamifying learning experiences: Practical implications and outcomes, Computers and Education, 63, 380, 10.1016/j.compedu.2012.12.020 · DOI
  5. Electronic Entertainment Design and Research (2007). EEDAR study shows more achievements in games leads to higher review scores. <http://www.eedar.com/News/Article.aspx?id=9> (Accessed 2011).
  6. Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W. & Brownholtz, E. A. (2008). Results from deploying a participation incentive mechanism within the enterprise. In Proceedings of CHI, Florence, Italy, April 5–10, 2008, pp. 563–572. · DOI · Paper page
  7. Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011). Orientation passport: Using gamification to engage university students. In Proceedings of the 23rd Australian computer-human interaction conference (pp. 122–125). ACM. · DOI
  8. Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In Learning and teaching in computing and engineering (LaTiCE) (pp. 47–54). Macau, March 21–14, 2013. IEEE. · DOI
  9. Hamari, 2013, Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service, Electronic Commerce Research and Applications, 12, 236, 10.1016/j.elerap.2013.01.004 · DOI · Paper page
  10. Hamari, 2015, Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment, International Journal of Information Management, 35, 299, 10.1016/j.ijinfomgt.2015.01.007 · DOI · Paper page
  11. Hamari, J., Eranti, V., 2011. Framework for designing and evaluating game achievements. In Proceedings of digra 2011 conference: Think design play, Hilversum, Netherlands, September 14–17. · DOI
  12. Hamari, J., & Koivisto, J., (2013). Social motivations to use gamification: An empirical study of gamifying exercise. In Proceedings of the 21st European conference on information systems, Utrecht, Netherlands, June 5–8, 2013.
  13. Hamari, J., Koivisto, J., & Pakkanen, T. (2014a). Do persuasive technologies persuade? – A review of empirical studies. In Spagnolli, A. et al. (Eds.), Persuasive technology, LNCS 8462 (pp. 118–136). Springer International Publishing Switzerland. · DOI
  14. Hamari, 2014, Measuring flow in gamification: Dispositional flow scale-2, Computers in Human Behavior, 40, 133, 10.1016/j.chb.2014.07.048 · DOI · Paper page
  15. Hamari, 2010, Game design as marketing: How game mechanics create demand for virtual goods, International Journal of Business Science and Applied Management, 5, 14, 10.69864/ijbsam.5-1.48 · DOI · Paper page
  16. Hirschman, 1982, Hedonic consumption: Emerging concepts, methods and propositions, Journal of Marketing, 46, 92, 10.1177/002224298204600314 · DOI · Paper page
  17. Huotari K., & Hamari, J. (2012). Defining gamification – A service marketing perspective. In Proceedings of the 16th international Academic Mindtrek conference (pp. 17–22). Tampere, Finland, October 3–5, 2012. ACM, New York, NY, USA. · DOI · Paper page
  18. IEEE (2014). Everyone’s a gamer – IEEE experts predict gaming will be integrated into more than 85 percent of daily tasks by 2020. <http://www.ieee.org/about/news/2014/25_feb_2014.html> (Accessed 07.05.14).
  19. Jakobsson, 2011, The achievement machine: Understanding Xbox 360 achievements in gaming practices, Game Studies, 11, 1
  20. Katz, 1985, Network externalities, competition, and compatibility, The American Economic Review, 75, 424
  21. Klein, 1999, Goal Commitment and the goal setting process: Conceptual clarification and empirical synthesis, Journal of Applied Psychology, 84, 885, 10.1037/0021-9010.84.6.885 · DOI · Paper page
  22. Koivisto, 2014, Demographic differences in perceived benefits from gamification, Computers in Human Behavior, 35, 179, 10.1016/j.chb.2014.03.007 · DOI · Paper page
  23. Ling, 2005, Using social psychology to motivate contributions to online communities, Journal of Computer-Mediated Communication, 10, 10.1111/j.1083-6101.2005.tb00273.x · DOI · Paper page
  24. Malone, 1981, Toward a theory of intrinsically motivating instruction, Cognitive Science, 5, 333
  25. Martocchio, 1992, Effects of feedback and cognitive playfulness on performance in microcomputer software training, Personnel Psychology, 45, 553, 10.1111/j.1744-6570.1992.tb00860.x · DOI · Paper page
  26. Montola, M., Nummenmaa, T., Lucerano, A., Boberg, M., & Korhonen, H. (2009). Applying game achievement systems to enhance user experience in a photo sharing service. In Proceedings of the 13th international academic mindtrek conference: Everyday life in the Ubiquitous Era (pp. 94–97). Tampere, Finland, September 30–October 2, 2009. · DOI
  27. Paavilainen, 2013, Social network games: Players’ perspectives, Simulation and Gaming, 44, 794, 10.1177/1046878113514808 · DOI
  28. Van de Ven, 2011, The envy premium in product evaluation, Journal of Consumer Research, 37, 984, 10.1086/657239 · DOI
  29. van der Heijden, 2004, User acceptance of hedonic information systems, MIS Quarterly, 28, 695, 10.2307/25148660 · DOI · Paper page
  30. Webster, 1992, Microcomputer playfulness: Development of a measure with workplace implications, MIS Quarterly, 16, 201, 10.2307/249576 · DOI · Paper page
  31. Yee, 2006, Motivations for play in online games, CyberPsychology and Behavior, 9, 772, 10.1089/cpb.2006.9.772 · DOI
  32. Zaichkowsy, 1994, The personal involvement inventory: Reduction, revision, and application to advertising, Journal of Advertising, 23, 59, 10.1080/00913367.1943.10673459 · DOI · Paper page

Cited by

Metadata

Authors
Hamari, J.
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2017-06
Volume
71
Pages
469-478
ISSN
0747-5632 (ISSN-L)
OpenAlex
W2121188597
Cited by
675
References
11
FWCI
111.60
Type
journal article
Language
en
Open access
closed
Licence
  • www.elsevier.com/tdm/userlicense/1.0/ (tdm)
  • www.elsevier.com/legal/tdmrep-license (tdm)

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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.