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Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review ofempirical studies on gamification. Proceedings of the 47th Hawaii International Conferenceon System Sciences, Hawaii, USA, January 6–9, 2014.Hamari, J, & Lehdonvirta, V. (2010). Game design as marketing: How game mechanicscreate demand for virtual goods. International Journal of Business Science & AppliedManagement, 5(1), 14–29.Hamari, J, & Järvinen, A. (2011). Building customer relationship through game mechanicsin social games. Teoksessa M. Cruz-Cunha, V. Carvalho & P. Tavares (toim.) Business,technological and social dimensions of computer games: Multidisciplinary developments (348–365). Hershey, PA: IGI Global.Harviainen, J. T. (2012). Oppimisroolipelien käyttö ja toimintamekanismitpalvelunkehittämisessä. Teoksessa J. Suominen, R. Koskimaa, F. Mäyrä & R. Turtiainen(toim.) Pelitutkimuksen vuosikirja 2012 (99–106).Harviainen, J. T. & Lainema, T. (2013). Pelit, systeemidynamiikka ja oppiminen. TeoksessaJ. Suominen, R. Koskimaa, F. Mäyrä & R. Turtiainen (toim.) Pelitutkimuksen vuosikirja2013.Harviainen, J. T., Lainema, T. & Saarinen, E. (painossa). Player-reported impediments togame-based learning. Hyväksytty julkaisuun, Transactions of the Digital Games ResearchAssociation, 2.Henriksen, T. D. (2008). Extending experiences of learning games – or why learning gamesshould be neither fun, educational or realistic. Teoksessa O. Leino, H. Wirman & A.Fernandez (toim.) Extending experiences: Structure, analysis and design of computer gameplayer experience (140–162). Rovaniemi: University of Lapland.Henriksen, T. D. (2010). Moving educational role-play beyond entertainment. Teoría de laEducación – Educación y Cultura en la Sociedad de la Información, 11(3), 226–262.Holsti, L., Takala, T., Martikainen, A., Kajastila, R. & Hämäläinen, P. (2013). Bodycontrolledtrampoline training games based on computer vision. CHI’13 ExtendedAbstracts on Human Factors in Computing Systems (1143–1148).Hull, D., Williams, G.A. & Griffiths, M.D. (2013). Video game characteristics, happinessand flow as predictors of addiction among video game players: A pilot study. Journal ofBehavioral Addictions, ennakkojulkaisu.Huotari K., & Hamari, J. (2012). Defining gamification – A service marketing perspective.Teoksessa Proceedings of The 16th International Academic Mindtrek Conference, Tampere,Finland, October 3–5, 2012 (17–22). New York: ACM.Hussain, Z. & Griffiths, M. D (2009). Excessive use of massively multi-player online roleplayinggames: A pilot study. International Journal of Mental Health and Addiction, 7(4),563–571.LÄHTEET| 141

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