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Kylliäinen, M., Virjonen, P., & Hongisto, V. (2019). Optimized reference spectrum for rating the impact sound insulation of concrete floors. Journal of the Acoustical Society of America, 145(1), 407-416. https://doi.org/10.1121/1.5087553

Bramsløw, L., Naithani, G., Hafez, A., Barker, T., Pontoppidan, N. H., & Virtanen, T. (2018). Improving competing voices segregation for hearing impaired listeners using a low-latency deep neural network algorithm. Journal of the Acoustical Society of America, 144(1), 172-185. https://doi.org/10.1121/1.5045322

Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353. https://doi.org/10.1016/j.chb.2017.11.027

Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67. https://doi.org/10.1016/j.chb.2018.02.013

Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. (2017). How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Computers in Human Behavior, 77, 169-183. https://doi.org/10.1016/j.chb.2017.08.026

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171. https://doi.org/10.1016/j.chb.2017.03.036

Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469-478. https://doi.org/10.1016/j.chb.2015.03.036

Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A meta-analysis. Computers in Human Behavior, 71, 59-69. https://doi.org/10.1016/j.chb.2017.01.042

Ninaus, M., Kiili, K., McMullen, J., & Moeller, K. (2017). Assessing fraction knowledge by a digital game. Computers in Human Behavior, 70, 197-206. https://doi.org/10.1016/j.chb.2017.01.004

Pakkanen, J., Juuti, T., & Lehtonen, T. (2016). Brownfield Process: A method for modular product family development aiming for product configuration. DESIGN STUDIES, 45B, 210-241. https://doi.org/10.1016/j.destud.2016.04.004

Sun, L., Peräkylä, J., Polvivaara, M., Öhman, J., Peltola, J., Lehtimäki, K., ... Hartikainen, K. M. (2015). Human anterior thalamic nuclei are involved in emotion-attention interaction. NEUROPSYCHOLOGIA, 78, 88-94. https://doi.org/10.1016/j.neuropsychologia.2015.10.001

Kaasinen, E., Roto, V., Hakulinen, J., Heimonen, T., Jokinen, J. P. P., Karvonen, H., ... Turunen, M. (2015). Defining user experience goals to guide the design of industrial systems. Behaviour and Information Technology, 34(10), 976-991. https://doi.org/10.1080/0144929X.2015.1035335

Pyhalto, K., Pietarinen, J., & Soini, T. (2015). Teachers professional agency and learning-from adaption to active modification in the teacher community. TEACHERS AND TEACHING: THEORY AND PRACTICE, 21(7), 811-830. https://doi.org/10.1080/13540602.2014.995483

Hamari, J., & Koivisto, J. (2015). "Working out for likes": An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333-347. https://doi.org/10.1016/j.chb.2015.04.018

Soini, T., Pietarinen, J., Toom, A., & Pyhältö, K. (2015). What contributes to first-year student teachers sense of professional agency in the classroom? TEACHERS AND TEACHING: THEORY AND PRACTICE, 21(6), 641-659. https://doi.org/10.1080/13540602.2015.1044326

Partala, T., & Saari, T. (2015). Understanding the most influential user experiences in successful and unsuccessful technology adoptions. Computers in Human Behavior, 53, 381-395. https://doi.org/10.1016/j.chb.2015.07.012

Luoto, T. M., Iverson, G. L., Losoi, H., Wäljas, M., Tenovuo, O., Kataja, A., ... Öhman, J. (2015). Clinical correlates of retrograde amnesia in mild traumatic brain injury. BRAIN INJURY, 29(5), 565-572. https://doi.org/10.3109/02699052.2014.1002421

Stoffregen, J., Pawlowski, J. M., & Pirkkalainen, H. (2015). A Barrier framework for open e-learning in public administrations. Computers in Human Behavior, 51(B), 674-684. https://doi.org/10.1016/j.chb.2014.12.024

Silverberg, N. D., Luoto, T. M., Öhman, J., & Iverson, G. L. (2014). Assessment of mild traumatic brain injury with the King-Devick Test® in an emergency department sample. BRAIN INJURY, 28(12), 1590-1593. https://doi.org/10.3109/02699052.2014.943287

Pirkkalainen, H., & Pawlowski, J. M. (2014). Global social knowledge management - Understanding barriers for global workers utilizing social software. Computers in Human Behavior, 30, 637-647. https://doi.org/10.1016/j.chb.2013.07.041

Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. https://doi.org/10.1016/j.chb.2014.03.007

Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40, 133-143. https://doi.org/10.1016/j.chb.2014.07.048

Ilves, M., & Surakka, V. (2013). Subjective responses to synthesised speech with lexical emotional content: The effect of the naturalness of the synthetic voice. Behaviour and Information Technology, 32(2), 117-131. https://doi.org/10.1080/0144929X.2012.702285

Pyysalo, L., Luostarinen, T., Keski-Nisula, L., & Öhman, J. (2013). Long-term excess mortality of patients with treated and untreated unruptured intracranial aneurysms. JOURNAL OF NEUROLOGY NEUROSURGERY AND PSYCHIATRY, 84(8), 888-892. https://doi.org/10.1136/jnnp-2012-303073

Sibolt, G., Curtze, S., Melkas, S., Putaala, J., Pohjasvaara, T., Kaste, M., ... Erkinjuntti, T. (2013). Poststroke dementia is associated with recurrent ischaemic stroke. JOURNAL OF NEUROLOGY NEUROSURGERY AND PSYCHIATRY, 84(7), 722-726. https://doi.org/10.1136/jnnp-2012-304084

Pyysalo, M. J., Pyysalo, L. M., Pessi, T., Karhunen, P. J., & Öhman, J. E. (2013). The connection between ruptured cerebral aneurysms and odontogenic bacteria. JOURNAL OF NEUROLOGY NEUROSURGERY AND PSYCHIATRY, 84(11), 1214-1218. https://doi.org/10.1136/jnnp-2012-304635

Wäljas, M., Iverson, G. L., Hartikainen, K. M., Liimatainen, S., Dastidar, P., Soimakallio, S., ... Öhman, J. (2012). Reliability, validity and clinical usefulness of the BNI fatigue scale in mild traumatic brain injury. BRAIN INJURY, 26(7-8), 972-978. https://doi.org/10.3109/02699052.2012.660511

Iverson, G. L., Hakulinen, U., Wäljas, M., Dastidar, P., Lange, R. T., Soimakallio, S., & Öhman, J. (2011). To exclude or not to exclude: White matter hyperintensities in diffusion tensor imaging research. BRAIN INJURY, 25(13-14), 1325-1332. https://doi.org/10.3109/02699052.2011.608409

Evreinova, T. V., Evreinov, G., & Raisamo, R. (2011). Integrating discrete events and continuous head movements for video-based interaction techniques. Behaviour and Information Technology, 30(6), 739-746. https://doi.org/10.1080/01449290903353013

Pyysalo, L. M., Niskakangas, T. T., Keski-Nisula, L. H., Kähärä, V. J., & Öhman, J. E. (2011). Long term outcome after subarachnoid haemorrhage of unknown aetiology. JOURNAL OF NEUROLOGY NEUROSURGERY AND PSYCHIATRY, 82(11), 1264-1266. https://doi.org/10.1136/jnnp.2010.239335

Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2011). At least nine ways to play: Approaching gamer mentalities. GAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA, 6(4), 327-353. https://doi.org/10.1177/1555412010391089