Cited by 473Educational Games and GamificationTechnology Adoption and User BehaviourInnovative Human-Technology Interaction

“Working out for likes”: An empirical study on social influence in exercise gamification

Hamari, Juho, Koivisto, Jonna·2015·Computers in Human Behavior

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Crossref · 10.1016/j.chb.2015.04.018

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130 of 130 references verified0 citation errors · 0 not checkable

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  • Hamari and Koivisto (2015) found rewards in the form of points and achievements to be associated with improvements in desire to exercise.

    “Hamari and Koivisto (2015) found rewards in the form of points and achievements to be associated with improvements in desire to exercise.”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Hamari and Koivisto (2015)

  • Social interaction was found to increase user experiences of fun and motivation in moderating alcohol consumption, to have a positive influence on physical activity, and on flourishing mental health.

    “Social Interaction was also commonly employed as a means to engage users and was found to increase user experiences of fun and motivation in the context of moderating alcohol consumption (Boendermaker et al., 2015), to have a positive influence on physical activity (Juho Hamari and Koivisto, 2015, Maher et al., 2015, Spillers and Asimakopoulos, 2014) and flourishing mental health (Hall et al., 201”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Juho Hamari and Koivisto, 2015

  • There is evidence to suggest that social influence may play a key role in the influence of gamification on willingness to exercise.

    “There is also evidence to suggest that social influence may play a key role in the influence of gamification on willingness to exercise (Juho Hamari and Koivisto, 2015).”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Juho Hamari and Koivisto, 2015

  • Hamari and Koivisto (2015) found a positive impact of social norms and recognition providing support for self-determination theory in terms of relatedness of social influence.

    “Hamari and Koivisto (2015) found a positive impact of social norms and recognition providing support for self-determination theory in terms of relatedness of social influence.”

    From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Hamari and Koivisto (2015)

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Authors
Hamari, J., & Koivisto, J.
Affiliations
Tampere University (FI)
Corresponding author
Koivisto, Jonna
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2015-09
Volume
50
Pages
333-347
ISSN
0747-5632 (ISSN-L)
OpenAlex
W2009546847
Cited by
473
References
132
Citations by year
2026: 27 · 2025: 38 · 2024: 40 · 2023: 50 · 2022: 50 · 2021: 59 · 2020: 59 · 2019: 50 · 2018: 41 · 2017: 35 · 2016: 18 · 2015: 6
FWCI
84.21
Type
journal article
Language
en
Open access
closed
Locations
Computers in Human Behavior (publishedVersion)
Funders
  • Finnish Cultural Foundation
  • Finnish Funding Agency for Innovation
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
social influence, gamification, social recognition, reciprocity, technology adoption, subjective norms, network effects, exercise motivation, habit maintenance, social networks

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