Juho Hamari D. Sc. (Econ)

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1 Juho Hamari D. Sc. (Econ) CITATION STATISTICS Google Scholar citations: 3043 Google Scholar h-index 22 Google Scholar i10-index 27 Google Scholar profile PUBLICATION VENUE IMPACT STATISTICS Accumulated JCR IF (rounded to full integer) 50 NUMBER OF PUBLICATIONS Accepted peer-reviewed journal articles 25 Accepted peer-reviewed conference paper 25 Accepted peer-reviewed book chapters 5 White papers / reports 3 Working / Submitted manuscripts ~20 CONTENTS JUHO HAMARI - TEN SELECTED PUBLICATIONS (ALPHABETICAL ORDER)... 2 LIST OF PUBLICATIONS... 3 SUBMITTED / WORKING MANUSCRIPTS (LISTED JOURNAL REFERS TO THE PLANNED TARGET VENUE)... 3 A1 PEER-REVIEWED JOURNAL ARTICLES... 4 A3 PEER-REVIEWED BOOK SECTIONS, CHAPTERS IN RESEARCH BOOKS... 6 A4 PEER-REVIEWED ARTICLES IN CONFERENCE PROCEEDINGS... 7 D4 PUBLISHED DEVELOPMENT OR RESEARCH REPORST OR STUDIED... 9 G2 PRO GRADU (AND BACHELOR S THESIS)... 9 G5 DOCTORAL DISSERATION... 10

2 JUHO HAMARI - TEN SELECTED PUBLICATIONS (ALPHABETICAL ORDER) * Hamari, J. (2013). Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-peer trading Service. Electronic Commerce Research and Applications, 12 (4), (Impact factor JUFO 1 Most cited paper of 2013 in the journal 215 citations) * Hamari, J. (2015). Do badges increase user activity? A field experiment on effects of gamification. Computers in Human Behavior. DOI: /j.chb (Impact factor ABS 3 JUFO 2 35 citations) * Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and economics. In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press. (JUFO3 SENSE A 22 citations) * Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), DOI: /j.ijinfomgt (Impact factor ABS 2 JUFO 2 31 citations) * Hamari, J., & Koivisto, J. (2015)."Working out for likes": An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, DOI: /j.chb (Impact factor ABS 3 JUFO citations (inc. older versions)) * Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? a literature review of empirical studies on gamification. In Proceedings of the 47th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 6-9, DOI: /HICSS (JUFO 1 top10 most downloaded paper in IEEE repository 808 citations) * Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, DOI: /j.chb (Impact factor ABS 3 JUFO 2 Emerging Virtual Scholar Award 49 citations) * Hamari, J., Sjöklint, M., & Ukkonen, A. (2016). The sharing economy: Why people participate in collaborative consumption. Journal of the Association for Information Science and Technology, 67(9), DOI: /asi (Impact factor JUFO 3 ABS 3 Most cited empirical paper on the topic 225 citations) * Huotari, K., & Hamari, J. (2016 in press). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets. (Impact factor JUFO citations (inc. older versions)) * Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2016 in press). Computer Games and Organization Studies. Organization Studies. (Impact factor JUFO 3 ABS 4 FT50)

3 LIST OF PUBLICATIONS SUBMITTED / WORKING MANUSCRIPTS (LISTED JOURNAL REFERS TO THE PLANNED TARGET VENUE) 80 Alha, K., Hamari, J., Hanner, N., Harviainen, J. T., & Koivisto, J. (forthcoming). Ehtical problems in Freemium Business: An empicial study on the relationship between ethical issues and consumer behavior in free-to-play games. Journal of Business Ethics. 79 Hamari, J., Chesire, C., Lampinen, A., Nelimarkka, M., Nov, O., Ukkonen, A. (forthcoming). Social factors in sharing economy Information & Organization 78 Hamari, J., Hanner, N., & Koivisto, J. (forthcoming). Why pay premium in free services? An empirical study on perceived value in freemium games. Journal of Business Research. 77 Hamari, J., Harviainen, J. T., & Paavilainen, J. (forthcoming). Who buys virtual goods? The relationships between purchase behavior, demographic factors and playing habits. Journal of Consumer Behavior. 76 Hamari, J., Hassan, L., & Dias, A. (forthcoming). Gamification, quantified-self or social networking? Matching users goals with motivational technology. Information Systems Research. 75 Hamari, J., Hassan, L., & Dias, A. (forthcoming). Gamification, quantified-self and social networking: which makes users stay and benefit from the use of the service? Journal of Information Technology. 74 Hamari, J., Jokinen, R., Kinnunen J., Macey, J., & Koivisto J. (forthcoming). The effects of service quality on continued use, habit and addiction: Empirical study in online gambling. Journal of Service Research. 73 Hamari, J. & Keronen, L. (forthcoming). Practical Guide to Conducting Meta-analyses from Structural Equation Model-based Studies. MIS Quarterly. 72 Hamari, J., & Koivisto, J. (forthcoming). Productivity through fun : Acceptance of motivational information systems. MIS Quarterly. 71 Hamari, J., Koivisto, J., Järvelä, S., & Kivikangas J. M. (forthcoming). What kinds of gamers buy virtual items and why? Computers in Human Behavior. 70 Hamari, J., Koivisto, J., & Mesiä, M. (forthcoming). Do badges work? A meta-analysis. Computers in Human Behavior. 69 Hamari, J., Koski, J, Malik, A. (forthcoming). Gratifications in augmented reality gaming: An empirical study of Pokemon Go play. 68 Hamari, J., & Tyni, H. (forthcoming). Why do people crowdfund? Journal of Business Venturing. 67 Hanner, N., Hamari, J., Soliman, W., Koivisto, J., & Zarnekow, R. (forthcoming). Customer loyalty in freemium services: an empirical study on consumer behavior in free-to-play games. Information & Management. 66 Jankowski, J., Goode, S., & Hamari, J. (forthcoming). Balance between user conversion and website intrusiveness. Internet Research. 65 Koivisto, J., & Hamari, J. (forthcoming). The rise of motivational information systems: A review of gamification literature. MIS Quarterly.

4 64 Koivisto, J., Hamari, J., & Kangaslampi, C. (forthcoming). Gamification in education: a review. Computers in Education. 63 Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (forthcoming). Gamification in Crowdsourcing: A Review & future agenda. International Journal of Human-Computer Studies. 62 Morschheuser B., Riar M., & Hamari J. (forthcoming) How gamification induces cooperative behavior: An empirical study in a location-based game. Information Systems Research. 61 Mäkinen, S., Hamari, J., Pöyry, E., Parvinen, P., & Kaptein, M. (forthcoming). Which recommendation type is most likely to lead into a purchase once clicked? An empirical study of 1 million web store sessions. 60 Sjöblom, M., & Hamari, J. (forthcoming). Business Models in esports: Starcraft Sjöblom, M., & Hamari, J. (forthcoming). Who watches game stream on the internet? Journal of Computer-Mediated Communication. 58 Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (forthcoming). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Journal of Communication. 57 Sjöblom, M., Macey, M., Hamari, J., & Törhönen, M.. (forthcoming). Why do people watch live esports? Computers in Human Behavior. 56 Törhönen, M., & Hamari, J. (forthcoming). The life of a Youtuber. An empirical study of driving forces of streaming. 55 Ukkonen, A., & Hamari, J. (forthcoming). Strength of missing ties: Familiarity and team performance are nonlinearly associated in virtual team. Information Systems Research A1 PEER-REVIEWED JOURNAL ARTICLES * impact factor either time of submission, publication or current 54 Hamari, J., Alha, K., Järvelä, S., Kivikangas J. M., Koivisto, J, & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, DOI: /j.chb (Impact factor ABS 3 JUFO 2) 53 Hamari, J., Hanner, N., & Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International Journal of Information Management, 37(1), DOI: /j.ijinfomgt (Impact factor ABS 2 JUFO 2) 52 Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods? A Meta-analysis. Computers in Human Behavior. (Impact factor ABS 3 JUFO 2) 51 Hamari, J., & Keronen, L. (2017). Why do people play games? A Meta-Analysis. International Journal of Information Management. (Impact factor ABS 2 JUFO 2) 50 Hamari, J., & Sjöblom, M. (2017). What is esports and why do people watch it? Internet research, 27(2). DOI: /IntR

5 (Impact factor ABS 2 JUFO 2 8 citations) 49 Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of twitch users. Computers in Human Behavior. (Impact factor ABS 3 JUFO 2) 48 Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, DOI: /j.chb (Impact factor ABS 3 JUFO 2 Emerging Virtual Scholar Award 27 citations) 47 Hamari, J., Sjöklint, M., & Ukkonen, A. (2016). The sharing economy: Why people participate in collaborative consumption. Journal of the Association for Information Science and Technology, 67(9), DOI: /asi (Impact factor JUFO 3 ABS 3 Most cited empirical paper on the topic 160 citations) 46 Huotari, K., & Hamari, J. (2016 in press). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets. DOI: /s z (Impact factor JUFO 1 Invited 505 citations (total of all version)) 45 Jankowski, J., Bródka, P., & Hamari, J. (2016 in press). A picture is worth a thousand words: an empirical study on the influence of content visibility on diffusion processes within a virtual world. Behavior & Information Technology. DOI: / X (Impact factor ABS 2 JUFO 1) 44 Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2016 in press). Computer Games and Organization Studies. Organization Studies. (Impact factor JUFO 3 ABS 4 FT45) 43 Hamari, J. (2015). Do badges increase user activity? A field experiment on effects of gamification. Computers in Human Behavior. DOI: /j.chb (Impact factor ABS 3 JUFO 2 25 citations) 42 Hamari, J. (2015). Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), DOI: /j.ijinfomgt (Impact factor ABS 2 JUFO 2 21 citations) 41 Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), DOI: /j.ijinfomgt (Impact factor ABS 2 JUFO 2 21 citations) 40 Hamari, J., & Koivisto, J. (2015)."Working out for likes": An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, DOI: /j.chb (Impact factor ABS 3 JUFO citations (inc. older versions)) 39 Harviainen, J. T., & Hamari, J. (2015). Seek, share, or withhold: information trading in MMORPGs. Journal of Documentation, 71(6), DOI: /JD

6 (Impact factor JUFO 3 6 citations) 38 Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40, DOI: /j.chb (Impact factor ABS 3 JUFO 2 31 citations) 37 Hamari, J., & Tuunanen, J. (2014). Player types: a meta-synthesis. Transactions of the Digital Games Research Association, 1 (2), (JUFO 1 Invited & extended conference paper Most cited paper of 2014 in the Journal 46 citations) 36 Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, DOI: /j.chb (Impact factor ABS 3 JUFO citations) 35 Oulasvirta, A., Suomalainen, T., Hamari, J., Lampinen, A., & Karvonen, K. (2014). Transparency of intentions decreases privacy concerns in ubiquitous surveillance. Cyberpsychology, Behavior, and Social Networking, 17(10), (Impact factor JUFO 1 3 citations) 34 Hamari, J. (2013). Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-peer trading Service. Electronic Commerce Research and Applications, 12 (4), (Impact factor JUFO 1 Most cited paper of 2013 in the journal 189 citations) 33 Paavilainen, J., Hamari, J., Stenros, J., & Kinnunen, J. (2013). Social network games: players perspectives. Simulation & Gaming, 44 (6), (JUFO 1 Most cited paper of 2013 in the journal 45 citations) 32 Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: how game mechanics create demand for virtual goods. International journal of business science & applied management, 5 (1), (JUFO 1 Most cited paper of the journal 132 citations) A3 PEER-REVIEWED BOOK SECTIONS, CHAPTERS IN RESEARCH BOOKS 31 Hamari, J., Huotari, K., & Tolvanen, J. (2015). Gamification and economics. In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press. (JUFO3 SENSE A 19 citations) 30 Hamari, J. (2013). Pelillistäminen. In J. T. Harviainen, M. Meriläinen & T. Tossavainen (Eds.) Pelikasvattajan käsikirja. Helsinki: Mediakasvatus- ja kuvaohjelmakeskus. (3 citataions) 29 Hamari, J., & Järvinen, A. (2011). Building customer relationship through game mechanics in social games. In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. Hershey, PA: IGI Global. (JUFO1 45 citations)

7 28 Hamari, J., & Lehdonvirta, V. (2010). Pelimekaniikat osana ansaintalogiikkaa. Pelitutkimuksen Vuosikirja. In J. Suominen, R. Koskimaa, F. Mäyrä. & O. Sotamaa (Eds.), Pelitutkimuksen Vuosikirja 2010 (pp, 11-21). Tampere, Finland: University of Tampere. (JUFO1 2 citations) A4 PEER-REVIEWED ARTICLES IN CONFERENCE PROCEEDINGS 28 Hamari, J., & Parvinen, P. (2017). Introduction to Gamificatio Minitrack. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, Matallaoui, A., Koivisto, J., Hamari, J., & Zarnekow, R. (2017). How effective is exergamification? A systematic review on the effectiveness of gamification features in exergames. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, (JUFO 1) (JUFO 1) 26 Morschheuser B., Werder K., Hamari J., & Abe J. (2017) How to gamify? Development of a method for gamification. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, Pöyry, E., Hietaniemi, N., Parvinen, P., Hamari, J., & Kaptein, M. (2017). Personalized Product Recommendations: Evidence from the Field. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 4-7, Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2016). Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. In Proceedings of DiGRA FDG Conference, Dundee, Scotland, 1-6 August, (JUFO 1) (JUFO 1) Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2016). Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. International Communication Association ICA conference, Fukuoka, Japan, June 9-13, [POSTER + PRESENTATION ONLY]. 23 Hamari, J., & Keronen, L. (2016). Why do people buy virtual goods? A literature review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, (JUFO 1 1 citations) 22 Hamari, J., & Parvinen, P. (2016). Introduction to Gamification: Motivations, Effects and Analytics Minitrack. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, Järvelä, S., Salminen, M., Kivikangas, J.M., Hamari, J., & Ravaja, N., (2016). Neuroeconomics of free-to-play games: frustration as a predictor of buying behavior in Candy Crush Saga. Games and Money, the 12th Annual Game Research Lab Spring Seminar. Tampere, Finland. (JUFO 1)

8 21 Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in Crowdsourcing: A Review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, (JUFO 1 Best paper nominee 5 citations) Xx Rapp, A., Cena, F., Hopfgartner, F., Hamari, J., & Linehan, C. (2016, October). Fictional Game Elements: Critical Perspectives on Gamification Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion '16). ACM, New York, NY, USA, DOI: Xx Zhitomirsky-Geffet, M., Zhitomirsky, M., Kwaśnik, B. H., Hajibayova, L., Hamari, J., & Bowman, T. Crowdsourcing Approaches for Knowledge Organization Systems: Crowd collaboration or crowd work?. 20 Hamari, J., Keronen, L., & Alha, K. (2015). Why do people play games? A review of empirical studies on game adoption and use. In Proceedings of the 48th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, (JUFO 1 5 citations) 19 Hamari, J., Kinnunen, J. & Koivisto, J. (2015). The relationship of perceived service quality and playing intentions in online gambling. Paper presented at SNSUS 2015 Conference (Stiftelsen Nordiska Sällskapet för Upplysning om Spelberoende) Stockholm, Sweden. (Presentation only. 18 Hamari, J., & Nousiainen, T. (2015). Why do teachers use game-based learning technologies? The role of individual and institutional ICT readiness. In Proceedings of the 48th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, (JUFO 1 3 citations) 17 Hamari, J., Shernoff, D. J., Rowe E., Coller, B. D., Asbell-Clarke J., & Edwards, T. (2015). How being in flow affects engagement, immersion, and learning: an empirical study in game-based learning environments. Paper presented at the Annual Meeting of The American Educational Research Association, Chicago, IL, USA. 16 Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-Play Games: Professionals perspectives. In Proceedings of Nordic Digra 2014, Gotland, Sweden, May 29, (27 citations) 15 Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do persuasive technologies persuade? - A review of empirical studies. In: Spagnolli, A. et al. (Eds.), Persuasive Technology, LNCS 8462 (pp ). Springer International Publishing Switzerland. DOI: / _11 (JUFO 1 62 citations) 14 Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? a literature review of empirical studies on gamification. In Proceedings of the 47th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 6-9, DOI: /HICSS (JUFO citations top10 most downloaded paper in IEEE repository 660 citations)

9 13 Shernoff, D. J., Hamari, J., & Rowe, E. (2014). Measuring flow in educational games & gamified learning environments. In Proceedings of EDMedia World Conference on Educational Media and Technology, Tampere, Finland, June 23-26, Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the 21st European Conference on Information Systems, Utrecht, Netherlands, June 5 8, (JUFO 1 Most cited within 5 years 133 citations) 11 Huotari, K., & Hamari, J. (2012). Defining gamification a service marketing perspective. In Proceedings of The 16th International Academic Mindtrek Conference, Tampere, Finland, October 3-5, (JUFO 1 One of the best papers (invited to journal) Most cited 423 citations) 10 Tuunanen, J., & Hamari, J. (2012). Meta-synthesis of player typologies. Proceedings of Nordic Digra 2012 Conference: Local and Global - Games in Culture and Society, Tampere, Finland, June 6-8, (One of the best papers (invited to journal) 22 citations) 9 Hamari, J. (2011). Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games. ACM Conference on Human Factors in Computing Systems (CHI) (Social games workshop), Vancouver, Canada, May 7-12, Social games workshop. (JUFO 2 TOP HCI 23 citations) 8 Hamari, J., & Eranti, V. (2011). Framework for designing and evaluating game achievements. Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September 14-17, (JUFO citations) 7 Huotari, K., & Hamari, J. (2011). Gamification from the perspective of service marketing. ACM Conference on Human Factors in Computing Systems (Gamification workshop), Vancouver, Canada, May 7-12, (JUFO 2 78 citations) D4 PUBLISHED DEVELOPMENT OR RESEARCH REPOR ST OR STUDIED 6 Paavilainen, J., Koskinen, E., Hamari, J., Kinnunen, J., Alha, K., Keronen, L., Mäyrä, F. (2016). Free2Play Research Project Final Report. University of Tampere. 5 Lehdonvirta, V. (ed.), Hamari, J., & Huotari, K. (2012). ARMS Final report. HIIT Publication. 4 Lehdonvirta, V. (ed.), Hamari, J., Huotari, K., & Tolvanen, J. (2010). AVEA Final report. HIIT Publication. G2 PRO GRADU (AND BACHELOR S THESIS) 3 Hamari, J. (2010). Virtual goods sales business model: new requirements for business modelling? Master s Thesis. University of Jyväskylä, Finland. (11 citations)

10 2 Hamari, J. (2008). MMO-operaattorien käyttämien ansaintamallien jaottelua elektronisen liiketoiminnan ansaintamallitaksonomialla. Bachelor s Thesis. University of Jyväskylä, Finland. G5 DOCTORAL DISSERATION 1 Hamari, J. (2015). Gamification: Motivations & Effects. Doctoral Dissertation. Aalto University, Helsinki, Finland. (3 citations)

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