Publications

Explore the full list of publications below to discover how the centre’s scholarly output is shaping the future of gameful realities across academia, industry, and society.

This page lists the last five years (2025-2020). Please find all our publications in TUNICRIS.

2025

Koivisto, J. , Liimatainen, K. , Taipale, T. , & Kellomäki, M. (2025). 3D Microrheology for Microstructural Analysis of 3D Hydrogel Cell Cultures. Poster session presented at 34th Annual Conference of the European Society for Biomaterials, Turin, Italy.
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Demedts, F. , Said-Metwaly, S. , Kiili, K. , Ninaus, M. , Lindstedt, A. , Reynvoet, B. , Sasanguie, D. , & Depaepe, F. (2025). Adaptive Feedback in Digital Educational Games: An Explanatory Item Response Theory Approach. Journal of Computer Assisted Learning, 41(5), Article e70104. https://doi.org/10.1111/jcal.70104
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Elo, C. (2025). Addressing Challenges in Speech Therapy and Augmentative and Alternative Communication: The potential of gamification and e-textiles. (Tampere University Dissertations – Tampereen yliopiston väitöskirjat; Vol. 1171). Tampere University. https://urn.fi/URN:ISBN:978-952-03-3775-9
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Al Masalm, S. , Xi, N. , & Hamari, J. (2025). An experiment on consumers’ perceived fairness of gamified incentives toward oneself and others. InECIS 2025 ProceedingsArticle 9 (ECIS proceedings). AIS Electronic Library. https://aisel.aisnet.org/ecis2025/ethical/ethical/9
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Altarriba Bertran, F. , Márquez Puig, J. , & Corominas, J. (2025). An In-Progress Research through Design Exploration of the Frictions Emerging in Playful Public Expression Systems (and How to Navigate Them). InProceedings of the 19th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2025(pp. 1-7). Article 59 ACM. https://doi.org/10.1145/3689050.3705998
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Mergianian, C. , Hienonen, N. , Dindar, M. , & Vainikainen, M. -P. (2025). Assessing Computational Thinking Using Log Data: A Scoping Review. In K. Tammets, S. Sosnovsky, R. Ferreira Mello, G. Pishtari, & T. Nazaretsky (Eds. ), Two Decades of TEL. From Lessons Learnt to Challenges Ahead: 20th European Conference on Technology Enhanced Learning, EC-TEL 2025, Newcastle upon Tyne and Durham, UK, September 15–19, 2025, Proceedings, Part I(pp. 306-320). (Lecture Notes in Computer Science; Vol. 16063). Springer. https://doi.org/10.1007/978-3-032-03870-8_21
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Jalo, H. , & Seppänen, M. (2025). Breaking the ICE? Examining the Cognitive, Social, and Psychological Determinants of User Resistance to Electric Non-Road Work Vehicle Adoption. In A. Pucihar, M. Kljajić Borštnar, S. Blatnik, M. Marolt, R. W. H. Bons, K. Smit, & M. Glowatz (Eds. ), 38th Bled eConference: Empowering Transformation: Shaping Digital Futures for All(pp. 533–548). University of Maribor Press. https://doi.org/10.18690/um.fov.4.2025.33
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Laato, S. , Karaosmanoglu, S. , Hamari, J. , Brunnhofer, M. , & Kordyaka, B. (2025). Character Preferences in Competitive Games: A study among League of Legends players. In T. X. Bui (Ed. ), Proceedings of the 58th Hawaii International Conference on System Sciences(pp. 4293-4302). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/109360
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Korventausta, M. , Veermans, M. , Jaakkola, T. , & Järvinen, T. (2025). Civic engagement in early adolescence: a contextual view on the civic-oriented activities among Finnish 6th graders. Scandinavian Journal of Educational Research. Advance online publication. https://doi.org/10.1080/00313831.2025.2506381
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Ahmed, E. , Cosio, L. D. , Genç, Ç. , Hamari, J. , & Buruk, O. O. (2025). Co-Designing Companion Robots for the Wild: Ideating Towards a Design Space. International Journal of Human-Computer Interaction, 1-26. Advance online publication. https://doi.org/10.1080/10447318.2025.2524500
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Bampouni, E. , Xi, N. , Qin, Y. , & Hamari, J. (2025). Cognition in Multisensory Virtual Reality: A Systematic Literature Review. InPACIS 2025 ProceedingsArticle PACIS2025-1851 (Pacific Asia Conference on Information Systems (PACIS)). Association for Information Systems. https://aisel.aisnet.org/pacis2025/emerg_tech/emerg_tech/10
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Siitonen, V. , Ritonummi, S. , Salo, M. , Pirkkalainen, H. , & Mauno, S. (2025). Coping with technostress in the software industry: Coping strategies and factors underlying their selection. Journal of Systems and Software, 225, Article 112341. https://doi.org/10.1016/j.jss.2025.112341
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Laato, S. , Nummenmaa, T. , Yoshida, H. , Chambers, P. , Uhlgren, V. V. , Hu, B. A. , Kordyaka, B. , & Hamari, J. (2025). Crowdsourcing Environment Data with Gamified Augmented Reality Mini-Games. Proceedings of the ACM on Human-Computer Interaction, 9(6), 253-276. Article GAMES009. https://doi.org/10.1145/3748604
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Siuda, P. , Harviainen, T. , Hamari, J. , & Gehl, R. W. (2025). Dark Web and Blockchain Security in Focus: Introduction to the Cybercrime Minitrack. InProceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025(pp. 3928-3929). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/109316
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Tan, B. G. , Sakman, Ö. K. , Buruk, O. O. , Genç, Ç. , Havlucu, H. , Beşevli, C. , Yıldız, Z. , Kocaman, Y. , Yıldırım, İ. O. , Er, C. Ç. , Keskin, E. , Gülgöz, S. , & Özcan, O. (2025). Developing a scale for design thinking mindset and abilities: Measuring the course impact among multidisciplinary undergraduate students. International Journal of Technology and Design Education. Advance online publication. https://doi.org/10.1007/s10798-025-10015-0
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Guillen, G. , Sicevic, N. , Klock, A. C. T. , & Hamari, J. (2025). Digital Games For Conflict Mediation: a Study on The Developers’ Responsibility Practices and The Way Forward. InProceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems(pp. 1-11). Article 191 ACM. https://doi.org/10.1145/3706599.3720054
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Jabari, S. , Slezas, A. , Demircan, B. , Sarkar, S. , & Genç, Ç. (2025). Druid: (Re)connecting with Nature through Computational Fashion Wearables. InCHI EA ’25: Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems(pp. 1-7). ACM. https://doi.org/10.1145/3706599.3720310
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de Villiers Bosman, I. , Bujić, M. , Cosio, L. D. , ‘Oz’ Buruk, O. , Jørgensen, K. , & Hamari, J. (2025). Embodiment in virtual reality: an experiment on how visual and aural First- and Third-person modes affect embodiment and mindfulness. VIRTUAL REALITY, 29(2), Article 49. https://doi.org/10.1007/s10055-025-01129-w
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Bujic, M. (2025). Embodying VR avatars as a dynamic (para)social interaction: Towards a future research agenda. In L. Evans (Ed. ), Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence(pp. 117-129). Emerald Publishing. https://doi.org/10.1108/978-1-83549-376-220251018
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Ilves, M. , Syrjämäki, A. H. , Olsson, T. , Kiskola, J. , Isokoski, P. , Rantasila, A. , Bente, G. , & Surakka, V. (2025). Emotion labelling strengthens readers’ emotional responses to online messages. Behaviour & information technology, 44(9), 1860-1871. https://doi.org/10.1080/0144929x.2024.2379552
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Nummenmaa, T. , Laato, S. , Chambers, P. , Yrttimaa, T. , Vastaranta, M. , Buruk, O. T. , & Hamari, J. (2025). Employing Gamified Crowdsourced Close-Range Sensing in the Pursuit of a Digital Twin of the Earth. International Journal of Human-Computer Interaction, 41(8), 4668-4684. https://doi.org/10.1080/10447318.2024.2352922
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Ninaus, M. , Dresen, V. , Huber, S. E. , Kiili, K. , Dondio, P. , Weiss, E. M. , & Moeller, K. (2025). Enhancing Situational Mastery Experience and Willingness to Learn with Game Elements in Children with Specific Learning Disorders. Mind, Brain, and Education. Advance online publication. https://doi.org/10.1111/mbe.70016
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Vihriälä, T. A. , Lintula, L. , Raisamo, R. , & Virkki, J. (2025). Establishing the connection between speech-language pathologists and technology developers in designing novel textile-based AAC (TAAC) technologies. Universal Access in the Information Society, 24, 1239-1254. https://doi.org/10.1007/s10209-024-01128-9
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Macey, J. , Adam, M. , Hamari, J. , & Benlian, A. (2025). Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective. International Journal of Human-Computer Interaction, 41(7), 4067-4080. https://doi.org/10.1080/10447318.2024.2346690
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Merilampi, S. , Toriseva, M. , Huhtasalo, J. , Jyräkoski, T. , Virkki, J. , Lehtinen, T. , & Leino, M. (2025). Expanding mobile robot applications in care environments: client perspectives for added guidance. Advanced Robotics, 39(12), 765-776. https://doi.org/10.1080/01691864.2025.2527328
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Kiskola, J. , Olsson, T. , Syrjämäki, A. H. , Rantasila, A. , Ilves, M. , Isokoski, P. , & Surakka, V. (2025). Expected behavioural effects of alerts to impolite online news commenters: the impact of previous commenter’s politeness and guidance features. Behaviour & information technology, 1-21. Advance online publication. https://doi.org/10.1080/0144929X.2025.2485394
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Kiran, U. , Khan, N. F. , Murtaza, H. , Farooq, A. , & Pirkkalainen, H. (2025). Explanatory and predictive modeling of cybersecurity behaviors using protection motivation theory. Computers and Security, 149, Article 104204. https://doi.org/10.1016/j.cose.2024.104204
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Kiili, C. , Kiili, K. , Räikkönen, E. , & Coiro, J. (2025). Explicit video-based instruction enhanced students’ online credibility evaluation skills: Did storifying instruction matter? Computers and Education, 229, Article 105252. https://doi.org/10.1016/j.compedu.2025.105252
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Ferreira, A. , Lima, D. A. , Oliveira, W. , Bittencourt, I. I. , Dermeval, D. , Reimers, F. , & Isotani, S. (2025). Exploring Brazilian Teachers’ Perceptions and a priori Needs to Design Smart Classrooms. INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, 35, 914-965. https://doi.org/10.1007/s40593-024-00410-4
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Marji, N. , Thibault, M. , & Hamari, J. (2025). Fantastical cities: A systematic review of the architectural imaginary. Futures, 170, Article 103611. https://doi.org/10.1016/j.futures.2025.103611
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Lehtinen, A. , Veermans, K. , & Jaakkola, T. (2025). Finnish pre-service primary and science teachers’ motivations to enrol into teacher education and their perceptions of teaching. EUROPEAN JOURNAL OF TEACHER EDUCATION. Advance online publication. https://doi.org/10.1080/02619768.2025.2484756
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Guo, Y. M. , Nah, F. F. -H. , Xi, N. , & Poole, M. (2025). Flow, Immersion, and Presence: Creating Virtual Reality and Engagement in the Era of Ubiquitous and Intelligent Technologies. AIS Transactions on Human-Computer Interaction, 17(3), 333-342. https://doi.org/10.17705/1thci.00227
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Oliveira, W. , & Hamari, J. (2025). Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda. International Journal of Human-Computer Interaction. Advance online publication. https://doi.org/10.1080/10447318.2025.2470279
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Sakif, M. M. , Ihalainen, T. , Merilampi, S. , Vuohijoki, T. , Raumonen, P. , & Virkki, J. (2025). From Bracelets to Hoodies: Exploring Embedded Multimodal Assistive Controllers. In2025 10th International Conference on Smart and Sustainable Technologies, SpliTech 2025IEEE. https://doi.org/10.23919/SpliTech65624.2025.11091708
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Hirvonen, H. , Kiili, K. , & Kiili, C. (2025). Full ADHD Health Literacy Game: Identification with the Game’s Main Character. In P. D’souza, H. Tang, N. Xi, & J. Hamari (Eds. ), Proceedings of the 9th International GamiFIN Conference Ylläs, Finland, April 1-4, 2025(pp. 44-60). (CEUR Workshop Proceedings; Vol. 4012). CEUR-WS. https://ceur-ws.org/Vol-4012/paper4.pdf
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Zhang, Y. , Xi, N. , Liang, C. , Ma, Y. , Hong, W. , Wang, X. , & Hamari, J. (2025). Gamification for elderly well-being: Effects on experience and engagement. Technological Forecasting and Social Change, 217, Article 124155. https://doi.org/10.1016/j.techfore.2025.124155
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Ahmad, A. , Fernandez Galeote, D. , Xi, N. , & Hamari, J. (2025). Gamification of Personal Finance: A Systematic Literature Review. InPACIS 2025 ProceedingsArticle 1930 (Pacific Asia Conference on Information Systems (PACIS)). Association for Information Systems. https://aisel.aisnet.org/pacis2025/general_topic/general_topic/20
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Chambers, P. , Laato, S. , Yoshida, H. , Yrttimaa, T. , Liimatainen, K. , Uhlgren, V. -V. , Hamari, J. , Hujala, T. , Vastaranta, M. , & Nummenmaa, T. (2025). Gamified augmented reality for data collection in urban forests. Urban Forestry & Urban Greening, 113, Article 129036. https://doi.org/10.1016/j.ufug.2025.129036
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D’Souza, P. , Tang, H. , Xi, N. , & Hamari, J. (Eds. ) (2025). GamiFIN Conference 2025: Proceedings of the 9th International GamiFIN Conference. (CEUR Workshop Proceedings; Vol. 4012). CEUR-WS. https://ceur-ws.org/Vol-4012/
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Peters, J. (2025). Generative AI and the avant-garde: bridging historical innovation with contemporary art. AI AND SOCIETY. Advance online publication. https://doi.org/10.1007/s00146-025-02410-x
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Altarriba Bertran, F. , Buruk, O. O. , Márquez Puig, J. , & Hamari, J. (2025). How Can Interactive Technology Help Us to Experience Joy With(in) the Forest? Towards a Taxonomy of Tech for Joyful Human-Forest Interactions. InCHI 2025 – Proceedings of the 2025 CHI Conference on Human Factors in Computing SystemsArticle 742 ACM. https://doi.org/10.1145/3706598.3713151
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Spors, V. , Buruk, O. , & Hamari, J. (2025). Human-Nature Relationships through Video Games: An Exploration of Players’ Sense-Making. InCHI 2025 – Proceedings of the 2025 CHI Conference on Human Factors in Computing SystemsArticle 772 ACM. https://doi.org/10.1145/3706598.3713207
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Käpylä, J. , & Palvalin, M. (2025). Integrating peer assessment into experiential learning: the validity and learning benefits of peer assessment in reading circle discussions. ASSESSMENT AND EVALUATION IN HIGHER EDUCATION. Advance online publication. https://doi.org/10.1080/02602938.2025.2566659
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Gursesli, M. C. , Guazzini, A. , Thawonmas, R. , Valenti, C. , Duradoni, M. , & Thawonmas, R. (2025). Internet Gaming Disorder and Psychological Distress: a PRISMA systematic review. Heliyon, 11(12), Article e43518. https://doi.org/10.1016/j.heliyon.2025.e43518
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Hamari, J. , Klock, A. C. T. , Xi, N. , & Morschheuser, B. (2025). Introduction to the Gamification Minitrack. In T. X. Bui (Ed. ), Proceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025(pp. 1430). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://doi.org/10.24251/HICSS.2025.172
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Oliveira, W. , & Dantas Scaico, P. (2025). Introduction to the Minitrack on Computing Education. In T. X. Bui (Ed. ), Proceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025(pp. 4725-4726). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/109415
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Oliveira, W. , Aura, I. , Hamari, J. , & Altmeyer, M. (2025). Introduction to the Minitrack on Game-based Learning. In T. X. Bui (Ed. ), Proceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025(pp. 4873-4874). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/109433
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Pereira Perez, F. , Oliveira, W. , Corrêa de Lima, A. , de Castro Junior, A. A. , & Hamari, J. (2025). Investigating the Use of Competition and Cooperation-based Gamification in Computing Education: A Qualitative Study. In T. X. Bui (Ed. ), Proceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025(pp. 4895-4904). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/109436
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Haapaniemi, R. (2025). Materiaalisuus kääntämisessä ja kääntämisen tutkimuksessa. Mikael : Kääntämisen ja tulkkauksen tutkimuksen aikakauslehti, 18(1), 105-110. https://doi.org/10.61200/mikael.156612
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Haapaniemi, R. (2025). Materiality in Translation Theory and Practice: A semiotic perspective on the materiality of texts in the translation process. (Tampere University Dissertations – Tampereen yliopiston väitöskirjat; Vol. 1160). Tampere University. https://urn.fi/URN:ISBN:978-952-03-3750-6
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Dong, X. , Zvereva, G. , Wen, X. , & Xi, N. (2025). More Polite, More Immoral: How Does Politeness in Service Robots Influence Consumer Moral Choices? The Service Industries Journal. Advance online publication. https://doi.org/10.1080/02642069.2025.2453676
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Li, Z. , Buruk, O. O. , Bujic, M. , Kerous, B. , & Hamari, J. (2025). Natural Manipulation of Virtual Reality: The Effects of Kinesthetic Gloves with Force Feedback on User Performance and Experience for Accurate 3D Object Manipulation. International Journal of Human-Computer Studies, 199, Article 103507. https://doi.org/10.1016/j.ijhcs.2025.103507
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Tyrväinen, O. , Pirkkalainen, H. , Salo, M. , & Karjaluoto, H. (2025). Overloaded yet addicted? A meta-analysis of the outcomes of social media overload. Telematics and Informatics, 98, Article 102247. https://doi.org/10.1016/j.tele.2025.102247
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Macey, J. , Mattinen, T. , & Hamari, J. (2025). Paying, Playing, and Spectating: Relationships Between Digital Game Play and Spectating Esports. Games and Culture. Advance online publication. https://doi.org/10.1177/15554120251376073
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Li, W. , Kerous, B. , Xi, N. , & Hamari, J. (2025). Performance-Influencing Factors in Esports: A Review. In P. D’Souza, H. Tang, N. Xi, & J. Hamari (Eds. ), Proceedings of the 9th International GamiFIN Conference(pp. 250-266). (CEUR Workshop Proceedings; Vol. 4012). CEUR-WS. https://urn.fi/URN:NBN:fi:tuni-202509038928
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Varol, A. , Motlagh, N. H. , Leino, M. , & Virkki, J. (2025). Performance of Large Language Models Across Edge and Cloud Platforms in Smart Spaces. In2025 10th International Conference on Smart and Sustainable Technologies, SpliTech 2025IEEE. https://doi.org/10.23919/SpliTech65624.2025.11091771
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Fernández Galeote, D. , Gabrielaitis, L. , Guillén, G. , & Hamari, J. (2025). Play, games, and gamification to support sustainability transitions: a scoping review and research agenda. Environmental Innovation and Societal Transitions, 57, Article 101025. https://doi.org/10.1016/j.eist.2025.101025
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Mattinen, T. , Macey, J. , & Hamari, J. (2025). Play, Pay, Profit: Exploring When Gaming Becomes Gambling. InConference Proceedings of DiGRA 2025: Games at the Crossroads(DiGRA). DiGRA. https://doi.org/10.26503/dl.v2025i2.2436
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Määttä, S. , Hannula-Sormunen, M. , Kiili, K. , Halme, H. , Koskinen, A. , & McMullen, J. (2025). Promoting 5th Grade Students’ Spontaneous Focusing on Quantitative Relations. Journal of Experimental Education, 93(3), 451-477. https://doi.org/10.1080/00220973.2024.2348795
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Cordova, K. , Tome Klock, A. , & Gasparini, I. (2025). Prototyping and Evaluating a Support Network for Female STEM Students through Participatory Practices. InProceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025(pp. 6930-6939). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/109677
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Tandon, A. , Laato, S. , Islam, N. , & Dhir, A. (2025). Social comparisons at social networking sites: how social Media-induced fear of missing out and envy drive compulsive use. INTERNET RESEARCH, 35(2), 691-718. https://doi.org/10.1108/INTR-10-2022-0770
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Agic, S. , Chambers, L. , Thibault, M. , & Idone Cassone, V. (2025). Speculative Design and Playable Cities: Co-designing a Mindshift in Sustainable Urban Mobility through Urban Gamification. 415-419. Abstract from 28th International Academic Mindtrek Conference, Mindtrek 25, Tampere, Finland. https://doi.org/10.1145/3757980.3762122
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Jyräkoski, T. , Huhtasalo, J. , Vihriälä, T. , Kangasniemi, M. , Saari, S. , & Marttila, K. (2025). Teknologialla osallisuutta, toimintakykyä ja asiakaslähtöistä palvelua kehitysvammaisten henkilöiden arjessa. In E. Varamäki, S. Uusimäki, S. Päällysaho, & M. Karvonen (Eds. ), SEAMK–SAMK–CENTRIA: Tutkimusfoorumi 2025(pp. 493-505). (Seinäjoen ammattikorkeakoulun julkaisusarja A. Tutkimuksia; No. 44). Seinäjoen ammattikorkeakoulu. https://urn.fi/URN:NBN:fi-fe2025052855385
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Huhtasalo, J. , Leino, M. , Jyräkoski, T. , Virkki, J. , & Merilampi, S. (2025). Teknologian rooli työhyvinvoinnin tukemisessa: Uudet ratkaisut sosiaali- ja terveysalan ammattilaisten kuormituksen vähentämiseksi. In E. Varamäki, S. Uusimäki, S. Päällysaho, & M. Karvonen (Eds. ), SEAMK–SAMK–CENTRIA: Tutkimusfoorumi 2025(pp. 47-58). (Seinäjoen ammattikorkeakoulun julkaisusarja A. Tutkimuksia; No. 44). Seinäjoen ammattikorkeakoulu. https://urn.fi/URN:NBN:fi-fe2025052855385
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Thibault, M. , Perna, V. , & Opriomolla, A. (2025). Ten Points for Urban Play: a Multidisciplinary Approach. ID&A interaction Design & Architecture(S), (64), 197-230. https://doi.org/10.55612/s-5002-064-005
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Dhanakoses, K. , Pavavimol, T. , & Issarasak, S. (2025). The codesign process of virtual simulation games in medical education: a case study of the ER-VIPE platform. CoDesign. Advance online publication. https://doi.org/10.1080/15710882.2025.2515222
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Issabek, A. , Oliveira, W. , Hamari, J. , & Bogdanchikov, A. (2025). The effects of demographic factors on learners’ flow experience in gamified educational quizzes. SMART LEARNING ENVIRONMENTS, 12(1), Article 25. https://doi.org/10.1186/s40561-025-00378-1
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dos Santos, L. F. , Oliveira, W. , Corrêa de Lima, A. , de Castro Junior, A. A. , & Hamari, J. (2025). The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types. Technology, Knowledge and Learning. Advance online publication. https://doi.org/10.1007/s10758-025-09866-2
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Oliveira, W. , Dantas Scaico, P. , Hamari, J. , Li, Z. , & Shi, L. (2025). The Effects of Gamification on Students’ Flow Experience. Journal of Computer Assisted Learning, 41(5), Article e70120. https://doi.org/10.1111/jcal.70120
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Oliveira, W. , Dantas Scaico, P. , & Hamari, J. (2025). The Effects of Gamification on Students’ Sense of Accomplishment: A Controlled Experimental Study. InProceedings of the 9th International GamiFIN Conference(pp. 18-29). (CEUR Workshop Proceedings; Vol. 4012). CEUR-WS. https://ceur-ws.org/Vol-4012/paper2.pdf
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Sillberg, C. , Siqueira de Cerqueira, J. , Sillberg, P. , Kemell, K. -K. , & Abrahamsson, P. (2025). The EU AI Act is a Good Start But Falls Short. InSoftware Business: 5th International Conference, ICSOB 2024, Utrecht, The Netherlands, November 18–20, 2024, Proceedings(pp. 114-130). (Lecture Notes in Business Information Processing; Vol. 539 LNBIP). https://doi.org/10.1007/978-3-031-85849-9_10
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Thibault, M. , & Haapaniemi, R. (2025). The Inner Life of Avatars: Translating Emotions to Gameplay in Digital Games. In M. Gamrat (Ed. ), Translating Human Inner Life In and Between the Arts: A Semiotic Approach to the Emotions and the Process of Translation(pp. 49-70). (Bloomsbury Studies in Translation). Bloomsbury Academic. https://urn.fi/URN:NBN:fi:tuni-2025102910187
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Fernández Galeote, D. , Spors, V. , Cardinale, A. , Scartapenna, A. , Buruk, O. O. , & Hamari, J. (2025). The limits to sustainability: views and tensions expressed by future leaders for change. ENVIRONMENTAL EDUCATION RESEARCH, 31(7), 1313-1334. https://doi.org/10.1080/13504622.2024.2409955
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Laato, S. , Kordyaka, B. , & Hamari, J. (2024). Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II Community. InCHI 2024 – Proceedings of the 2024 CHI Conference on Human Factors in Computing SytemsArticle 758 ACM. https://doi.org/10.1145/3613904.3642137
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Oliveira, W. , Hamari, J. , Ferreira, W. , Pastushenko, O. , Toda, A. , Toledo Palomino, P. , & Isotani, S. (2024). Uncovering associations between users’ behaviour and their flow experience. Behaviour and Information Technology, 43(14), 3416-3435. https://doi.org/10.1080/0144929X.2023.2276822
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Hämäläinen, A. , Salo, M. , & Pirkkalainen, H. (2024). Uncovering Individual and Collective Ambivalences in Digital Gaming: The Triggering Role of Game Design Paradoxes. In E. Parmiggiani, C. Bardaki, & L. S. Rodrigues (Eds. ), MCIS 2024 Proceedings: 16th Mediterranean Conference on Information SystemsAssociation for Information Systems. https://aisel.aisnet.org/mcis2024/6
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Kirchner-Krath, J. , Altmeyer, M. , Schürmann, L. , Kordyaka, B. , Morschheuser, B. , Tomé Klock, A. C. , Nacke, L. , Hamari, J. , & von Korflesch, H. F. O. (2024). Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design. International Journal of Human-Computer Studies, 190, Article 103314. https://doi.org/10.1016/j.ijhcs.2024.103314
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Siitonen, V. , Ritonummi, S. , Salo, M. , Pirkkalainen, H. , & Mauno, S. (2024). Understanding the Strategies Used by Employees to Cope with Technostress in the Software Industry. 310-311. Abstract from 46th International Conference on Software Engineering: Companion, ICSE-Companion 2024, Lisbon, Portugal. https://doi.org/10.1145/3639478.3643092
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Dantas Scaico, P. , Oliveira, W. , Hamari, J. , MilHosseini, S. , & Brambilla, A. (2024). Understanding Undergraduate Students’ Flow State in Gamified and Non-Gamified Educational Systems: A Qualitative Case Study. In2024 IEEE Frontiers in Education Conference, FIE 2024(Conference proceedings – Frontiers in Education Conference). IEEE. https://doi.org/10.1109/FIE61694.2024.10892842
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Mairinoja, L. , Liimatainen, K. , Koivukoski, S. , Latonen, L. , Strauss, L. , & Ruusuvuori, P. (2024). Virtuaalimaailma histologian oppimisen tukena. Yliopistopedagogiikka, 31(1). https://lehti.yliopistopedagogiikka.fi/2024/06/20/virtuaalimaailma-histologian-oppimisen-tukena/
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Heljakka, K. , & Thibault, M. (2024). Virtual Cockroaches? Envisioning Dimensions of VToys and Related Play Experiences. In L. T. De Paolis, P. Arpaia, & M. Sacco (Eds. ), Extended Reality – International Conference, XR Salento 2024, Proceedings(pp. 285-292). (Lecture Notes in Computer Science; Vol. 15027 LNCS). Springer. https://doi.org/10.1007/978-3-031-71707-9_23
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Bosman, I. D. V. , Bujić, M. , Cosio, L. D. , Buruk, O. O. , Jørgenson, K. , & Hamari, J. (2024). Virtual Reality for Mindfulness: Aspects for Helping or Hindering Focus and Practice. InMindtrek ’24: Proceedings of the 27th International Academic Mindtrek Conference(pp. 264-269). ACM. https://doi.org/10.1145/3681716.3689446
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Ka, K. S. D. , Bosman, I. D. V. , & Smit, D. (2024). Virtual reality in automotive digital twins: A large language model-assisted content analysis of an expert evaluation. InMindtrek ’24: Proceedings of the 27th International Academic Mindtrek Conference(pp. 68 – 80). ACM. https://doi.org/10.1145/3681716.3681733
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Ahmed, E. , Genç, Ç. , Spors, V. , Hamari, J. , & Buruk, O. O. (2024). Walking Your Robot Dog: Experiences and Lessons Learned. In33rd IEEE International Conference on Robot and Human Interactive Communication, ROMAN 2024(pp. 2264-2271). (IEEE International Workshop on Robot and Human Communication, RO-MAN). IEEE. https://doi.org/10.1109/RO-MAN60168.2024.10731205
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Xi, N. , Buruk, O. O. , Chen, J. , Jabari, S. , & Hamari, J. (2024). Wearable gaming technology: A study on the relationships between wearable features and gameful experiences. International Journal of Human-Computer Studies, 181, Article 103157. https://doi.org/10.1016/j.ijhcs.2023.103157
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Altarriba Bertran, F. , & Márquez Puig, J. (2024). What if we re-position joy at the heart of the sustainability transition? InProceedings of the Halfway to the Future Symposium, HttF 2024Article 38 ACM. https://doi.org/10.1145/3686169.3686196
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Yang, X. , Xi, N. , & Hamari, J. (2024). What Motivates Metaverse Consumers to Purchase Virtual Assets? A Study on the Perceived Value of NFT Art. InPACIS 2024 ProceedingsArticle 1878 (Pacific Asia Conference on Information Systems (PACIS)). Association for Information Systems. https://aisel.aisnet.org/pacis2024/track02_blockchain/track02_blockchain/4
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Tang, H. , Xi, N. , & Hamari, J. (2024). What Motivates People To Contribute: A Study On The Gamification Of Github. Abstract from European Conference on Information Systems, Paphos, Cyprus. https://aisel.aisnet.org/treos_ecis2024/14/
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Xu, H. , Wu, Y. , & Hamari, J. (2024). When are consumers more likely to purchase counterfeit products? An exploration from the perspective of information framing in communication. CHINESE JOURNAL OF COMMUNICATION. Advance online publication. https://doi.org/10.1080/17544750.2024.2440737
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Niemelä, P. , Hukkanen, J. , Rajala, J. , Voimanen, E. , Yang, X. , & Järvinen, H. M. (2024). Who Is Who In Algo Foo. In J. D. Zufferey, G. Langie, R. Tormey, & B. V. Nagy (Eds. ), SEFI 2024 – 52nd Annual Conference of the European Society for Engineering, Proceedings: Educating Responsible Engineers(pp. 760-768). European Society for Engineering Education SEFI. https://doi.org/10.5281/zenodo.14254796
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Sardo, M. , & Thibault, M. (2024). “I like everything about it” – Perceived educational value of a digital gaming experience with Assassin’s Creed Odyssey: Discovery Tour. Italian Journal of Educational Technology, 32(3), 67-87. https://doi.org/10.17471/2499-4324/1399
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2023

Buruk, O. O. (2023). Academic Writing with GPT-3. 5 (ChatGPT): Reflections on Practices, Efficacy and Transparency. InProceedings of the 26th International Academic Mindtrek Conference: Academic Mindtrek(pp. 144–153). ACM. https://doi.org/10.1145/3616961.3616992
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Shawash, J. , Marji, N. , & Marji, N. (2023). A century of Jordanian architecture: narrating the development of the nation. ARCHNET-IJAR: INTERNATIONAL JOURNAL OF ARCHITECTURAL RESEARCH, 17(2), 323-342. https://doi.org/10.1108/ARCH-07-2021-0205
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Laato, S. , Morschheuser, B. , Hamari, J. , & Björne, J. (2023). AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education. In M. Chang, N. -S. Chen, R. Kuo, G. Rudolph, D. G. Sampson, & A. Tlili (Eds. ), Proceedings – 2023 IEEE International Conference on Advanced Learning Technologies, ICALT 2023(pp. 226-230). (IEEE International Conference on Advanced Learning Technologies). IEEE. https://doi.org/10.1109/ICALT58122.2023.00072
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Farias, R. , Oliveira, W. , & Hamari, J. (2023). An Early Case Study Analyzing Teachers’ Acceptance Towards of the Use of Gameful Approaches in Education in Brazil. InProceedings – 2023 IEEE International Conference on Advanced Learning Technologies, ICALT 2023(pp. 304-306). (IEEE International Conference on Advanced Learning Technologies). IEEE. https://doi.org/10.1109/ICALT58122.2023.00095
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Do Nascimento, I. M. , Oliveira, W. , Dantas, P. , Oliveira da Silva Junior, L. , Hamari, J. , & Do Amaral Neto, J. R. (2023). An Experience Report on Teachers’ Training for Unplugged Gamified Teaching in Brazil. In2023 IEEE Frontiers in Education Conference, FIE 2023 – Proceedings(Proceedings – Frontiers in Education Conference, FIE). IEEE. https://doi.org/10.1109/FIE58773.2023.10343439
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Palomino, P. T. , Toda, A. M. , Rodrigues, L. , Oliveira, W. , Nacke, L. , & Isotani, S. (2023). An ontology for modelling user’ profiles and activities in gamified education. RESEARCH AND PRACTICE IN TECHNOLOGY ENHANCED LEARNING, 18, Article 018. https://doi.org/10.58459/rptel.2023.18018
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Huber, S. E. , Lindstedt, A. , Kiili, K. , & Ninaus, M. (2023). Are Game Elements Fueling Learners’ Motivation via Positive Affect? In P. Dondio, M. Rocha, A. Brennan, A. Schönbohm, F. de Rosa, A. Koskinen, & F. Bellotti (Eds. ), Games and Learning Alliance – 12th International Conference, GALA 2023, Proceedings(pp. 234-243). (Lecture Notes in Computer Science; Vol. 14475 LNCS). Springer. https://doi.org/10.1007/978-3-031-49065-1_23
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Kiiskilä, P. , Kukkonen, A. , & Pirkkalainen, H. (2023). Are Micro-Credentials Valuable for Students? Perspective on Verifiable Digital Credentials. SN Computer Science, 4(4), Article 366. https://doi.org/10.1007/s42979-023-01797-y
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Mattinen, T. , Macey, J. , & Hamari, J. (2023). A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), Article 401. https://doi.org/10.1145/3611047
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Martínez-Estrada, M. , Vuohijoki, T. , Poberznik, A. , Shaikh, A. , Virkki, J. , Gil, I. , & Fernández-García, R. (2023). A Smart Chair to Monitor Sitting Posture by Capacitive Textile Sensors. Materials, 16(13), Article 4838. https://doi.org/10.3390/ma16134838
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Ashraf, M. , Anowar, F. , Setu, J. H. , Chowdhury, A. I. , Ahmed, E. , Islam, A. , & Al-Mamun, A. (2023). A Survey on Dimensionality Reduction Techniques for Time-Series Data. IEEE Access, 11, 42909-42923. https://doi.org/10.1109/ACCESS.2023.3269693
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Kim, E. , Mallat, E. , & Joutsenlahti, J. (2023). A systematic review of primary school class teachers views of mathematics teaching and learning. LUMAT, 11(2), 60-87. https://doi.org/10.31129/LUMAT.11.2.2055
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Marji, N. , Thibault, M. , & Hamari, J. (2023). A Typology of Fantastical Cities and Architecture: Categorizing the Urban Imaginary. InProceedings of the 26th International Academic Mindtrek Conference: Academic Mindtrek(pp. 207-222). ACM. https://doi.org/10.1145/3616961.3616983
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Riar, M. , Korbel, J. J. , Xi, N. , Meywirth, S. , Zarnekow, R. , & Hamari, J. (2023). Augmented Reality in Interactive Marketing: The State-Of-The-Art and Emerging Trends. In C. L. Wang (Ed. ), The Palgrave Handbook of Interactive Marketing(pp. 301-327). Palgrave Macmillan. https://doi.org/10.1007/978-3-031-14961-0_14
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Farooq, A. , Rantala, J. , Li, Z. , & Raisamo, R. (2023). Augmenting VR/XR experiences using directional vibrotactile feedback and temperature variation using wearable devices. InHuman Factors and Wearable Technologies: Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics and the Affiliated Conferences(pp. 81-91). (AHFE International; Vol. 85). https://doi.org/10.54941/ahfe1003629
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Wang, H. , Li, H. , Zhao , Y. , & Xi, N. (2023). Being natural is aesthetic: the effects of “natural” labeling on lay beliefs and the purchase intention of unattractive produce. ASIA PACIFIC JOURNAL OF MARKETING AND LOGISTICS, 35(7), 1759-1773. https://doi.org/10.1108/APJML-04-2022-0316
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Marji, N. , Thibault, M. , & Shawash, J. (2023). Blueprints of Tomorrow: Co-Designing Speculative Urban Futures. InMindtrek ’23: Proceedings of the 26th International Academic Mindtrek Conference(pp. 305-308). ACM. https://doi.org/10.1145/3616961.3616980
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Salo, M. , Makkonen, M. , & Pirkkalainen, H. (2023). Categorization of Employees’ Fears about Working with Physical Robots. In2023 IEEE-RAS 22nd International Conference on Humanoid Robots (Humanoids)(IEEE-RAS International Conference on Humanoid Robots). IEEE. https://doi.org/10.1109/Humanoids57100.2023.10375187
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Fernández Galeote, D. , Legaki, N. Z. , & Hamari, J. (2023). Climate Connected: An Immersive VR and PC Game for Climate Change Engagement. In J. Wallace, J. R. Whitson, B. Bonsignore, J. Frommel, & E. Harpstead (Eds. ), CHI PLAY 2023 – Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play(pp. 266-273). (CHI PLAY 2023 – Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play). ACM. https://doi.org/10.1145/3573382.3616053
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Laato, S. , Rauti, S. , Espeseth, A. , Söbke, H. , Hamari, J. , & Buruk, O. O. (2023). Composing Music Through Tile-based Games. In2023 IEEE International Symposium on Multimedia, ISM 2023: Proceedings(pp. 309-314). IEEE. https://doi.org/10.1109/ISM59092.2023.00059
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Caglar, G. , Spors, V. , Buruk, O. O. , Thibault, M. , Masek, L. , & Hamari, J. (2023). Crafting Bodies and Auras: Speculative Designs for Transhuman Communication. 354-358. Poster session presented at International Academic Mindtrek Conference, Tampere, Finland. https://doi.org/10.1145/3616961.3617810
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Qin, Y. , Xi, N. , & Hamari, J. (2023). Creativity in Virtual Reality: A Systematic Literature Review. InAustralasian Conference on Information Systems (ACIS) 2023(Australasian Conference on Information Systems). Association for Information Systems. https://aisel.aisnet.org/acis2023/141/
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Kordyaka, B. , Laato, S. , Stelter, A. , & Niehaves, B. (2023). Dark Desires? Using the Theory of Basic Desires to Better Understand Toxic Behavior in Multiplayer Online Games. In T. X. Bui (Ed. ), Proceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023(pp. 5551-5559). (Proceedings of the Annual Hawaii International Conference on System Sciences; Vol. 2023-January). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/103310
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Middleton, J. , Hakulinen, J. , Tiitinen, K. , Hella, J. , Keskinen, T. , Huuskonen, P. , Culver, J. , Linna, J. , Turunen, M. , Ziat, M. , & Raisamo, R. (2023). Data-to-music sonification and user engagement. Frontiers in Big Data, 6. https://doi.org/10.3389/fdata.2023.1206081
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Bampouni, E. , Xi, N. , & Hamari, J. (2023). Decision-Making Styles in Metaverse: Effects of Immersion and Embodiment. InAMCIS 2023 ProceedingsAssociation for Information Systems. https://urn.fi/URN:NBN:fi:tuni-202308077471
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Kiili, K. , Siuko, J. , Cloude, E. , & Dindar, M. (2023). Demystifying the Relations of Motivation and Emotions in Game-Based Learning: Insights from Co-Occurrence Network Analysis. International Journal of Serious Games, 10(4), 93-112. https://doi.org/10.17083/ijsg.v10i4.629
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Bertran, FA. , Puig, JM. , Cirera, ML. , Illas, EF. , Bertran, JP. , Plana, EF. , Buruk, O. , Genc, C. , Thibault, M. , & Hamari, J. (2023). Designing and Using the Wild Probes Toolkit (v1) to Co-Design From-the-Wild. InDIS ’23: Proceedings of the 2023 ACM Designing Interactive Systems Conference(pp. 765-778). ACM. https://doi.org/10.1145/3563657.3596102
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Krath, J. , Tomé Klock, A. C. , Morschheuser, B. , Legaki, N. Z. , Park, S. , von Korflesch, H. F. O. , & Hamari, J. (2023). Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work. InProceedings of the 7th International GamiFIN Conference 2023 (GamiFIN 2023)(pp. 1-12). (CEUR Workshop Proceedings; Vol. 3405). CEUR-WS. https://ceur-ws.org/Vol-3405/paper1.pdf
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Torro, O. , & Pirkkalainen, H. (2023). Design principles for social exchange in social virtual reality-enabled virtual teams. VIRTUAL REALITY, 27, 2791-2820. https://doi.org/10.1007/s10055-023-00832-w
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Thoma, G. , Bahnmueller, J. , Lindstedt, A. , Kiili, K. , Wortha, S. M. , Moeller, K. , & Ninaus, M. (2023). Different aspects of fraction understanding are associated selectively with performance on a fraction learning game. In F. H. Santos (Ed. ), Game-Based Learning in Education and Health – Part A(pp. 63-91). (Progress in Brain Research; Vol. 276). Elsevier. https://doi.org/10.1016/bs.pbr.2023.02.003
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Belousov, A. , Ojell-Järventausta, T. , Bujic, M. , Macey, J. , & Hamari, J. (2023). Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective. InCHI PLAY Companion ’23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play(pp. 127–134). ACM. https://doi.org/10.1145/3573382.3616100
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Muramatsu, P. K. , Oliveira, W. , Oyibo, K. , & Hamari, J. (2023). Does Mouse Click Frequency Predict Students’ Flow Experience? In T. X. Bui (Ed. ), Proceedings of the 56th Annual Hawaii International Conference on System Sciences, HICSS 2023(pp. 1281-1290). (Proceedings of the Annual Hawaii International Conference on System Sciences). Hawaii International Conference on System Sciences. https://hdl.handle.net/10125/102788
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Haque, M. S. , O’Broin, D. , Rahman, S. M. M. , Rahaman, S. , & Kehoe, J. (2023). Does peer-review feedback promote interpersonal relationships among Ph. D. students and supervisors? A self-determination theory perspective. In S. Haque, H. Oinas-Kukkonen, P. Karppinen, S. Iyengar, & L. van Gemert-Pijnen (Eds. ), Behavior Change Support Systems: Proceedings of the 11th International Conference on Behavior Change Support Systems(pp. 47-54). (CEUR Workshop Proceedings; Vol. 3436). CEUR-WS. https://ceur-ws.org/Vol-3436/Paper6.pdf
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Koskinen, A. , McMullen, J. , Ninaus, M. , & Kiili, K. (2023). Does the emotional design of scaffolds enhance learning and motivational outcomes in game-based learning? Journal of Computer Assisted Learning, 39(1), 77-93. https://doi.org/10.1111/jcal.12728
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Velasco, C. , Altarriba Bertran, F. , Obrist, M. , Wang, Y. , Mueller, F. F. , & Deng, J. (2023). Editorial: The future of human-food interaction. International Journal of Gastronomy and Food Science, 32, Article 100739. https://doi.org/10.1016/j.ijgfs.2023.100739
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Bujić, M. , Salminen, M. , & Hamari, J. (2023). Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality. International Journal of Human Computer Studies, 179, Article 103118. https://doi.org/10.1016/j.ijhcs.2023.103118
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Freitas, S. D. , Uren, V. , Kiili, K. , Ninaus, M. , Petridis, P. , Lameras, P. , Dunwell, I. , Arnab, S. , Jarvis, S. , & Star, K. (2023). Efficacy of the 4F Feedback Model: A Game-Based Assessment in University Education. Information, 14(2), Article 99. https://doi.org/10.3390/info14020099
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Lampi, A. , Salo, M. , Venermo, K. , & Pirkkalainen, H. (2023). Emergence of technostress among employees working with physical robots. InProceedings of the 31st European Conference on Information Systems (ECIS)Article 395 (European Conference on Information Systems). AIS. https://aisel.aisnet.org/ecis2023_rp/395
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Syrjämäki, A. , Ilves, M. , Isokoski, P. , Kiskola, J. , Rantasila, A. , Olsson, T. , Bente, G. , & Surakka, V. (2023). Emotionally toned online discussions evoke subjectively experienced emotional responses. Journal of Media Psychology, 35(1), 55-61. https://doi.org/10.1027/1864-1105/a000341
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Bampouni, E. , Xi, N. , & Hamari, J. (2023). Emotion in Motion: Experiment on Affective Responses to Virtual Realities. InAMCIS 2023 ProceedingsAssociation for Information Systems. https://urn.fi/URN:NBN:fi:tuni-202308087487
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De Nicolò, M. , Kanatschnig, T. , Hons, M. , Wood, G. , Kiili, K. , Moeller, K. , Greipl, S. , Ninaus, M. , & Kober, S. E. (2023). Engaging learners with games–Insights from functional near-infrared spectroscopy. PLoS ONE, 18(6), Article e0286450. https://doi.org/10.1371/journal.pone.0286450
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Haque, M. S. , Kehoe, J. , Shaima, M. , Rahman, S. M. M. , & O’Broin, D. (2023). Engaging Researchers as Academic Professionals via Online Gamified Service: A Participatory Story. In J. Kehoe, P. Bourke, & O. Cawley (Eds. ), 24th International Conference on Intelligent Games and Simulation, GAME-ON 2023(pp. 19-24). EUROSIS.
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Koskinen, A. (2023). Enhancing the Effectiveness of Digital Game-Based Learning with Adaptive Instructional Support. (Tampere University Dissertations – Tampereen yliopiston väitöskirjat; Vol. 874). Tampere University. https://urn.fi/URN:ISBN:978-952-03-3082-8
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Tome Klock, A. , Salenave Santana, B. , & Hamari, J. (2023). Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions. In A. Toda, A. I. Cristea, & S. Isotani (Eds. ), Gamification Design for Educational Contexts: Theoretical and Practical Contributions(pp. 37-48). Springer. https://doi.org/10.1007/978-3-031-31949-5_3
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Al Masalm, S. , Xi, N. , & Hamari, J. (2023). Ethical Considerations in Gamified Interactive Marketing Praxis. In C. L. Wang (Ed. ), The Palgrave Handbook of Interactive Marketing(pp. 963-985). Palgrave Macmillan. https://doi.org/10.1007/978-3-031-14961-0_41
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Mikalef, P. , Lemmer, K. , Schaefer, C. , Ylinen, M. , Fjørtoft, S. O. , Torvatn, H. Y. , Gupta, M. , & Niehaves, B. (2023). Examining how AI capabilities can foster organizational performance in public organizations. GOVERNMENT INFORMATION QUARTERLY, 40(2), Article 101797. https://doi.org/10.1016/j.giq.2022.101797
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Käpylä, J. , & Palvalin, M. (2023). Experiential pedagogical model for teaching management and leadership in higher education. In M. Carmo (Ed. ), Education and New Developments 2023(Vol. 2, pp. 580-584). (Education and new developments). InScience Press. https://doi.org/10.36315/2023v2end128
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Mehtälä, S. , Salo, M. , Tikka, S. , & Pirkkalainen, H. (2023). Exploring early adolescents’ stressful IT use experiences. Behaviour and Information Technology, 42(13), 2111-2125. https://doi.org/10.1080/0144929X.2022.2109991
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Zvereva, G. (2023). Exploring the challenges and potentials of employing gamification in organizational ethics education and training. 10. Abstract from Annual Responsible Business Research Seminar, Tampere, Finland.
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Kordyaka, B. , Park, S. , Krath, J. , & Laato, S. (2023). Exploring the Relationship Between Offline Cultural Environments and Toxic Behavior Tendencies in Multiplayer Online Games. ACM Transactions on Social Computing, 6(1-2), Article 3. https://doi.org/10.1145/3580346
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Rocha do Amaral Neto, J. , Oliveira, W. , Hamari, J. , Dantas, P. , & Melo do Nascimento, I. (2023). Exploring the Use of Social Gamification During and After Emergency Remote Teaching Caused by Covid-19. InProceedings – 2023 IEEE International Conference on Advanced Learning Technologies, ICALT 2023(pp. 97-99). (IEEE International Conference on Advanced Learning Technologies). IEEE. https://doi.org/10.1109/ICALT58122.2023.00034
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Vuohijoki, T. , Rahman, S. M. M. , Merilampi, S. , Ihalainen, T. , & Virkki, J. (2023). Fabrication and Initial Evaluation of Hand-Stitched RFID Dipole Antennas. InProceedings of 2023 IEEE 13th International Conference on RFID Technology and Applications (RFID-TA)(pp. 162-165). IEEE. https://doi.org/10.1109/RFID-TA58140.2023.10290192
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Syrjämäki, A. , Ilves, M. , Kiskola, J. , Rantasila, A. , Isokoski, P. , Olsson, T. , & Surakka, V. (2023). Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study. Interacting with Computers, 34(5), 129–136. https://doi.org/10.1093/iwc/iwad010
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Jalo, H. (2023). Factors Affecting the Organizational Adoption of Extended Reality Technologies. (Tampere University Dissertations – Tampereen yliopiston väitöskirjat; Vol. 842). Tampere University. https://urn.fi/URN:ISBN:978-952-03-3005-7
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