Juho Hamari

  • Professor of Gamification, Tampere University
  • Researcher, Helsinki Institute for Information Technology (HIIT)

[email protected]

scholar.google.com/citations?user=tKMlAegAAAAJ

orcid.org/0000-0002-6573-588X

Impact Metrics
50,000
Total Citations
8
PR Journals
0
h-index
0
i10-index
1
Top Conf
0
Other Works
Awards & Honors
Information Systems Scholar of the Year

Finnish Society for Computer Science (Tietojenkäsittelytieteen seura)

Emerging Virtual Scholar

American Educational Research Association (AERA)

Highly Cited Researchers (HCR) List

Clarivate Analytics / Web of Science

2023
Young Researcher of the Year

Finnish Foundation for Technology Promotion (Tekniikan edistämissäätiö)

2019
Past Positions

Associate Professor of Gamification (joint appointment), University of Turku

2016–2019

Professor of Gamification (joint appointment), Tampere University of Technology

2016–2018

Visiting Scholar / Research Fellow, University of California, Berkeley

2015–2016

Postdoctoral Researcher, Aalto University – School of Business

2015–2016

Researcher (Game Research Lab), University of Tampere

2015–2016
Education
Doctor of Science (Economics and Business Administration), Information Systems Science
Aalto University – School of Business (2015)
Biography

Professor of Gamification at Tampere University and leader of the Gamification Group. His work spans gamification, game‑based learning, motivational systems, and extended realities (VR/AR/XR), bridging HCI, information systems, applied psychology, and education. He has led multi‑million‑euro, multi‑faculty initiatives and is repeatedly listed among the world’s most highly cited researchers. His doctorate (D.Sc. Econ. & Bus. Adm.) was awarded by Aalto University in 2015 for a thesis on motivations and effects of gamification.

Theories & Frameworks
Service‑dominant definition of gamification

Conceptualizes gamification as enhancing a service with affordances for gameful experiences to support users’ value creation, grounding the concept in service‑dominant logic and emphasizing psychological mediators and multiple gamifying actors.

Introduced: 2012
GAMEFULQUEST (Gameful Experience Questionnaire)

A validated multi‑dimensional instrument for measuring perceived gamefulness across systems/services; captures accomplishment, challenge, competition, guidance, immersion, playfulness, and social experience.

Introduced: 2019
Framework for designing and evaluating game achievements

A design and evaluation framework for achievements as game/system mechanics, offering analytical lenses for structuring, motivating and assessing achievement systems.

Introduced: 2011
Research Interests
  • Augmented Reality in Education
  • Educational Gaming
  • Esports in Education
  • Game Studies
  • Human–Computer Interaction (in Education)
  • Learning Analytics
  • Meta-analysis
  • Persuasive Computing
  • Social Networking
  • Virtual Reality in Education
Peer-reviewed Journal Articles & Top Conference Papers
9

User Modeling and User‑Adapted Interaction (UMUAI) • Journal

Juho Hamari

Introduces and validates GAMEFULQUEST, a multi‑dimensional instrument to measure users’ gameful experience across services. Using qualitative item generation with users of Duolingo, Nike+ Run Club and Zombies, Run!, followed by large‑scale quantitative studies (N=371 and N=507), the paper establishes factorial structure and psychometrics for dimensions such as accomplishment, challenge, competition, guidance, immersion, playfulness, and social experience.

Computers in Human Behavior • Journal

Juho Hamari

A 2‑year between‑groups field experiment in a peer‑to‑peer marketplace examined the introduction of achievement badges. Comparing pre‑ and post‑implementation cohorts (N≈3,000), the gamified condition showed significant increases in trade proposals, completed transactions, comments, and overall usage. The study provides longitudinal evidence that well‑designed badge systems can boost activity in sharing‑economy platforms.

Internet Research • Journal

Juho Hamari

Defines eSports as competition mediated by electronic systems and investigates spectators’ motivations (n=888) using a sports‑consumption scale. Escapism, knowledge acquisition, novelty, and perceived player aggressiveness positively predict spectating frequency. The paper situates eSports within sports/media research and clarifies gratification‑related drivers of consumption for streaming‑based, computer‑mediated sports.

Electronic Markets • Journal

Juho Hamari

Positions gamification within service‑dominant logic and proposes a widely used definition: enhancing a service with affordances for gameful experiences to support users’ value creation. The conceptualization emphasizes experiential outcomes and identifies four gamifying actors. It connects gamification to service design and business strategy and clarifies psychological mediators between affordances and behavioral/value outcomes.

Computers & Education / Computers in Human Behavior (Elsevier) • Journal

Juho Hamari

Across two physics and engineering games (N=173), perceived challenge and skill increased engagement and immersion; engagement, in turn, strongly predicted perceived learning, while immersion did not. Challenge predicted learning both directly and indirectly via engagement; skill affected learning only indirectly. Results highlight the importance of maintaining appropriate challenge to support learning in game‑based environments.

Journal of the Association for Information Science and Technology (JASIST) • Journal

Juho Hamari

Models motivations for collaborative consumption (N=168) among users registered on a sharing‑platform. Enjoyment, sustainability values, and economic benefits all relate to participation, but sustainability’s effect is largely indirect via attitudes, indicating an attitude–behavior gap. Results nuance expectations that pro‑environmental motives alone drive adoption and highlight the role of pragmatic and hedonic drivers.

International Journal of Information Management • Journal

Juho Hamari

Surveying users of a gamified service, the study models utilitarian, hedonic and social motivations for continued use and attitudes. Hedonic benefits relate directly to continued use; utilitarian benefits influence use via attitudes; social factors strongly shape attitudes but only weakly relate to continued use. Findings clarify mixed results in prior literature and inform the design of gamified information services.

Computers in Human Behavior • Journal

Juho Hamari

Using survey data from an exercise‑focused gamification service (N=195), the study examines how gender, age, and tenure relate to perceived social, hedonic, and utilitarian benefits. Women reported greater social benefits, while perceived enjoyment and usefulness declined with longer use, suggesting novelty effects. Ease of use decreased with age. Implications are discussed for tailoring gamification by user segment and lifecycle.

Hawaii International Conference on System Sciences (HICSS) • Conference

Juho Hamari

Systematically reviews peer‑reviewed empirical studies on gamification, organizing evidence by examined gameful affordances, outcomes, domains, and study designs. The synthesis suggests gamification can yield positive effects, but results are context‑ and user‑dependent; design choices and implementation settings matter greatly. The paper identifies gaps and offers a framework to guide future research and system design.