J
Jonna Koivisto
Researcher at Tampere University of Technology
Publications - 27
Citations - 7300
Jonna Koivisto is an academic researcher from Tampere University of Technology. The author has contributed to research in topics: Context (language use) & Systematic review. The author has an hindex of 17, co-authored 25 publications receiving 5577 citations. Previous affiliations of Jonna Koivisto include University of Tampere & University UCINF.
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Proceedings ArticleDOI
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
TL;DR: The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it.
Journal ArticleDOI
The rise of motivational information systems: A review of gamification research
Jonna Koivisto,Juho Hamari +1 more
TL;DR: A comprehensive review of the gamification research is provided and a comprehensive discussion is provided on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.
Journal ArticleDOI
Demographic differences in perceived benefits from gamification
Jonna Koivisto,Juho Hamari +1 more
TL;DR: The results indicate that perceived enjoyment and usefulness of the gamification decline with use, suggesting that users might experience novelty effects from the service.
Journal ArticleDOI
Why do people use gamification services
Juho Hamari,Jonna Koivisto +1 more
TL;DR: The results suggest that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of gamification, while hedonic aspects have a direct positive relationship with use.
Journal ArticleDOI
Working out for likes
Juho Hamari,Jonna Koivisto +1 more
TL;DR: The results show that people indeed do "work out for likes", or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services.