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Social Sciences and Humanities
Finland
2026

D-Index & Metrics

Social Sciences and Humanities

D-Index
76
Citations
43258
World Ranking
482
National Ranking
8

Research.com Recognitions

  • 2026 - Research.com Social Sciences and Humanities in Finland Leader Award
  • 2025 - Research.com Social Sciences and Humanities in Finland Leader Award
  • 2023 - Research.com Social Sciences and Humanities in Finland Leader Award
  • 2022 - Research.com Social Sciences and Humanities in Finland Leader Award

Overview

Juho Hamari is affiliated with Tampere University in Finland. Their research spans multiple disciplines with a primary emphasis on Psychology, Computer Science, and Social Sciences.

The main topics of their work include:

  • Educational Games and Gamification
  • Virtual Reality Applications and Impacts
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Innovative Human-Technology Interaction
  • Digital Marketing and Social Media
  • Technology Adoption and User Behaviour

They have contributed extensively to several subfields of study, especially Sociology and Political Science, Human-Computer Interaction, and Developmental and Educational Psychology. Other areas of research include Social Psychology and Clinical Psychology.

Their frequent co-authors include:

  • Nannan Xi
  • Oğuz Buruk
  • Wilk Oliveira
  • Joseph Macey
  • Mila Bujić

Juho Hamari's work has been published in various academic venues. The most frequent publication venues are:

  • Proceedings of the Annual Hawaii International Conference on System Sciences (49 publications)
  • Proceedings of the ACM on Human-Computer Interaction (13 publications)
  • Behaviour and Information Technology (9 publications)
  • International Journal of Human-Computer Interaction (7 publications)
  • International Journal of Human-Computer Studies (6 publications)

Recent research papers include:

  • "The challenges of entering the metaverse: An experiment on the effect of extended reality on workload" (2022) published in Information Systems Frontiers
  • "Tailored gamification: A review of literature" (2020) published in International Journal of Human-Computer Studies
  • "Does gamification affect brand engagement and equity? A study in online brand communities" (2020) published in Journal of Business Research
  • "The effect of challenge-based gamification on learning: An experiment in the context of statistics education" (2020) published in International Journal of Human-Computer Studies
  • "Tailored gamification in education: A literature review and future agenda" (2022) published in Education and Information Technologies

Best Publications

  • Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

    Juho Hamari;Jonna Koivisto;Harri Sarsa

  • The sharing economy: Why people participate in collaborative consumption

    Juho Hamari;Juho Hamari;Mimmi Sjöklint;Antti Ukkonen

  • Defining gamification: a service marketing perspective

    Kai Huotari;Juho Hamari

  • The rise of motivational information systems: A review of gamification research

    Jonna Koivisto;Juho Hamari

  • Challenging games help students learn

    Juho Hamari;David J. Shernoff;Elizabeth Rowe;Brianno Coller

  • A definition for gamification: anchoring gamification in the service marketing literature

    Kai Huotari;Juho Hamari

  • Demographic differences in perceived benefits from gamification

    Jonna Koivisto;Juho Hamari

  • Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service

    Juho Hamari

  • What is eSports and why do people watch it

    Juho Hamari;Max Sjöblom

  • Do badges increase user activity? A field experiment on the effects of gamification

    Juho Hamari

  • Social motivations of live-streaming viewer engagement on Twitch

    Zorah Hilvert-Bruce;James T. Neill;Max Sjöblom;Max Sjöblom;Max Sjöblom;Juho Hamari;Juho Hamari

  • Why do people watch others play video games? An empirical study on the motivations of Twitch users

    Max Sjblom;Juho Hamari

  • Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise

    Juho Hamari;Jonna Koivisto

  • Why do people use gamification services

    Juho Hamari;Jonna Koivisto

  • Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

    Nannan Xi;Juho Hamari

  • Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods

    Juho Hamari;Vili Lehdonvirta

  • The challenges of entering the metaverse: An experiment on the effect of extended reality on workload

    Unknown

  • Working out for likes

    Juho Hamari;Jonna Koivisto

  • Player Types: A Meta-synthesis

    Juho Hamari;Janne Tuunanen

  • Do Persuasive Technologies Persuade? - A Review of Empirical Studies

    Juho Hamari;Jonna Koivisto;Tuomas Pakkanen

  • Why Do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users

    Max Sjöblom;Juho Hamari

Frequent Co-Authors

Niklas Ravaja
Niklas Ravaja University of Helsinki
Xiaodong Li
Xiaodong Li University of Virginia

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