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Tuomas Kari · Study
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Author
Tuomas Kari
15 works
· latest 2022
· 4 institutions
cluster: provisional
ORCID 0000-0002-5755-806X
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Citations
265
Works here
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Most cited in this library
To Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
2016 · 36 citations
Explaining the Usage Intentions of Exergames
2014 · 33 citations
Role of situational context in use continuance after critical exergaming incidents
2019 · 33 citations
Behavior change types with Pokémon GO
2017 · 31 citations
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020 · 24 citations
Works
15 shown
Digital Coaching Motivating Young Elderly People towards Physical Activity
Sustainability
·
2022
·
3 authors
·
Open access
18
citations
Changes in the Use Intention of Digital Wellness Technologies and Its Antecedents Over Time: The Use of Physical Activity Logger Applications Among Young Elderly in Finland
Hawaii International Conference on System Sciences (HICSS)
·
2021
·
3 authors
·
other
·
Open access
7
citations
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
JMIR Serious Games
·
2020
·
3 authors
·
Open access
24
citations
Implementing a Digital Wellness Application into Use – Challenges and Solutions Among Aged People
Lecture notes in computer science
·
2020
·
8 authors
·
other
·
Open access
10
citations
Young Elderly and Digital Coaching : A Quantitative Intervention Study on Exercise Self-Efficacy
Jyväskylä University Digital Archive (University of Jyväskylä)
·
2020
·
5 authors
·
other
·
Open access
8
citations
Applying UTAUT2 to Explain the Use of Physical Activity Logger Applications Among Young Elderly
Journal of the Association for Information Systems
·
2020
·
3 authors
·
Open access
5
citations
Role of situational context in use continuance after critical exergaming incidents
Information Systems Journal
·
2019
·
3 authors
·
Open access
33
citations
Exergaming Experiences of Older Adults:A Critical Incident Study
·
2019
·
1 author
·
other
·
Open access
7
citations
Digital coaching and athlete’s self-efficacy : A quantitative study on sport and wellness technology
Jyväskylä University Digital Archive (University of Jyväskylä)
·
2018
·
4 authors
·
other
·
Open access
22
citations
Behavior change types with Pokémon GO
International Conference on the Foundations of Digital Games (FDG)
·
2017
·
3 authors
·
other
·
Open access
31
citations
To Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
Jyväskylä University Digital Archive (University of Jyväskylä)
·
2016
·
5 authors
·
other
·
Open access
36
citations
CRITICAL EXPERIENCES DURING THE IMPLEMENTATION OF A SELF-TRACKING TECHNOLOGY
Jyväskylä University Digital Archive (University of Jyväskylä)
·
2016
·
4 authors
·
other
·
Open access
19
citations
Explaining the Usage Intentions of Exergames
Jyväskylä University Digital Archive (University of Jyväskylä)
·
2014
·
2 authors
·
other
33
citations
Explaining the Usage Intentions of Exercise Monitoring Devices: The Usage of Heart Rate Monitors in Finland
Americas Conference on Information Systems
·
2012
·
4 authors
·
other
7
citations
Examining the Usage Intentions of Exercise Monitoring Devices: The Usage of Pedometers and Route Trackers in Finland
Journal of the Association for Information Systems
·
2012
·
4 authors
·
Open access
5
citations