Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service
By Juho Hamari. Electronic Commerce Research and Applications, 2013
728 citations recorded by the source corpus.
Subfields: Clinical Psychology, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/6433bd85912a50922ad501c10913d551b9aa18ad
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Jonna Koivisto
- Janne Tuunanen
- Tuomas Pakkanen
- Kai Huotari
- Max Sjöblom
- Harri Sarsa
- Richard N. Landers
- Klaus Opwis
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Richard N. Landers
- Jesse Fox
- Michael D. Hanus
- Rachel C. Callan
- Kristina N. Bauer
- Jenni Majuri
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Richard N. Landers
- Jesse Fox
- Michael D. Hanus
- Max Sjöblom
- Kai Huotari
- Janne Tuunanen
Citations in the corpus
- Serious games and the gamification of tourism (2017, background): “Hamari (2013) reports that extrinsic motivation such as reward has no effect on increased playing activity.”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “In general terms, this development is 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…”
- What is eSports and why do people watch it? (2017, background): “In prior literature, playing games have been framed in the work context, for example, in the research veins on gamification (Hamari, 2013; Hamari et al., 2015; Jung et al., 2010; Nelson, 2012; Morschheuser et al., 2016), gold farming/real-money-trade (e.g. Heeks, 2009; Lehdonvirta, 2005;…”
- Understanding the intention to buy secondhand clothing on sharing economy platforms: The influence of sustainability, distance from the consumption system, and economic motivations (2020, neutral): “…behavior in P2P platforms mainly looking at the antecedents of online collaborative consumption from a consumer perspective (Benoit et al., 2017; Hamari, 2013; Hamari et al., 2016; Hofmann, Hartl, & Penz, 2017; Lang & Joyner Armstrong, 2018; Lee et al., 2018; Möhlmann, 2015; Perren & Kozinets,…”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, background): “, 2011), blogs (Hsu & Lin, 2008), and e-commerce (Hamari, 2013).”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Achievements/ Badges [2][8][10][17][20][22][25][27] [34]”
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, background): “In order to predict a user’s continuance intention, gamification research has offered a number of explanations, including attitude toward a gamified IS [28], social influence [27], satisfaction, and self-efficacy [12], chief among them being flow experience (FE) as a construct [29, 32, 42].”
- Gamification of education and learning: A review of empirical literature (2018, background): “demographic (Koivisto & Hamari, 2014) and personality factors, the associations attached to the task or activity in general (Hamari, 2013), and the temporal and spatial context (Deterding, 2015).”
- Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013, background): “2) Gamification attempts to affect motivations rather than attitude and/or behaviour directly, as is the case in persuasive technologies (Fogg, 2003; Oinas-Kukkonen and Harjumaa, 2009; Hamari 2013).”
- The sharing economy: Why people participate in collaborative consumption (2016, neutral): “For instance, gamification, has been used for both; increasing intrinsic motivations via attempting to make the interaction with the system more game-like as well as for tracking participant behaviors (Hamari, 2013; Hamari, Huotari, & Tolvanen, 2015).”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “…already been employed and researched in majority of the above mentioned domains such as commerce (Bittner and Shipper 2014; Cechanowicz et al. 2013; Hamari 2013; Hamari2015; Terlutter and Capella 2013), education (Denny 2013, Hakulinen et al. 2013; Domínguez et al. 2013; de-Marcos et al. 2014;…”
- Gamification of task performance with leaderboards: A goal setting experiment (2017, background): “The absence of such commitment is potentially damaging; for example, Hamari (2013) suggested that a lack of goal commitment was a likely cause for the weak effect of the gamification intervention he tested, concluding that it should be measured in future research.”
- 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.”