Defining gamification: a service marketing perspective
By Kai Huotari, Juho Hamari. International Conference on Entertainment and Media in the Ubiquitous Era, 2012
1,420 citations recorded by the source corpus.
Subfields: Marketing, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/61eabaa199092899320d29ebdbcf2b7b9656fac3
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Marketing
- Juho Hamari
- Jonna Koivisto
- Jan Marco Leimeister
- Ivo Blohm
- Christy M. K. Cheung
- Feifei Xu
- J. Webster
- Dimitrios Buhalis
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Janne Tuunanen
- Jan Marco Leimeister
- Ivo Blohm
- Kai Huotari
- Harri Sarsa
- Christy M. K. Cheung
In Human-Computer Interaction
- Juho Hamari
- Jonna Koivisto
- Jan Marco Leimeister
- Ivo Blohm
- Kai Huotari
- Christy M. K. Cheung
- Katie Seaborn
- Charles F. Hofacker
Citations in the corpus
- Serious games and the gamification of tourism (2017, background): “Research on gamification is emerging with only a few academic papers discussing the use of gamification for marketing and service industry (Huotari & Hamari, 2012; Lucassen & Jasen 2014; Xu et al., 2014).”
- Demographic differences in perceived benefits from gamification (2014, background): “…of mastery, and intrinsic motivations (Csíkszentmihályi, 1990; Deci & Ryan, 1985; Ryan, Rigby, & Przybylski, 2006), have been at the core of the discussion of gamification (Deterding et al., 2011; Hamari, 2013; Huotari & Hamari, 2012) as a means to motivate behavioral and psychological outcomes.”
- Competing or aiming to be average?: normification as a means of engaging digital volunteers (2014, background): “These gaming techniques have been applied in diverse domains including eco-feedback [13, 28], health and exercise [4, 7], image labelling [50], and service industries [20].”
- Gamification and Mobile Marketing Effectiveness (2016, positive): “Consistent with the literature (Blohm and Leimeister 2013; Groh 2012; Huotari and Hamari 2012), we define gamification as the use of game design elements to !”
- Gamification (2013, positive): “…derives from the domain of game design and is called gamification – enriching products, services, and information systems with game-design elements in order to positively influence motivation, productivity, and behavior of users (Deterding et al. 2011, pp. 10–12; Huotari and Hamari 2012, pp. 19–20).”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Hamari [25] suggests that sporadic nature of usage might not be compatible with persistent gameful affordances as the users might not spend enough time within the service in order to become interested in them.”
- Gamification in theory and action: A survey (2015, background): “At the intersection of the conceptualizations provided by Deterding et al. (2011a), Werbach and Hunter (2012), and Huotari and Hamari (2012), and considering Zichermann's definition without reference to a specific end goal, a standard definition of gamification is emerging: the intentional use of…”
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, background): “Application areas include education [74], training [77], marketing [34, 37], crowdsourcing [18], and health care [42].”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “…non-game contexts aimed at engaging people, motivating action, enhancing learning, and solving problems” (Borges et al. 2014, p. 216), and “a process of enhancing a service with affordances for gameful experiences in order to support user’s overall value creation” (Huotari and Hamari 2012, p. 19).”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “…with the discourse on gamification as it implicitly contains the idea that the users voluntarily interact with the system and its affordances rather than seeing the system elements as some-thing the user ‘ automatically ’ has to interact with (Zhang 2008; Jung et al. 2010; Huotari and Hamari 2012).”
- Do badges increase user activity? A field experiment on the effects of gamification (2017, background): “This phenomenon is commonly referred to as gamification (Deterding et al., 2011; Hamari et al., 2015; Huotari & Hamari, 2012).”
- Player Types: A Meta-synthesis (2014, background): “Another complementary development can be seen in the context of “gamification,”where game design is increasingly being applied towards the goals of marketing (Huotari & Hamari 2012; Hamari 2013).”
- A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019, background): “Huotari and Hamari [46] and Hamari [49] defined gamification as a continuous procedure of improving learning ability with motivational affordances to invoke gameplay experiences and achievements.”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “…referred to as ‘‘gamification’’ (Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, 2013; Hamari, Huotari, & Tolvanen, 2014; Hamari & Lehdonvirta, 2010; Huotari & Hamari, 2012; McGonigal, 2011), which refers to computers/technology being used to affect people’s motivations and behavior through…”