"Working out for likes": An empirical study on social influence in exercise gamification
By Juho Hamari, Jonna Koivisto. Computers in Human Behavior, 2015
464 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/9309856537ca326b0c3f9aae180a5e87c3108554
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Juho Hamari
- Jonna Koivisto
- Kai Huotari
- De Liu
- David J. Shernoff
- Elizabeth Rowe
- Radhika Santhanam
- Brianno D. Coller
Citations in the corpus
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “…Hakulinen et al. 2013; Domínguez et al. 2013; de-Marcos et al. 2014; Farzan and Brusilovsky 2011; Simões et al. 2013; Christy and Fox 2014; Filsecker and Hickey 2014; Bonde et al. 2014), healthcare (Jones et al. 2014; Hamari and Koivisto 2015), and logistics (Hense et al. 2014; Klemke et al. 2014).”
- The sharing economy: Why people participate in collaborative consumption (2016, background): “Social networking services and similar service design used elsewhere can be seen to especially promote relatedness (see Hamari & Koivisto, 2015 and e.g., Deci & Ryan, 1985; Ryan & Deci, 2000 on relatedness), which is a major determinant for intrinsically motivated use such as enjoyment.”
- Expanding the Technology Acceptance Model with the Inclusion of Trust, Social Influence, and Health Valuation to Determine the Predictors of German Users’ Willingness to Continue using a Fitness App: A Structural Equation Modeling Approach (2018, background): “Although fitness apps are designed to principally realize the role previously mentioned, such apps could also perform gamification (Hamari & Koivisto, 2015) and social interaction (Lee & Cho, 2016) functions.”
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, background): “Serious games, gamification and game-based learning are distinct from entertainment-oriented games in that, while they are often also enjoyable, they are designed for primary end purposes other than entertainment and leisure (Davidson, 2008; Hamari & Koivisto, 2015b).”
- The rise of motivational information systems: A review of gamification research (2019, background): “…and therefore difficult to holistically transfer to other environments; 2) gamification involves motivational information system design (Hamari, 2015) which entails an understanding of (motivational) psychology; and 3) the goal of gamification is often to affect behavior, and this adds…”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “How to calibrate social influence has been the subject of investigation in both gamification (Hamari and Koivisto 2015) and broader contexts (Aral and Van Alstyne 2007).”