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
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
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)
Citations
Cites
Evaluating structural equation models with unobservable variables and measurement error
Fornell, C., & Larcker, D. F. (1981) · Journal of Marketing Research · doi:10.1177/002224378101800104 · Cited by 109,190
The theory of planned behavior
Ajzen, I. (1991) · Organizational Behavior and Human Decision Processes · doi:10.1016/0749-5978(91)90020-t · Cited by 90,587
Podsakoff, P. M., MacKenzie, S. B., Lee, J.-Y., & Podsakoff, N. P. (2003) · Journal of Applied Psychology · doi:10.1037/0021-9010.88.5.879 · Cited by 82,194
Perceived usefulness, perceived ease of use, and user acceptance of information technology
Davis, F. D. (1989) · MIS Quarterly · doi:10.2307/249008 · Cited by 68,483
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
User Acceptance of Information Technology: Toward A Unified View1
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003) · MIS Quarterly · doi:10.2307/30036540 · Cited by 45,035
Structural equation modeling in practice: A review and recommended two-step approach
Anderson, J. C., & Gerbing, D. W. (1988) · Psychological Bulletin · doi:10.1037/0033-2909.103.3.411 · Cited by 41,941
(1975) · PhilPapers (PhilPapers Foundation) · Cited by 36,737
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210
User Acceptance of Computer Technology: A Comparison of Two Theoretical Models
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989) · Management Science · doi:10.1287/mnsc.35.8.982 · Cited by 25,709
A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies
Venkatesh, V., & Davis, F. D. (2000) · Management Science · doi:10.1287/mnsc.46.2.186.11926 · Cited by 23,066
Pls-Sem: indeed a silver bullet
Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011) · Journal of Marketing Theory and Practice · doi:10.2753/mtp1069-6679190202 · Cited by 21,631
Social network sites: definition, history, and scholarship
boyd, D. M., & Ellison, N. B. (2007) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2007.00393.x · Cited by 16,251
Psychometric theory (2nd ed.).
Sitgreaves, R. (1979) · Contemporary Psychology · doi:10.1037/018882 · Cited by 14,384
The norm of reciprocity: A preliminary statement
Gouldner, A. W. (1960) · American Sociological Review · doi:10.2307/2092623 · Cited by 12,001
(1979) · Medical Entomology and Zoology · Cited by 11,252
Ellison, N. B., Steinfield, C., & Lampe, C. (2007) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2007.00367.x · Cited by 9,939
Understanding Information Systems Continuance: An Expectation-Confirmation Model1
Bhattacherjee, A. (2001) · MIS Quarterly · doi:10.2307/3250921 · Cited by 8,767 · cited 3×
“In the context of continued use intention (Bhattacherjee, 2001), it reflects the satisfaction of the user with the system in question, and his or her willingness to recommend the service to other people (Cheung & Thadani, 2012; Kim & Son, 2009; Srinivasan, Anderson, & Ponnavolu, 2002).”
BackgroundFrom game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
LISREL 7 : user's reference guide
Jöreskog, K. G., & Sörbom, D. (1989) · Medical Entomology and Zoology · Cited by 6,783
Modern Methods for Business Research
(1998) · doi:10.4324/9781410604385 · Cited by 6,534
Chin, W. W., Marcolin, B. L., & Newsted, P. R. (2003) · Information Systems Research · doi:10.1287/isre.14.2.189.16018 · Cited by 6,479
Social Influence: Compliance and Conformity
Cialdini, R. B., & Goldstein, N. J. (2004) · Annual Review of Psychology · doi:10.1146/annurev.psych.55.090902.142015 · Cited by 6,077
Network Externalities, Competition, and Compatibility
Katz, M. L. (1985) · American Economic Review · Cited by 6,052
Developmental sequence in small groups.
Tuckman, B. W. (1965) · Psychological Bulletin · doi:10.1037/h0022100 · Cited by 5,778
Hedonic Consumption: Emerging Concepts, Methods and Propositions
Hirschman, E. C., & Holbrook, M. B. (1982) · Journal of Marketing · doi:10.1177/002224298204600314 · Cited by 5,616
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
Self-citationBock, Zmud, R. W., Kim, Y., & Lee, J.-N. (2005) · MIS Quarterly · doi:10.2307/25148669 · Cited by 4,474
The Theory of Planned Behaviour
Conner, M. T., & McMillan, B. (2004) · Research Explorer (The University of Manchester) · Cited by 4,462
Liang, H., Saraf, N., Hu, Q., & Xue, Y. (2007) · MIS Quarterly · doi:10.2307/25148781 · Cited by 3,921
User Acceptance of Hedonic Information Systems1
van der Heijden, H. (2004) · MIS Quarterly · doi:10.2307/25148660 · Cited by 3,850
Compliance, identification, and internalization three processes of attitude change
Kelman, H. C. (1958) · Journal of Conflict Resolution · doi:10.1177/002200275800200106 · Cited by 3,830
Chiu, C., Hsu, M., & Wang, E. T. G. (2006) · Decision Support Systems · doi:10.1016/j.dss.2006.04.001 · Cited by 3,330
Motivations for Play in Online Games
Yee, N. (2006) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9.772 · Cited by 2,939
Specious reward: A behavioral theory of impulsiveness and impulse control.
Ainslie, G. (1975) · Psychological Bulletin · doi:10.1037/h0076860 · Cited by 2,708
Pavlou, P. A., & Fygenson, M. (2006) · MIS Quarterly · doi:10.2307/25148720 · Cited by 2,685
Pavlou, P. A., Liang, H., & Xue, Y. (2007) · MIS Quarterly · doi:10.2307/25148783 · Cited by 2,646
Customer loyalty in e-commerce: an exploration of its antecedents and consequences
Srinivasan, S. S., Anderson, R. E., & Ponnavolu, K. (2002) · Journal of Retailing · doi:10.1016/s0022-4359(01)00065-3 · Cited by 2,477
Dholakia, U. M., Bagozzi, R. P., & Klein, L. R. (2004) · International Journal of Research in Marketing · doi:10.1016/j.ijresmar.2003.12.004 · Cited by 2,243
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189
Why do people play on-line games? An extended TAM with social influences and flow experience
Hsu, C., & Lu, H. (2003) · Information & Management · doi:10.1016/j.im.2003.08.014 · Cited by 2,099
Different Strokes from Different Folks: Community Ties and Social Support
Wellman, B., & Wortley, S. (1990) · American Journal of Sociology · doi:10.1086/229572 · Cited by 2,047
The impact of electronic word-of-mouth communication: A literature analysis and integrative model
Cheung, C. M. K., & Thadani, D. R. (2012) · Decision Support Systems · doi:10.1016/j.dss.2012.06.008 · Cited by 2,005
Statistical Strategies for Small Sample Research
Hoyle, R. H. (1999) · Cited by 1,896
Anderson, J. C., & Gerbing, D. (1984) · Psychometrika · doi:10.1007/bf02294170 · Cited by 1,775
Hsu, C., & Lin, J. C. (2008) · Information & Management · doi:10.1016/j.im.2007.11.001 · Cited by 1,749
Lin, K.-Y., & Lu, H.-P. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2010.12.009 · Cited by 1,616
Online social networks: Why do students use facebook?
Cheung, C. M. K., Chiu, P.-Y., & Lee, M. K. O. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2010.07.028 · Cited by 1,501
A theory of reasoned action: some applications and implications.
Fishbein, M. (1980) · PubMed · Cited by 1,354
From Game Design Elements to Gamefulness: Defining “Gamification”
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011) · IT University Of Copenhagen (IT University of Copenhagen) · Cited by 1,341
STRUCTURAL EQUATION MODELS WITH UNOBSERVABLE VARIABLES AND MEASUREMENT ERROR
Fornll, C., & Larcker, D. F. (1981) · Cited by 1,165
Microcomputer Playfulness: Development of a Measure With Workplace Implications
Webster, J., & Martocchio, J. J. (1992) · MIS Quarterly · doi:10.2307/249576 · Cited by 1,153
Lewis, Agarwal, & Sambamurthy, V. (2003) · MIS Quarterly · doi:10.2307/30036552 · Cited by 1,121
E-Commerce Product Recommendation Agents: Use, Characteristics, and Impact1
Xiao, B., & Benbasat, I. (2007) · MIS Quarterly · doi:10.2307/25148784 · Cited by 1,081
A social gamification framework for a K-6 learning platform
Simões, J. M. D. A. P., Redondo, R. P. D., & Vilas, A. F. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.007 · Cited by 954
Sociability and usability in online communities: Determining and measuring success
Preece, J. J. (2001) · Behaviour and Information Technology · doi:10.1080/01449290110084683 · Cited by 860
Demographic differences in perceived benefits from gamification
Koivisto, J., & Hamari, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.007 · Cited by 841
Self-citationLott, A., & Lott, B. (1965) · Psychological bulletin · doi:10.1037/h0022386 · Cited by 832
The Social Psychology of Group Cohesiveness: From Attraction to Social Identity
Hogg, M. A. (1992) · Medical Entomology and Zoology · Cited by 824
Do badges increase user activity? A field experiment on the effects of gamification
Hamari, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.03.036 · Cited by 779
Self-citationInternet self-efficacy and electronic service acceptance
Hsu, M., & Chiu, C. (2003) · Decision Support Systems · doi:10.1016/j.dss.2003.08.001 · Cited by 769
Why do people use gamification services?
Hamari, J., & Koivisto, J. (2015) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2015.04.006 · Cited by 748
Self-citationHamari, J. (2013) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2013.01.004 · Cited by 741
Self-citationHsieh, J. J. P.-A., Rai, A., & Keil, M. (2008) · MIS Quarterly · doi:10.2307/25148830 · Cited by 700
Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study
Cafazzo, J. A., Casselman, M., Hamming, N., Katzman, D. K., & Palmert, M. R. (2012) · Journal of Medical Internet Research · doi:10.2196/jmir.2058 · Cited by 676
An empirical study comparing gamification and social networking on e-learning
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.01.012 · Cited by 626
User Acceptance of Computer Technology
DavisFred, D., BagozziRichard, P., & WarshawPaul, R. (1989) · Management Science · doi:10.5555/2797314.2797319 · Cited by 620
A theoretical model of intentional social action in online social networks
Cheung, C. M. K., & Lee, M. (2010) · Decision Support Systems · doi:10.1016/j.dss.2009.12.006 · Cited by 614
Using Social Network Sites: The Effects of Playfulness, Critical Mass and Trust in a Hedonic Context
Sledgianowski, D., & Kulviwat, S. (2009) · Journal of Computer Information Systems · doi:10.1080/08874417.2009.11645342 · Cited by 568
Active Video Games to Promote Physical Activity in Children and Youth: A Systematic Review
Biddiss, E., & Irwin, J. (2010) · Archives of Pediatrics & Adolescent Medicine · doi:10.1001/archpediatrics.2010.104 · Cited by 562
Recent Advances in Causal Modeling Methods for Organizational and Management Research
Williams, L. J., Edwards, J. R., & Vandenberg, R. J. (2003) · Journal of Management · doi:10.1016/s0149-2063(03)00084-9 · Cited by 539
Understanding Online Community User Participation: A Social Influence Perspective
Zhou, T. (2011) · Internet Research · doi:10.1108/10662241111104884 · Cited by 538
Pfeil, U., Arjan, R., & Zaphiris, P. (2009) · Computers in Human Behavior · doi:10.1016/j.chb.2008.08.015 · Cited by 534
The effect of virtual achievements on student engagement
Denny, P. C. (2013) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2470654.2470763 · Cited by 500
Intrinsic Motivation in a New Light
Lindenberg, S. M. (2001) · Kyklos · doi:10.1111/1467-6435.00156 · Cited by 488
Carron, A. V., & Brawley, L. R. (2000) · Small Group Research · doi:10.1177/104649640003100105 · Cited by 453
Social commerce research: An integrated view
Zhou, L., Zhang, P., & Zimmermann, H. (2013) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2013.02.003 · Cited by 449
Terlutter, R., & Capella, M. L. (2013) · Journal of Advertising · doi:10.1080/00913367.2013.774610 · Cited by 448
Lin, H. (2008) · Information & Management · doi:10.1016/j.im.2008.08.002 · Cited by 445
Measuring flow in gamification: Dispositional Flow Scale-2
Hamari, J., & Koivisto, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.07.048 · Cited by 386
Self-citationBaker, R. K., & White, K. M. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2010.06.006 · Cited by 359 · cited 5×
“Furthermore, the number of people using a service has, indeed, been deemed important for services that are centred on social interaction (Baker & White, 2010; Lin & Lu, 2011; Sledgianowski & Kulviwat, 2009).”
BackgroundMethodResultInfluentialPlayer Types: A Meta-synthesis
Hamari, J., & Tuunanen, J. (2014) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v1i2.13 · Cited by 355
Self-citationTechnical opinionMotivational affordances
Zhang, P. (2008) · Communications of the ACM · doi:10.1145/1400214.1400244 · Cited by 354
Kim, S. S., & Son, J.-Y. (2009) · MIS Quarterly · doi:10.2307/20650278 · Cited by 339
Consumer Conformity: Review and Applications for Marketing Theory and Practice
Lascu, D., & Zinkhan, G. M. (1999) · The Journal of Marketing Theory and Practice · doi:10.1080/10696679.1999.11501836 · Cited by 338
The Gameful World: approaches, issues, applications
Alexander, S. (2015) · Ergonomics · doi:10.1080/00140139.2015.1067048 · Cited by 336
Lin, C., & Bhattacherjee, A. (2008) · International Journal of Electronic Commerce · doi:10.2753/jec1086-4415130103 · Cited by 322
Kim, S. S., & Son, J.-Y. (2009) · Journal of the Association for Information Systems · doi:10.5555/2017410.2017416 · Cited by 316
Lin, C., & Bhattacherjee, A. (2010) · Information Systems Journal · doi:10.1111/j.1365-2575.2007.00265.x · Cited by 283
Removing gamification from an enterprise SNS
Thom, J., Millen, D. R., & DiMicco, J. M. (2012) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/2145204.2145362 · Cited by 283
Christy, K. R., & Fox, J. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.05.005 · Cited by 276
Allam, A., Kostova, Z., Nakamoto, K., & Schulz, P. J. (2015) · Journal of Medical Internet Research · doi:10.2196/jmir.3510 · Cited by 274
Filsecker, M., & Hickey, D. T. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.02.008 · Cited by 273
Results from deploying a participation incentive mechanism within the enterprise
Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W., & Brownholtz, E. A. (2008) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1357054.1357145 · Cited by 258
Improving biotech education through gamified laboratory simulations
Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., & Sommer, M. O. A. (2014) · Nature Biotechnology · doi:10.1038/nbt.2955 · Cited by 243
A social recommender mechanism for e-commerce: Combining similarity, trust, and relationship
Li, Y.-M., Wu, C.-T., & Lai, C.-Y. (2013) · Decision Support Systems · doi:10.1016/j.dss.2013.02.009 · Cited by 239
The nature of social influence in groupthink: Compliance and internalization.
McCauley, C. R. (1989) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.57.2.250 · Cited by 237
Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment
Hakulinen, L., Auvinen, T., & Korhonen, A. (2013) · doi:10.1109/latice.2013.34 · Cited by 228
Framework for Designing and Evaluating Game Achievements
Hamari, J., & Eranti, V. (2011) · doi:10.26503/dl.v2011i1.545 · Cited by 222
Self-citationQuality through flow and immersion
Eickhoff, C., Harris, C. G., de Vries, A. P., & Srinivasan, P. (2012) · International ACM SIGIR Conference on Research and Development in Information Retrieval (SIGIR) · doi:10.1145/2348283.2348400 · Cited by 190
Çelik, H. E. (2011) · International Journal of Retail & Distribution Management · doi:10.1108/09590551111137967 · Cited by 167
Ipeirotis, P. G., & Gabrilovich, E. (2014) · International World Wide Web Conference (WWW) · doi:10.1145/2566486.2567988 · Cited by 165
HealthyTogether: exploring social incentives for mobile fitness applications
Chen, Y., & Pu, P. (2014) · Proceedings of the Second International Symposium of Chinese CHI · doi:10.1145/2592235.2592240 · Cited by 159
Jones, B. A., Madden, G. J., & Wengreen, H. J. (2014) · Preventive Medicine · doi:10.1016/j.ypmed.2014.04.015 · Cited by 155
Ortega, B. H., Gutiérrez, T. M., Sesé, F. J., & Urquizu, P. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.07.001 · Cited by 128
Lee, J. J., Ceyhan, P., Jordan-Cooley, W. C., & Sung, W. (2013) · Simulation & Gaming · doi:10.1177/1046878112470539 · Cited by 125
The Gameful World: Approaches, Issues, Applications
Walz, S. P., & Deterding, S. (2014) · Cited by 115
Mäntymäki, M., & Riemer, K. (2014) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2013.12.010 · Cited by 112
Effects of gamification on participation and data quality in a real-world market research domain
Cechanowicz, J., Gutwin, C., Brownell, B., & Goodfellow, L. (2013) · Proceedings of the First International Conference on Gameful Design, Research, and Applications · doi:10.1145/2583008.2583016 · Cited by 103
The norm of reciprocity as an internalized social norm: Returning favors even when no one finds out
Burger, J. M., Sanchez, J., Imberi, J. E., & Grande, L. R. (2008) · Social Influence · doi:10.1080/15534510802131004 · Cited by 101
Encouraging user participation in a course recommender system: An impact on user behavior
Farzan, R., & Brusilovsky, P. L. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2010.08.005 · Cited by 100
Riva, S., Camerini, A.-L., Allam, A., & Schulz, P. J. (2014) · Journal of Medical Internet Research · doi:10.2196/jmir.3474 · Cited by 96
Understanding online social support and its antecedents: A socio-cognitive model
Lin, C., & Bhattacherjee, A. (2009) · The Social Science Journal · doi:10.1016/j.soscij.2009.03.004 · Cited by 87
Hamari, J., Huotari, K., & Tolvanen, J. (2015) · The MIT Press eBooks · doi:10.7551/mitpress/9788.003.0009 · Cited by 84
Self-citationHsiao, C.-C., & Chiou, J. (2012) · Decision Support Systems · doi:10.1016/j.dss.2012.09.003 · Cited by 77
Increase Physical Fitness and Create Health Awareness through Exergames and Gamification
Brauner, P., Valdez, A. S. C., Schroeder, U., & Ziefle, M. (2013) · Lecture notes in computer science · doi:10.1007/978-3-642-39062-3_22 · Cited by 76
When tactical pronouncements of change become real change: The case of reciprocal persuasion.
Cialdini, R. B., Green, B. L., & Rusch, A. J. (1992) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.63.1.30 · Cited by 75
Gamification for Online Communities: A Case Study for Delivering Government Services
Bista, S. K., Nepal, ., Paris, C. L., & Colineau, N. (2014) · International Journal of Cooperative Information Systems · doi:10.1142/s0218843014410020 · Cited by 68
Convolutional Compressed Sensing Using Deterministic Sequences
Li, K., Gan, L., & Ling, C. (2012) · IEEE Transactions on Signal Processing · doi:10.1109/tsp.2012.2229994 · Cited by 65
Perceived critical mass and collective intention in social media-supported small group communication
Shen, X., Cheung, C. M. K., & Lee, M. (2013) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2013.04.005 · Cited by 64
Group Dynamics: Principles and Applications
Meltzer, L., & Bonner, H. (1961) · The American Journal of Psychology · doi:10.2307/1419849 · Cited by 56
Thorsteinsen, K., Vittersø, J., & Svendsen, G. B. (2014) · International Journal of Telemedicine and Applications · doi:10.1155/2014/746232 · Cited by 50
Stibe, A., B, H. O.-K. A., & Lehto, T. (2013) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2013.222 · Cited by 34
Tolmie, P., Chamberlain, A., & Benford, S. (2013) · Personal and Ubiquitous Computing · doi:10.1007/s00779-013-0755-y · Cited by 31
GAMIFICATION IS ALL ABOUT FUN: THE ROLE OF INCENTIVE TYPE AND COMMUNITY COLLABORATION
Lounis, S., Pramatari, K. C., & Theotokis, A. (2014) · Cited by 30
Elias, P. A., Rajan, N., Mcarthur, K., & Dacso, C. C. (2013) · Medicine 2 0 · doi:10.2196/med20.2014 · Cited by 28
The design and evaluation of a classroom exergame
Watson, D. K., Mandryk, R. L., & Stanley, K. G. (2013) · International Conference on Gameful Design, Research, and Applications (Gamification) · doi:10.1145/2583008.2583013 · Cited by 14
Exploring Social Accountability for Pervasive Fitness Apps
Chen, Y., Zhang, J., & Pu, P. (2014) · Ubiquitous Computing Systems · Cited by 11
Group Dynamics: Principles and Applications.
Hare, A. P., Bonner, H., & Stogdill, R. M. (1960) · American Sociological Review · doi:10.2307/2090007 · Cited by 10
Brauner, P., Calero Valdez, A., Schroeder, U., & Ziefle, M. (2013) · RWTH Publications (RWTH Aachen) · Cited by 8
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.
Cited by
Sorted by citations
The sharing economy: Why people participate in collaborative consumption
Hamari, J., Sjöklint, M., & Ukkonen, A. (2016) · Journal of the Association for Information Science and Technology · doi:10.1002/asi.23552 · Cited by 3,439
Self-citationThe Rise of Motivational Information Systems: A Review of Gamification Research
Koivisto, J., & Hamari, J. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.10.013 · Cited by 2,229
Self-citationHamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.045 · Cited by 1,713
Self-citationGamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237
A definition for gamification: anchoring gamification in the service marketing literature
Huotari, K., & Hamari, J. (2016) · Electronic Markets · doi:10.1007/s12525-015-0212-z · Cited by 1,284
Self-citation
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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review