Tampere University of Technology

TUTCRIS Research Portal

Publications

  1. Published

    Reducing the number of unit tests with design by contract

    Hakonen, H., Hyrynsalmi, S. & Järvi, A., 2011, Computer Systems and Technologies - 12th International Conference, CompSysTech'11 - Proceedings. Vol. 578. p. 161-166 6 p.

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

  2. Published

    Towards usability heuristics for games utilizing speech recognition

    Halonen, A., Hyrynsalmi, S., Kimppa, K. K., Knuutila, T., Smed, J. & Hakonen, H., 2012, 4th Asian Conference on Intelligent Games and Simulation, GAME-ON ASIA 2012 - 4th Asian Simulation Technology Conference, ASTEC 2012. EUROSIS, p. 51-55 5 p.

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

  3. Published

    Why do people buy virtual goods: A meta-analysis

    Hamari, J. & Keronen, L., 1 Jun 2017, In : Computers in Human Behavior. 71, p. 59-69 11 p.

    Research output: Contribution to journalReview ArticleScientificpeer-review

  4. Published

    "Working out for likes": An empirical study on social influence in exercise gamification

    Hamari, J. & Koivisto, J., 1 Sep 2015, In : Computers in Human Behavior. 50, p. 333-347 15 p.

    Research output: Contribution to journalArticleScientificpeer-review

  5. Published

    Do badges increase user activity? A field experiment on the effects of gamification

    Hamari, J., 1 Jun 2017, In : Computers in Human Behavior. 71, p. 469-478 10 p.

    Research output: Contribution to journalArticleScientificpeer-review

  6. Published

    Measuring flow in gamification: Dispositional Flow Scale-2

    Hamari, J. & Koivisto, J., 2014, In : Computers in Human Behavior. 40, p. 133-143 11 p.

    Research output: Contribution to journalArticleScientificpeer-review

  7. Published

    Framework for designing and evaluating game achievements

    Hamari, J. & Eranti, V., 2011, Proceedings of DiGRA 2011 Conference: Think Design Play.

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

  8. Published

    Gamification, quantified-self or social networking? Matching users’ goals with motivational technology

    Hamari, J., Hassan, L. & Dias, A., 2018, In : User Modeling and User-Adapted Interaction. 28, 1, p. 35–74 40 p.

    Research output: Contribution to journalArticleScientificpeer-review

  9. Published

    Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?

    Hamari, J., Malik, A., Koski, J. & Johri, A., 2019, In : International Journal of Human-Computer Interaction. 35, 9

    Research output: Contribution to journalArticleScientificpeer-review

  10. Published

    The innovations in learning and education SAVI

    Hamilton, E. & Multisilta, J., 2013, Computer-Supported Collaborative Learning Conference, CSCL. Vol. 2. p. 511-512 2 p.

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

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