Juho Hamari

School of Information Science, University of Tampere

Tampere, FIN-33101

Finland

SCHOLARLY PAPERS

7

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in Total Papers Downloads

23,621

CITATIONS

2

Scholarly Papers (7)

1.

The sharing economy: Why people participate in collaborative consumption

Journal of the Association for Information Science and Technology, 2015, DOI: 10.1002/asi.23552
Number of pages: 28 Posted: 31 May 2013 Last Revised: 03 May 2016
Juho Hamari, Mimmi Sjöklint and Antti Ukkonen
School of Information Science, University of Tampere, Copenhagen Business School and Helsinki Institute for Information Technology
Downloads 12,493 (251)

Abstract:

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2.

What Is eSports and Why Do People Watch It?

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2). DOI: 10.1108/IntR-04-2016-0085, Forthcoming
Number of pages: 34 Posted: 06 Nov 2015 Last Revised: 19 Aug 2016
Juho Hamari and Max Sjöblom
School of Information Science, University of Tampere and Game Research Lab, School of Information Science, Tampere University
Downloads 7,788 (612)

Abstract:

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media consumption, online video, uses and gratifications, streaming, eSports, games

3.

Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods

International Journal of Business Science & Applied Management, Vol. 5, No. 1, pp. 14-29, 2010
Number of pages: 16 Posted: 31 Aug 2009
Juho Hamari and Vili Lehdonvirta
School of Information Science, University of Tampere and University of Oxford - Oxford Internet Institute
Downloads 1,895 (7,182)
Citation 2

Abstract:

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online games, social networking, virtual world, virtual goods, business model, sustainability, captology

4.

Why Do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users

Number of pages: 29 Posted: 13 May 2016
Max Sjöblom and Juho Hamari
Game Research Lab, School of Information Science, Tampere University and School of Information Science, University of Tampere
Downloads 886 (23,709)

Abstract:

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streaming, uses and gratifications theory, games, Twitch, eSports, media usage

5.

Building Customer Relationship through Game Mechanics in Social Games

In M. Cruz-Cunha, V. Carvalho & P. Tavares (Eds.) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. Hershey, PA: IGI Global, Forthcoming
Number of pages: 22 Posted: 14 Sep 2012
Juho Hamari and Aki Järvinen
School of Information Science, University of Tampere and affiliation not provided to SSRN
Downloads 542 (46,152)

Abstract:

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Social games, online-games, customer relationship, game design, business model, virality, social networking service, Facebook

6.

The Rise of Motivational Information Systems: A Review of Gamification Research

Number of pages: 78 Posted: 18 Aug 2018
Jonna Koivisto and Juho Hamari
Tampere University of Technology and School of Information Science, University of Tampere
Downloads 17 (505,098)

Abstract:

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gamification, games, motivational information system, affordance, literature review

7.

Virtual Goods Sales: New Requirements for Business Modelling?

Posted: 25 Mar 2010
Juho Hamari
School of Information Science, University of Tampere

Abstract:

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business model, virtual world, game design, virtual economy, virtual goods, revenue model, marketing