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

The DOI matches its Crossref record; 130 of the 132 references it cites were found in a registry or an index.

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

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

Overview

Integrity signals

Registry

Crossref · 10.1016/j.chb.2015.04.018

Cites

130 of 130 references verified0 citation errors · 0 not checkable

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Citations

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2 of the 132 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. Farzan, R., DiMicco, J. M., Millen, D. R., Brownholtz, B., Geyer, W., & Dugan, C. (2008a). When the experiment is over: Deploying an incentive system to all the users. In Symposium on persuasive technology, Aberdeen, Scotland, April 2008.
  2. 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 06.06.14.

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Metadata

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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