Tampere University of Technology

TUTCRIS Research Portal

Research group: TUT Game Lab

Research unit: Research Group

  1. 2020
  2. Published

    Does gamification affect brand engagement and equity? A study in online brand communities

    Xi, N. & Hamari, J., 1 Mar 2020, In : Journal of Business Research. 109, p. 449-460 12 p.

    Research output: Contribution to journalArticleScientificpeer-review

  3. Published

    Demographic differences in accumulated types of capital in massively multiplayer online role-playing games

    Korkeila, H., Koivisto, J. & Hamari, J., 29 Jan 2020, AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference: January 2020, Tampere. ACM, p. 74-82 9 p.

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

  4. Published

    Satisfaction and willingness to consume immersive journalism: Experiment of differences between VR, 360 video, and article

    Bujic, M. & Hamari, J., 29 Jan 2020, AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference: January 2020, Tampere. ACM, p. 120-125 6 p.

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

  5. 2019
  6. Published

    Gamified coding: Toy robots and playful learning in early education

    Heljakka, K., Ihamaki, P., Tuomi, P. & Saarikoski, P., 1 Dec 2019, Proceedings - 6th Annual Conference on Computational Science and Computational Intelligence, CSCI 2019. IEEE, p. 800-805 6 p. 9071010

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

  7. Published

    Strengthening gamification studies: Current trends and future opportunities of gamification research

    Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C. & Cena, F., Jul 2019, In : International Journal of Human-Computer Studies. 127, 6 p.

    Research output: Contribution to journalReview ArticleScientific

  8. Published

    Moving mathematics out of the classroom: Using mobile technology to enhance spontaneous focusing on quantitative relations

    McMullen, J., Hannula-Sormunen, M., Kainulainen, M., Kiili, K. & Lehtinen, E., Mar 2019, In : British Journal of Educational Technology. 50, 2, p. 562-573 12 p.

    Research output: Contribution to journalArticleScientificpeer-review

  9. Published

    Pakko katsoa?! Nykypäivän provokatiivinen televisiotuotanto mediateollisuuden muotona

    Tuomi, P., 25 Jan 2019, In : Lähikuva. 31, 4, p. 48-79

    Research output: Contribution to journalArticleScientificpeer-review

  10. Published

    Effect of whole-body movement on performance and efficiency: A comparison of three controlling methods for a math game

    Lindstedt, A. & Kiili, K., 2019, Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings. Springer, p. 501-511 10 p. (Lecture Notes in Computer Science; vol. 11899).

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

  11. Published

    Gamification of physical activity: A systematic literature review of comparison studies

    Koivisto, J. & Hamari, J., 2019, GamiFIN 2019: Proceedings of the 3rd International GamiFIN Conference. CEUR-WS, p. 106-117 12 p. (CEUR Workshop Proceedings; vol. 2359).

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

  12. Published

    Preface

    Koivisto, J. & Hamari, J., 2019, GamiFIN 2019: Proceedings of the 3rd International GamiFIN Conference. CEUR-WS, (CEUR Workshop Proceedings; vol. 2359).

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientific

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