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
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In the citing paper
“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)
In the citing paper
“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
In the citing paper
“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
In the citing paper
“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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2 of the 132 references couldn’t be matched to a known paper.
Research works printed but not linked: 2
- 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.
- 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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Gestão e Desenvolvimento, n. 27 (2019)
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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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