The DOI matches its Crossref record; 28 of the 28 references it cites were found in a registry or an index.
Player Types: A Meta-synthesis
Open accessAbstract
This paper investigates different ways in which players have been typified in past research literature in order to distinguish relevant typologies for further research as well as for designing and marketing of games. The goal is to synthesize the results of various studies and to find the prevailing concepts, compare them, and draw implications to further studies. The research process for this study proceeded from a literature search, to author-centric (Webster & Watson 2002) identification and categorization of previous works based on the established larger factors such as demographic, psychographic and behavioral variables. The previous works on player typologies were further analyzed using concept-centric approach and synthesized according to common and repeating factors in the previous studies. The results indicate that player types in previous literature can be synthesized into seven primary dimensions: Intensity, Achievement, Exploration, Sociability, Domination, Immersion and In-game demographics.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
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?
The cited source says what the claim attributes to it.
In the citing paper
“These might be geographic, demographic, psychographic or behavioral (Hamari & Tuunanen, 2014, p. 31).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari & Tuunanen, 2014, p. 31
The cited source says what the claim attributes to it.
In the citing paper
“Hamari and Tuunanen (2014) review the field of player typologies and synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination and immersion.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari and Tuunanen, 2014
The cited source says what the claim attributes to it.
In the citing paper
“Fortunately, research into player types did not stop with applications of Bartle's model.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari and Tuunanen, 2014
The cited source says what the claim attributes to it.
In the citing paper
“Hamari and Tuunanen (2014) review the field of player typologies and synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination and immersion.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari and Tuunanen, 2014
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Psychometric theory (2nd ed.).
Sitgreaves, R. (1979) · Contemporary Psychology · doi:10.1037/018882 · Cited by 14,384
Analyzing the Past to Prepare for the Future: Writing a Literature Review
Webster, J., & Watson, R. T. (2002) · MIS Quarterly · doi:10.2307/4132319 · Cited by 7,449
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-citationMotivations for Play in Online Games
Yee, N. (2006) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9.772 · Cited by 2,939
Huotari, K., & Hamari, J. (2012) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/2393132.2393137 · Cited by 1,343
Self-citationYee, N. (2006) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.15.3.309 · Cited by 1,276
Meta‐synthesis method for qualitative research: a literature review
Walsh, D., & Downe, S. (2005) · Journal of Advanced Nursing · doi:10.1111/j.1365-2648.2005.03380.x · Cited by 1,246
A casual revolution: reinventing video games and their players
(2010) · Choice Reviews Online · doi:10.5860/choice.47-6689 · Cited by 885
Hamari, J. (2013) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2013.01.004 · Cited by 741
Self-citationFrom Tree House to Barracks: The Social Life of Guilds in World of Warcraft
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006) · Games and Culture · doi:10.1177/1555412006292616 · Cited by 659
Research works printed but not linked: 3
- Hamari, J. "Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games." In Proceedings of the Social Games Workshop, CHI2011. Vancouver, Canada, May 7-12, 2011.
- Kotler, P., & Keller, K. Marketing Management (Twelfth Edition). NJ: Prentice Hall, 2006.
- Lazzaro, N. (2004). "Why We Play Games: Four Keys to More Emo- tion Without Story." In Game Developers Conference. San Jose, USA, March 22-26, 2004.
Cited by
Sorted by citations
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-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-citationA 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-citationWhat Is eSports and Why Do People Watch It?
Hamari, J., & Sjöblom, M. (2017) · Internet Research · doi:10.1108/intr-04-2016-0085 · Cited by 1,119
Self-citationDemographic 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-citationDo 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-citationWhy 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-citationXi, N., & Hamari, J. (2019) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.12.002 · Cited by 712
Self-citationGamification User Types Hexad Scale
Tondello, G. F., Wehbe, R. R., Diamond, L. M., Busch, M., Marczewski, A., & Nacke, L. E. (2016) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1037/t9999-98544-000 · Cited by 679
Serious Games and Gamification for Mental Health: Current Status and Promising Directions
Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., Lucassen, M., Lau, H. M., Pollmuller, B., & Hetrick, S. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00215 · Cited by 582
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
Deterding, S. (2015) · Human–Computer Interaction · doi:10.1080/07370024.2014.993471 · Cited by 525
“Working out for likes”: An empirical study on social influence in exercise gamification
Hamari, J., & Koivisto, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.018 · Cited by 473
Self-citationDoes gamification affect brand engagement and equity? A study in online brand communities
Xi, N., & Hamari, J. (2020) · Journal of Business Research · doi:10.1016/j.jbusres.2019.11.058 · Cited by 497
Self-citationWhy do people play games? A meta-analysis
Hamari, J., & Keronen, L. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2017.01.006 · Cited by 368
Self-citationMeasuring 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-citationLegaki, N.-Z., Xi, N., Hamari, J., Karpouzis, K. C., & Assimakopoulos, V. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102496 · Cited by 437
Self-citationGamified crowdsourcing: Conceptualization, literature review, and future agenda
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2017.04.005 · Cited by 333
Self-citationWhy do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment
Hamari, J. (2015) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2015.01.007 · Cited by 305
Self-citationEnhancing student learning experience with technology-mediated gamification: An empirical study
Tsay, C. H., Kofinas, A., & Luo, J. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.01.009 · Cited by 323
Why do players buy in-game content? An empirical study on concrete purchase motivations
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.045 · Cited by 279
Self-citationMorschheuser, B., Hamari, J., & Maedche, A. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.10.001 · Cited by 256
Self-citationHamari, J., Malik, A. N., Koski, J., & Johri, A. (2018) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2018.1497115 · Cited by 208
Self-citationEmpirical validation of the Gamification User Types Hexad scale in English and Spanish
Tondello, G. F., Mora, A., Marczewski, A., & Nacke, L. E. (2019) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.10.002 · Cited by 185
“In this way, and similar to other typologies, the Hexad user types should be understood as an archetypical categorization, where the types represent users for whom certain motivations are stronger than others (Hamari and Tuunanen, 2014).”
BackgroundElements of Gameful Design Emerging from User Preferences
Tondello, G. F., Mora, A., & Nacke, L. E. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3116595.3116627 · Cited by 195
Hamari, J., Hanner, N., & Koivisto, J. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2016.09.004 · Cited by 177
Self-citationThe effects of player type on performance: A gamification case study
Lopez, C. E., & Tucker, C. S. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.10.005 · Cited by 213
Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.08.026 · Cited by 177
Self-citationWhy do people buy virtual goods: A meta-analysis
Hamari, J., & Keronen, L. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.01.042 · Cited by 176
Self-citationThe effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Oliveira, W., Hamari, J., Joaquim, S., Toda, A. M., Palomino, P. T., Vassileva, J., & Isotani, S. (2022) · Smart Learning Environments · doi:10.1186/s40561-022-00194-x · Cited by 213
Self-citationHamari, J. (2019) · Wiley eBooks · doi:10.1002/9781405165518.wbeos1321 · Cited by 166
Self-citationHamari, J., Hassan, L., & Dias, A. (2018) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-018-9200-2 · Cited by 143
Self-citationDigital Game Dynamics Preferences and Player Types
Vahlo, J., Kaakinen, J. K., Holm, S. K., & Koponen, A. (2017) · Journal of Computer-Mediated Communication · doi:10.1111/jcc4.12181 · Cited by 112
Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013) · Simulation & Gaming · doi:10.1177/1046878113514808 · Cited by 105
Self-citationKüpper, D. M., Klein, K., & Völckner, F. (2019) · Human Resource Management Review · doi:10.1016/j.hrmr.2019.04.002 · Cited by 108
Gamification for behavior change: A scientometric review
Bassanelli, S., Vasta, N., Bucchiarone, A., & Marconi, A. (2022) · Acta Psychologica · doi:10.1016/j.actpsy.2022.103657 · Cited by 110
Play it again: how game-based learning improves flow in Accounting and Marketing education
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2019) · Accounting Education · doi:10.1080/09639284.2019.1647859 · Cited by 94
Management dynamics in the knowledge economy
Amelio, S. (2016) · Cited by 88
Marcucci, E., Gatta, V., & Pira, M. L. (2018) · Transportation Research Part A Policy and Practice · doi:10.1016/j.tra.2018.08.028 · Cited by 87
Recommender Systems for Personalized Gamification
Tondello, G. F., Orji, R., & Nacke, L. E. (2017) · ACM Conference on User Modeling, Adaptation and Personalization (UMAP) · doi:10.1145/3099023.3099114 · Cited by 92
A Theory of Gamification Principles Through Goal-Setting Theory
Tondello, G. F., Premsukh, H., & Nacke, L. E. (2018) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2018.140 · Cited by 84
Let’s play! Gamification as a marketing tool to deliver a digital luxury experience
Milanesi, M., Guercini, S., & Runfola, A. (2022) · Electronic Commerce Research · doi:10.1007/s10660-021-09529-1 · Cited by 79
A Design Framework for Adaptive Gamification Applications
Böckle, M., Micheel, I., Bick, M., & Novak, J. (2018) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2018.151 · Cited by 79
The examination of the gamification process in undergraduate education: a scale development study
Baydaş, Ö., & Cicek, M. (2019) · Technology Pedagogy and Education · doi:10.1080/1475939x.2019.1580609 · Cited by 97
A Framework and Taxonomy of Videogame Playing Preferences
Tondello, G. F., Wehbe, R. R., Orji, R., Ribeiro, G., & Nacke, L. E. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3116595.3116629 · Cited by 74
Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges
Vajawat, B., Varshney, P., & Banerjee, D. (2020) · Psychiatry Research · doi:10.1016/j.psychres.2020.113585 · Cited by 73
Online social games: The effect of social comparison elements on continuance behaviour
Esteves, J., Valogianni, K., & Greenhill, A. (2021) · Information & Management · doi:10.1016/j.im.2021.103452 · Cited by 73
Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning
Silpasuwanchai, C., Ma, X., Shigemasu, H., & Ren, X. (2016) · Designing Interactive Systems Conference · doi:10.1145/2901790.2901836 · Cited by 68
“I Don’t Fit into a Single Type”: A Trait Model and Scale of Game Playing Preferences
Tondello, G. F., Arrambide, K., Ribeiro, G., Cen, A. J.-L., & Nacke, L. E. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-29384-0_23 · Cited by 71
What motivates visitors to participate in a gamified trip? A player typology using Q methodology
Shen, Y., Choi, H. C., Joppe, M., & Yi, S. (2020) · Tourism Management · doi:10.1016/j.tourman.2019.104074 · Cited by 76
Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers
Kaur, J., Lavuri, R., Parida, R., & Singh, S. V. (2023) · Journal of Global Information Management · doi:10.4018/jgim.317216 · Cited by 76
Hedlund, D. P. (2021) · Journal of Global Sport Management · doi:10.1080/24704067.2021.1871858 · Cited by 65
Player Characteristics and Video Game Preferences
Tondello, G. F., & Nacke, L. E. (2019) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3311350.3347185 · Cited by 63
Towards a Trait Model of Video Game Preferences
Tondello, G. F., Valtchanov, D., Reetz, A., Wehbe, R. R., Orji, R., & Nacke, L. E. (2018) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2018.1461765 · Cited by 69
Zhang, Q., & Yu, Z. (2022) · Education Research International · doi:10.1155/2022/1519880 · Cited by 131
Korkeila, H., & Hamari, J. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.07.036 · Cited by 62
Self-citationToward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance
López, C., & Tucker, C. S. (2020) · IEEE Transactions on Games · doi:10.1109/tg.2018.2883661 · Cited by 55
Krath, J., & von Korflesch, H. F. O. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-77277-2_18 · Cited by 62
Busch, M., Mattheiss, E. E., Orji, R., Fröhlich, P., Lankes, M., & Tscheligi, M. (2016) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/2851581.2892399 · Cited by 58
Investigating the effect of gamification elements on bank customers to personalize gamified systems
Nasirzadeh, E., & Fathian, M. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102469 · Cited by 58
The Relationship Between Gamification, Brand Engagement and Brand Equity
Xi, N., & Hamari, J. (2019) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2019.099 · Cited by 56
Self-citationSajjadi, P., Ewais, A., & Troyer, O. D. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100468 · Cited by 57
Zourmpakis, A.-I., Kalogiannakis, M., & Papadakis, S. (2023) · doi:10.1063/9780735425712_005 · Cited by 56
Why Do People Play Games? A Review of Studies on Adoption and Use
Hamari, J., Keronen, L., & Alha, K. (2015) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2015.428 · Cited by 52
Self-citationPeak-End Effects on Player Experience in Casual Games
Gutwin, C. A., Rooke, C., Cockburn, A., Mandryk, R. L., & Lafreniere, B. J. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858419 · Cited by 58
Xiao, Y., & Hew, K. F. (2024) · Learning and Individual Differences · doi:10.1016/j.lindif.2024.102470 · Cited by 82
Gender and Age Differences in Preferences on Game Elements and Platforms
González, C. S. G., Toledo, P., Muñoz, V., & Arnedo-Moreno, J. (2022) · Sensors · doi:10.3390/s22093567 · Cited by 45
Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
Gundry, D., & Deterding, S. (2018) · Simulation & Gaming · doi:10.1177/1046878118805515 · Cited by 61
The Impact of Rewards and Trait Reward Responsiveness on Player Motivation
Phillips, C. J., Johnson, D. M., Klarkowski, M., White, M. J., & Hides, L. M. (2018) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3242671.3242713 · Cited by 50
Your Gameplay Says It All: Modelling Motivation in Tom Clancy’s The Division
Melhárt, D., Azadvar, A., Canossa, A., Liapis, A., & Yannakakis, G. N. (2019) · IEEE Conference on Games (CoG) · doi:10.1109/cig.2019.8848123 · Cited by 50
Challenge types in gaming validation of video game challenge inventory (CHA)
Vahlo, J., & Karhulahti, V. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102473 · Cited by 47
An experimental study on the effects of gamification on task performance
Hosseini, C., Humlung, O., Fagerstrøm, A., & Haddara, M. (2022) · Procedia Computer Science · doi:10.1016/j.procs.2021.12.102 · Cited by 45
Surveilling the gamers: Privacy impacts of the video game industry
Kröger, J. L., Raschke, P., Campbell, J. P., & Ullrich, S. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2022.100537 · Cited by 44
Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale
Krath, J., Altmeyer, M., Tondello, G. F., & Nacke, L. E. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3580968 · Cited by 53
Towards Emotion-based Adaptive Games
Frommel, J., Schrader, C., & Weber, M. (2018) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3242671.3242672 · Cited by 43
User-avatar bond profiles: How do they associate with disordered gaming?
Stavropoulos, V., Gomez, R., Mueller, A., Yücel, M., & Griffiths, M. D. (2019) · Addictive Behaviors · doi:10.1016/j.addbeh.2019.106245 · Cited by 47
"The Collecting Itself Feels Good"
Dugas, P. O. T., Crenshaw, N. K., Wehbe, R. R., Tondello, G. F., & Nacke, L. E. (2016) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2967934.2968088 · Cited by 41
Ferro, L. S. (2020) · Entertainment Computing · doi:10.1016/j.entcom.2020.100375 · Cited by 55
The Effects of Context-Sensitive Tutorials in Virtual Reality Games
Frommel, J., Fahlbusch, K., Brich, J., & Weber, M. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3116595.3116610 · Cited by 39
Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course
de Pontes, R. G., Guerrero, D., & de Figueiredo, J. C. A. (2019) · ACM Technical Symposium on Computer Science Education (SIGCSE) · doi:10.1145/3287324.3287367 · Cited by 39
The quest for a better tailoring of gameful design
Mora, A., Tondello, G. F., Calvet, L., González, C. S. G., Arnedo-Moreno, J., & Nacke, L. E. (2019) · International Conference on Human Computer Interaction (Interacción) · doi:10.1145/3335595.3335625 · Cited by 39
Validating gameplay activity inventory (GAIN) for modeling player profiles
Vahlo, J., Smed, J., & Koponen, A. (2018) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-018-9212-y · Cited by 39
Löchtefeld, M., Krüger, A., & Gellersen, H. W. (2016) · Nordic Conference on Human-Computer Interaction · doi:10.1145/2971485.2971513 · Cited by 36
Potard, C., Henry, A., Boudoukha, A. H., Courtois, R., Laurent, A., & Lignier, B. (2019) · Psychology of Popular Media · doi:10.1037/ppm0000245 · Cited by 53
The gamer psychology: a psychological perspective on game design and gamification
Gil-Acirón, L. Á. (2022) · Interactive Learning Environments · doi:10.1080/10494820.2022.2082489 · Cited by 34
Lukka, L., & Palva, J. M. (2023) · JMIR Serious Games · doi:10.2196/42173 · Cited by 37
Proteus Effect Profiles: how Do they Relate with Disordered Gaming Behaviours?
Stavropoulos, V., Pontes, H. M., Gomez, R., Schivinski, B., & Griffiths, M. D. (2020) · Psychiatric Quarterly · doi:10.1007/s11126-020-09727-4 · Cited by 31
Assessing the Effects of Open Models of Learning and Enjoyment in a Digital Learning Game
Hou, X., Nguyen, H. A., Richey, J. E., Harpstead, E., Hammer, J., & McLaren, B. M. (2021) · International Journal of Artificial Intelligence in Education · doi:10.1007/s40593-021-00250-6 · Cited by 35
Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study
Xu, T. B., Mostafavi, A., Kim, B. C., Lee, A. A., Boot, W. R., Czaja, S. J., & Kalantari, S. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581262 · Cited by 33
Stakeholder engagement through gamification
Seiffert‐Brockmann, J., Weitzl, W., & Henriks, M. (2017) · Journal of Communication Management · doi:10.1108/jcom-12-2016-0096 · Cited by 30
A Mixed-Methods Study of Marketing Students’ Game-Playing Motivations and Gamification Elements
Jaskari, M.-M. E., & Syrjälä, H. (2022) · Journal of Marketing Education · doi:10.1177/02734753221083220 · Cited by 29
Xiao, Y., & Hew, K. F. (2024) · Interactive Learning Environments · doi:10.1080/10494820.2023.2299977 · Cited by 40
Törhönen, M., Sjöblom, M., Vahlo, J., & Hamari, J. (2020) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2020.332 · Cited by 28
Self-citationReview of Intrinsic Motivation in Simulation-based Game Testing
Roohi, S., Takatalo, J., Guckelsberger, C., & Hämäläinen, P. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3173921 · Cited by 31
Reddit Gaming Communities During Times of Transition
Bergstrom, K., & Poor, N. D. (2021) · Social Media + Society · doi:10.1177/20563051211010167 · Cited by 30
Analysis of Video Game Players’ Emotions and Team Performance: An Esports Tournament Case Study
Abramov, S., Korotin, A. A., Somov, A., Burnaev, E. V., Stepanov, A., Nikolaev, D., & Titova, M. A. (2021) · IEEE Journal of Biomedical and Health Informatics · doi:10.1109/jbhi.2021.3119202 · Cited by 32
From Game Design to Service Design
Klapztein, S., & Cipolla, C. (2016) · Simulation & Gaming · doi:10.1177/1046878116641860 · Cited by 27
Oravec, J. A. (2015) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2015-3-6 · Cited by 28
Game Elements in a Software Engineering Study Group: A Case Study
Matsubara, P., & da Silva, C. L. C. (2017) · IEEE/ACM International Conference on Software Engineering: Software Engineering Education and Training (ICSE-SEET) · doi:10.1109/icse-seet.2017.8 · Cited by 26
Mobile and gamified blended learning for language teaching
Baldauf, M., Brandner, A., & Wimmer, C. (2017) · International Conference on Mobile and Ubiquitous Multimedia (MUM) · doi:10.1145/3152832.3152842 · Cited by 26
Metadata
- Authors
- Hamari, J., & Tuunanen, J.
- Affiliations
- Tampere University (FI)
- Aalto University (FI)
- ORCID
- Hamari, Juho
- Venue
- Transactions of the Digital Games Research Association
- Publisher
- Digital Games Research Association
- Published
- 2014-03-24
- Volume
- 1
- Issue
- 2
- ISSN
- 2328-9414 (ISSN-L)
- 2328-9422
- OpenAlex
- W1849401977
- Cited by
- 355
- References
- 28
- Citations by year
- 2026: 21 · 2025: 29 · 2024: 32 · 2023: 28 · 2022: 33 · 2021: 33 · 2020: 37 · 2019: 38 · 2018: 32 · 2017: 28 · 2016: 19 · 2015: 17 · 2014: 7
- FWCI
- 77.08
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- Transactions of the Digital Games Research Association (publishedVersion)
- Tampere University Institutional Repository (Tampere University) (publishedVersion)
- Tampere University Institutional Repository (Tampere University) (submittedVersion, cc-by-nc-nd)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Sport Psychology and Performance
- Keywords
- player types, game design, game marketing, player behavior, player demographics, immersion, achievement motivation, exploration, sociability, domination
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