Do Persuasive Technologies Persuade? - A Review of Empirical Studies
By Juho Hamari, Jonna Koivisto, Tuomas Pakkanen. International Conference on Persuasive Technology, 2014
311 citations recorded by the source corpus.
Subfields: Applied Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ca8638960ab72ffa47072fe40603856f5830e2ff
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In Applied Psychology
In Human-Computer Interaction
Citations in the corpus
- Do badges increase user activity? A field experiment on the effects of gamification (2017, background): “However, as Hamari et al. (2014a, 2014b) note, a large portion of the studies on gamification and similar studies in general seem to directly refer to the relationship between the affordances of the system and behavioral change.”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “According to Hoelter (1983), samples sizes of 200 and above are sufficient for structural equation modeling data analyses.”
- Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories (2019, background): “Clearly, our assumption that these mechanisms have been purely designed to prolong usage time of an app is speculative, but please see also a larger serious scientific area dealing with persuasive design/technologies in the computer sciences [103,104].”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “^ In 2010, the term entered more wide-spread use in the industry (Deterding et al. 2011) and in academia (Hamari et al. 2014b).”