CoE GameCult publications

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2022

Macey, Joseph; Hamari, Juho

Gamblification: A Definition

In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.

Journal article Open access

Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games

2021

Macey, Joseph

A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling

2021, ISBN: 978-952-03-2190-1.

Doctoral thesis Open access

Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods

Wallius, Eetu; Thibault, Mattia; Apperley, Thomas H.; Hamari, Juho

Gamifying the City: E-scooters and the Critical Tensions of Playful Urban Mobility

In: Mobilities, vol. Pre-print, pp. 1-17, 2021, ISBN: 1745-0101.

Journal article

Abstract | Links | Tags: E-scooters, Gamification, Personal mobility devices, Risk perception, Urban mobility

Hassan, Lobna; Deterding, Sebastian; Harviainen, J. Tuomas; Hamari, Juho

Fighting Post-truth with Fiction: An Inquiry into Using Storification and Embodied Narratives for Evidence-Based Civic Participation

In: Storyworlds, vol. 11, iss. 1, pp. 51-78, 2021, ISSN: 2156-7204.

Journal article Open access

Abstract | Links | Tags: Civic participation, E-participation, Gamification, Post-truth, Storification

Hassan, Lobna; Leigh, Elyssebeth

Do You Have a Moment to Increase World Awesome?: Game-Based Engagement with Social Change

In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces, pp. 49-65, Springer International, 2021, ISBN: 9783030682064.

Book chapter

Abstract | Links | Tags: Gamification, Goal-setting, Long-term engagement, Prosocial behaviour

Thibault, Mattia; Hamari, Juho

Seven Points to Reappropriate Gamification

In: Spanellis, Agnessa; Harviainen, J. Tuomas (Ed.): Transforming Society and Organizations through Gamification, pp. 11-28, Springer International, 2021, ISBN: 9783030682064.

Book chapter

Abstract | Links | Tags: Culture, Design, Gamification, Practice, Research

Lu, Chien; Buruk, Oğuz; Hassan, Lobna; Nummenmaa, Timo; Peltonen, Jaakko

"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 70-79, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables

Thibault, Mattia; Legaki, Nikoletta Zampeta; Buruk, Oğuz; Hamari, Juho

Etsijä's Call: Gamifying Virtual Conferences with Alternate Reality Games

In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 160-169, CEUR-WS, 2021, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Alternate reality games, Conference game, Conference participation, Engagement, Gamification, Online conferences

Thibault, Mattia; Buruk, Oğuz; Hassan, Lobna; Hamari, Juho

Anagenesis: A Framework for Gameful, Playful and Democratic Future Smart Cities

In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 201-229, Taylor & Francis, 2021, ISBN: 9780367321185.

Book chapter

Abstract | Tags: Augmented cities technologies, DIY urbanism, E-participation, Gamification, Smart city, Urban play

Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko

Immersive Gaming as Journalism

In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.

Book chapter Open access

Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality

2020

Hassan, Lobna; Hamari, Juho

Gameful Civic Engagement: A Review of the Literature on Gamification of E-participation

In: Government Information Quarterly, vol. 37, iss. 3, pp. 101461, 2020, ISSN: 0740-624X.

Journal article Open access

Abstract | Links | Tags: Civic engagement, E-participation, Games, Gamification, Governance, Policy making

Ferrer-Conill, Raul; Foxman, Maxwell; Jones, Janet; Sihvonen, Tanja; Siitonen, Marko

Playful Approaches to News Engagement

In: Convergence: The International Journal of Research into New Media Technologies, vol. 26, iss. 3, pp. 457-469, 2020, ISBN: 1354-8565.

Journal article Open access

Abstract | Links | Tags: Engagement, Games, Gamification, Institutional logics, Journalism, Ludic, News, Newsgames, Playfulness

Hassan, Lobna; Rantalainen, Jere; Xi, Nannan; Pirkkalainen, Henri; Hamari, Juho

The Relationship Between Player Types and Gamification Feature Preferences

In: Koivisto, Jonna; Bujić, Mila; Hamari, Juho (Ed.): Proceedings of the 4th International GamiFIN Conference, pp. 11-20, CEUR-WS, 2020, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Gamification, Personalization, Player types

Hassan, Lobna; Jylhä, Henrietta; Sjöblom, Max; Hamari, Juho

Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use

In: Bui, Tung X. (Ed.): Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53), pp. 1196-1205, IEEE Computer Society, 2020, ISSN: 1530-1605.

In proceedings Open access

Abstract | Links | Tags: Continued use, Flow, Gamification, User experience, Virtual reality, VR

Hassan, Lobna; Xi, Nannan; Gurkan, Bahadir; Koivisto, Jonna; Hamari, Juho

Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences

In: Bui, Tung X. (Ed.): Proceedings of the 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020, pp. 1103-1112, IEEE Computer Society, 2020, ISSN: 1530-1605.

In proceedings Open access

Abstract | Links | Tags: Gamefulness, Gamification, Gamified exercise, Goal-setting, Self-regulation

2019

Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko

Pelitutkimuksen vuosikirja 2019

Pelitutkimuksen seura ry, 2019, ISSN: 1798-355X.

Book Open access

Abstract | Links | Tags: Death, Gamification, Geocaching, Geokätköily, Kuolema, Larp, Live-action role playing, Location-based game, Mourning, Muistelutyö, Paikkasidonnainen pelaaminen, Pelillistyminen, Reminiscence work, Suru, Video games, Videopelit

Heljakka, Katriina; Ihamäki, Pirita; Tuomi, Pauliina; Saarikoski, Petri

Gamified Coding: Toy Robots and Playful Learning in Early Education

In: 2019 International Conference on Computational Science and Computational Intelligence (CSCI), pp. 800-805, IEEE, 2019, ISBN: 978-1-7281-5584-5.

In proceedings

Abstract | Links | Tags: Coding, Computer programming, Gamification, Physical play, Toy robots

Harviainen, J. Tuomas; Meriläinen, Mikko

Educational Gamification: Challenges to Overcome and to Enjoy

In: Hamada, Ryoju; Soranastaporn, Songsri; Kanegae, Hidehiko; Dumrongrojwatthana, Pongchai; Chaisanit, Settachai; Rizzi, Paola; Dumblekar, Vinod (Ed.): Neo-Simulation and Gaming Toward Active Learning, pp. 553-560, Springer Singapore, 2019, ISBN: 9789811380389.

Book chapter Open access

Abstract | Links | Tags: Educational gaming, Gamification, Learning, Reflection

Heljakka, Katriina; Ihamäki, Pirita

N 61° 29.330 E 021° 47.580 Sigrid-Secrets: Gamifying Art Experiences Through Geocaching

In: Diaz, Lily; Dragu, Magda; Eilittä, Leena (Ed.): Adaptation and Convergence of Media: ´High´Culture Intermediality versus Popular Culture Intermediality, pp. 220-241, Aalto University Press, 2019, ISBN: 978-952-60-8311-7.

Book chapter

Abstract | Tags: Art experience, Gamification, Geocaching, Sigrid-Secrets, Urban gamification

Harviainen, J. Tuomas; Hassan, Lobna

Governmental Service Gamification: Central Concepts

In: International Journal of Innovation in the Digital Economy (IJIDE), vol. 10, iss. 3, pp. 1-12, 2019, ISSN: 1947-8305.

Journal article Open access

Abstract | Links | Tags: Gamification, Government services, Public sector, Public services, Theory development

Leorke, Dale

Reappropriating, Reconfiguring and Augmenting the Smart City Through Play

In: Nijholt, Anton (Ed.): Making Smart Cities More Playable: Exploring Playable Cities, pp. 51-70, Springer Singapore, 2019, ISBN: 9789811397646.

Book chapter Open access

Abstract | Links | Tags: Civic engagement, Counterplay, Gamification, Play, Playable cities, Psychogeography, Smart city

Xi, Nannan; Hamari, Juho

Does Gamification Satisfy Needs? A Study on the Relationship Between Gamification Features and Intrinsic Need Satisfaction

In: International Journal of Information Management, vol. 46, pp. 210-221, 2019, ISSN: 0268-4012.

Journal article

Abstract | Links | Tags: Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking

Hassan, Lobna; Dias, Antonio; Hamari, Juho

How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking

In: International Journal of Information Management, vol. 46, pp. 151-162, 2019, ISSN: 0268-4012.

Journal article

Abstract | Links | Tags: Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking

Li, Xiaozhou; Lu, Chien; Peltonen, Jaakko; Zhang, Zheying

A Statistical Analysis of Steam User Profiles Towards Personalized Gamification

In: Koivisto, Jonna; Hamari, Juho (Ed.): CEUR Workshop Proceedings, pp. 217-228, CEUR-WS, 2019, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile

Ihamäki, Pirita; Heljakka, Katriina

The Internet of Art as a Site for Learning and Fun: Playful Experiences Through Augmented Geocaching

In: Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 3rd International GamiFIN Conference, pp. 205-216, RWTH Aachen, 2019, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Augmented reality application, Gamification, Geocaching, Internet of art, Internet of things, Sigrid-Secrets

Hassan, Lobna; Hamari, Juho

Gamification of E-Participation: A Literature Review

In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 3077-3086, HICSS, 2019, ISBN: 978-0-9981331-2-6.

In proceedings Open access

Abstract | Links | Tags: Civic engagement, Crowdsourcing, Digital government, E-participation, Gamification, Policy making

Legaki, Nikoletta Zampeta; Xi, Nannan; Hamari, Juho; Assimakopoulos, Vassilios

Gamification of the Future: An Experiment on Gamifying Education of Forecasting

In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 1813-1822, HICSS, 2019, ISBN: 978-0-9981331-2-6.

In proceedings Open access

Abstract | Links | Tags: Controlled experiments, Decision analytics, Forecasting, Gamification, Learning, Mobile services, Service science

Xi, Nannan; Hamari, Juho

The Relationship Between Gamification, Brand Engagement and Brand Equity

In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 812-821, HICSS, 2019, ISBN: 978-0-9981331-2-6.

In proceedings Open access

Abstract | Links | Tags: Brand engagement, Brand equity, Community, Gamification, Marketing

Törhönen, Maria; Hassan, Lobna; Sjöblom, Max; Hamari, Juho

Play, Playbour or Labour?: The Relationships Between Perception of Occupational Activity and Outcomes Among Streamers and YouTubers

In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2558-2567, HICSS, 2019, ISBN: 978-0-9981331-2-6.

In proceedings Open access

Abstract | Links | Tags: Gamification, Media, Playbour, Social media, Video

2018

Thibault, Mattia; Heljakka, Katriina

Toyification. A Conceptual Statement

In: Proceedings of the 8th International Toy Research Association World Conference: Toys and Material Culture: Hybridisation, Design and Consumption, International Toy Research Association, 2018.

Publication for professional or general audience Open access

Abstract | Links | Tags: Adult play, Design, Gamification, Ludification, Playification, Toyification

Ihamäki, Pirita; Heljakka, Katriina

"Travel Bugs": Toys Traveling Socially through Geocaching

In: DiGRA ’18 – Abstract Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018.

In proceedings Open access

Abstract | Links | Tags: Gamification, Geocaching, Social play, Toy mobility, Toy turism, Toys, Travel bugs

Karhulahti, Veli-Matti; Kimppa, Kai

"Two Queens and a Pwn, Please." An Ethics for Purchase, Loot, and Advantage Design in Esports

In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, 2018, ISSN: 1613-0073.

In proceedings Open access

Abstract | Links | Tags: Electronic sports, Gamification, In-game purchases, Out-game purchases

Majuri, Jenni; Koivisto, Jonna; Hamari, Juho

Gamification of Education and Learning: A Review of Empirical Literature

In: Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018, pp. 11–19, 2018, ISSN: 16130073.

In proceedings Open access

Abstract | Links | Tags: Education, Gamification

Ihamäki, Pirita; Heljakka, Katriina

Come and Play Service Designer with Us! Co-creating a Playable Customer Journey Installation

In: Proceedings of The Fifth International Conference on Design Creativity (ICDC 2018), pp. 117–125, 2018, ISBN: 978-1-904670-97-1.

In proceedings Open access

Abstract | Links | Tags: Comicubes, Customer journey, Gamification, Interactive installation, Playification, Service design method, Toyification

Hopia, Hanna; Siitonen, Marko; Raitio, Katja

Mental Health Service Users' and Professionals' Relationship with Games and Gaming

In: Digital Health, vol. 4, pp. 1–12, 2018, ISSN: 2055-2076.

Journal article Open access

Abstract | Links | Tags: Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user