A meta-analysis of antecedents and consequences of trust in mobile commerce

S Sarkar, S Chauhan, A Khare - International Journal of Information …, 2020 - Elsevier
Awareness of antecedents and consequences of trust in m-commerce can enable m-
commerce service providers to design suitable marketing strategies. Present study …

[HTML][HTML] The rise of motivational information systems: A review of gamification research

J Koivisto, J Hamari - International journal of information management, 2019 - Elsevier
Today, our reality and lives are increasingly game-like, not only because games have
become a pervasive part of our lives, but also because activities, systems and services are …

Game-based science learning: what are the problems with teachers practicing it in class?

A Schabas - Assyfa Learning Journal, 2023 - journal.assyfa.com
Middle school science learning prioritizes class literacy through independent, integrated
learning, only text, without any activity in the learning process. Contemporary literary studies …

[HTML][HTML] Does gamification affect brand engagement and equity? A study in online brand communities

N Xi, J Hamari - Journal of Business Research, 2020 - Elsevier
Gamification has become a popular technique in marketing. Many companies believe that
gamification can potentially increase the engagement, awareness and loyalty of consumers …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …

The effect of characteristics of source credibility on consumer behaviour: A meta-analysis

E Ismagilova, E Slade, NP Rana, YK Dwivedi - Journal of Retailing and …, 2020 - Elsevier
The aim of this research is to synthesise findings from existing studies on the characteristics
of source credibility of electronic word of mouth (eWOM) communications in a single model …

Social motivations of live-streaming viewer engagement on Twitch

Z Hilvert-Bruce, JT Neill, M Sjöblom, J Hamari - Computers in Human …, 2018 - Elsevier
Little is known about the motivations underlying viewer engagement in the rapidly growing
live-streaming multimedia phenomenon. This study trialled an eight-factor socio-motivational …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

[HTML][HTML] The association between video gaming and psychological functioning

JM Von der Heiden, B Braun, KW Müller… - Frontiers in …, 2019 - frontiersin.org
Video gaming is an extremely popular leisure-time activity with more than two billion users
worldwide. However, the media as well as professionals have underscored the potential …

What is eSports and why do people watch it?

J Hamari, M Sjöblom - Internet research, 2017 - emerald.com
Purpose The purpose of this paper is to investigate why do people spectate eSports on the
internet. The authors define eSports (electronic sports) as “a form of sports where the …