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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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
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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
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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
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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.
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