Daniel Johnson

Orcid: 0000-0003-1088-3460

Affiliations:
  • Queensland University of Technology, Science and Engineering Faculty, Brisbane, QLD, Australia


According to our database1, Daniel Johnson authored at least 147 papers between 2001 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Do videogame rewards influence players' subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning.
Int. J. Hum. Comput. Stud., January, 2024

Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences.
Proc. ACM Hum. Comput. Interact., 2024

Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball.
Proc. ACM Hum. Comput. Interact., 2024

Understanding and Mitigating New Harms in Immersive and Embodied Virtual Spaces: A Speculative Dystopian Design Fiction Approach.
Proceedings of the Companion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing, 2024

Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

Games and Play SIG: Connecting Games Research to the Broader HCI Context.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

An Eye Gaze Heatmap Analysis of Uncertainty Head-Up Display Designs for Conditional Automated Driving.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

Novel Approaches for Understanding and Mitigating Emerging New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2024.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

2023
Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions.
Behav. Inf. Technol., August, 2023

Prospective Passion and Social Capital within DotA 2 Players.
Proc. ACM Hum. Comput. Interact., 2023

Workshop on Understanding and Combating the Problematic Side of Play.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

2022
Collaborative Sense-Making in Genomic Research: The Role of Visualisation.
IEEE Trans. Vis. Comput. Graph., 2022

From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle.
ACM Trans. Comput. Hum. Interact., 2022

An Agile New Research Framework for Hybrid Human-AI Teaming: Trust, Transparency, and Transferability.
ACM Trans. Interact. Intell. Syst., 2022

Using fNIRS to Assess Cognitive Activity During Gameplay.
Proc. ACM Hum. Comput. Interact., 2022

Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing.
Proc. ACM Hum. Comput. Interact., 2022

miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022

Definitions of Esports: A Systematic Review and Thematic Analysis.
Proc. ACM Hum. Comput. Interact., 2022

It's habit, not toxicity, driving hours spent in DOTA 2.
Entertain. Comput., 2022

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic.
Comput. Hum. Behav., 2022

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022

2021
Videogame Play and Wellbeing Among a First Episode Psychosis Population.
Proc. ACM Hum. Comput. Interact., 2021

Need satisfaction, passion, empathy and helping behaviour in videogame play.
Comput. Hum. Behav., 2021

Eye-Gaze Analysis of HUD Interventions for Conditional Automation to Increase Situation Awareness.
Proceedings of the AutomotiveUI '21: 13th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Leeds, United Kingdom, September 9-14, 2021, 2021

2020
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences.
Int. J. Hum. Comput. Stud., 2020

Predictors of Players' Decisions to Help Others in Video Games.
Cyberpsychology Behav. Soc. Netw., 2020

Making friends in online games: gender differences and designing for greater social connectedness.
Behav. Inf. Technol., 2020

Intuitive Interaction with Motion Controls in a Tennis Video Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Games and Play SIG: Shaping the Next Decade of Games & HCI Research.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development.
Proceedings of the Australasian Computer Science Week, 2020

Puppy island: theory-driven design of a serious game for young children with cystic fibrosis.
Proceedings of the 19th ACM International Conference on Interaction Design and Children, 2020

2019
A Sense of Belonging: Pokémon GO and Social Connectedness.
Games Cult., 2019

GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Social Robots with Gamification Principles to Increase Long-Term User Interaction.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

The Role of Visual Detail during Situated Memory Recall within a Virtual Reality Environment.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Evaluating the GameFlow Model with Different Stakeholders.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ).
Int. J. Hum. Comput. Stud., 2018

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Comput. Hum. Behav., 2018

Greater rewards in videogames lead to more presence, enjoyment and effort.
Comput. Hum. Behav., 2018

Directing narrative in gameplay: player interaction in shaping narrative in the witcher 3.
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

Using Applied Games to Engage mHealth Users: A Case Study of MindMax.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

The Impact of Rewards and Trait Reward Responsiveness on Player Motivation.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

2017
Design and evaluation of virtual environments mechanisms to support remote collaboration on complex process diagrams.
Inf. Syst., 2017

GameFlow in Different Game Genres and Platforms.
Comput. Entertain., 2017

Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience.
Comput. Hum. Behav., 2017

Towards thriving: extending computerised cognitive behavioural therapy.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Understanding initial experiences with Mindmax, an mHealth app that draws on shared interests in sports and video games.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Make and connect: enabling people to connect through their things.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

Iterative Design and Evaluation of Regulatory Network Visualisation at Scale.
Proceedings of the 13th IEEE International Conference on e-Science, 2017

The Impact of Agency and Familiarity in Cooperative Multiplayer Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Motivating Engagement with a Wellbeing App Using Video Games and Gamification.
Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing co-located with the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), 2017

Positive Gaming: Workshop on Gamification and Games for Wellbeing.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny".
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

How Multidisciplinary is Gamification Research?: Results from a Scoping Review.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Designing Gamified Applications that Make Safe Driving More Engaging.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Designing the Social Internet of Things.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

From Joysticks to Pokémon Go: Games and Play Research in SIGCHI.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Augmenting process elicitation with visual priming: An empirical exploration of user behaviour and modelling outcomes.
Inf. Syst., 2016

Corrigendum to "Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people" [Comput. Hum. Behav.] 54 (2016) 207-214.
Comput. Hum. Behav., 2016

Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people.
Comput. Hum. Behav., 2016

Motivations for videogame play: Predictors of time spent playing.
Comput. Hum. Behav., 2016

The impact of communication technologies on life and relationship satisfaction.
Comput. Hum. Behav., 2016

Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learning.
Proceedings of the Serious Games - Second Joint International Conference, 2016

'Put yourself in the picture': designing for futures with young adults with intellectual disability.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

Finding and building connections: moving beyond skill- based matchmaking in videogames.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

The role of immersion during situated memory recall within virtual worlds.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

Using videogames to improve molecular graphics tools.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

Playing Support: Social Connectedness Amongst Male Videogame Players.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

The Appeal of MOBA Games: What Makes People Start, Stay, and Stop.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Can Videogame Players Inform Better Scientific Visualization'.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Crowd-Pleaser: Player Perspectives of Multiplayer Dynamic Difficulty Adjustment in Video Games.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Design and Preliminary Validation of The Player Experience Inventory.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Operationalising and Evaluating Sub-Optimal and Optimal Play Experiences through Challenge-Skill Manipulation.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

The Social Context of Video Game Play: Challenges and Strategies.
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
Indicators of wellbeing in recreational video game players.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Visual Analytics for Large-Scale Bioinformatic Data Sets.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Exploring Boredom Proneness as a Predictor of Mobile Phone Use in the Car.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Redefining Videogame Reward Types.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Operationalising and Measuring Flow in Video Games.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

The Internet of Playful Things.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

From Challenges to Activities: Categories of Play in Videogames.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Grand Push Auto: A Car Based Exertion Game.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Flow during Individual and Co-operative Gameplay.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

The False Dichotomy between Positive and Negative Affect in Game Play.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Crossing Domains: Diverse Perspectives on Players.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Virtual Business Role-Play: Leveraging Familiar Environments to Prime Stakeholder Memory During Process Elicitation.
Proceedings of the Advanced Information Systems Engineering, 2015

Zombies on the road: a holistic design approach to balancing gamification and safe driving.
Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2015

2014
Designing a Digital Experience for Young Children with Developmental Disabilities.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Games.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Understanding expectations with multiple controllers in an augmented reality videogame.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Natural mapping and intuitive interaction in videogames.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

The edge of glory: the relationship between metacritic scores and player experience.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Instructional objectives to core-gameplay: a serious game design technique.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Exploring the effect of achievements on students attending university orientation.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Autonomy in technology design.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

The effect of multiplayer dynamic difficulty adjustment on the player experience of video games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Videogames: Dispelling myths and tabloid headlines that videogames are bad.
Proceedings of the BCS-HCI 2014 Proceedings of the 28th International BCS Human Computer Interaction Conference, 2014

AR and Gamification Concepts to Reduce Driver Boredom and Risk Taking Behaviours.
Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Seattle, WA, USA, September 17, 2014

2013
Activity, motivation and games for young children.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Exploring the role of activity in genre.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Understanding player threat responses in FPS games.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Positively playful: when videogames lead to player wellbeing.
Proceedings of the First International Conference on Gameful Design, 2013

Videogame reward types.
Proceedings of the First International Conference on Gameful Design, 2013

Female game developers wanted Low pay, long hours, inflexible work environments.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

Does activity in computer game play have an impact on creative behaviour?
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

The People-Game-Play model for understanding videogames' impact on wellbeing.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

More naturalness, less control: The effect of natural mapping on the co-located player experience.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Using Natural User Interfaces for Collaborative Process Modelling in Virtual Environments.
Proceedings of the Workshop on Models and their Role in Collaboration, 2013

Rapid Scanning of Spectrograms for Efficient Identification of Bioacoustic Events in Big Data.
Proceedings of the 9th IEEE International Conference on eScience, 2013

Improving Remote Collaborative Process Modelling using Embodiment in 3D Virtual Environments.
Proceedings of the Ninth Asia-Pacific Conference on Conceptual Modelling, 2013

2012
Self-determination theory as applied to the design of a software learning system using whole-body controls.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

Flourishing and video games.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

GameFlow heuristics for designing and evaluating real-time strategy games.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Personality & video game genre preferences.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Videogame control device impact on the play experience.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

A Method for Measuring the Creative Potential of Computer Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Spotting the Difference: Identifying Player Opponent Preferences in FPS Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

ActivePaD surface haptic device.
Proceedings of the 2012 IEEE Haptics Symposium, 2012

Personality and player types in Fallout New Vegas.
Proceedings of the 4th International Conference on Fun and Games, 2012

Personality, genre and videogame play experience.
Proceedings of the 4th International Conference on Fun and Games, 2012

Preliminary Evaluation of an Augmented Reality Collaborative Process Modelling System.
Proceedings of the 2012 International Conference on Cyberworlds, 2012

2011
Information Communication Technology as a Means of Enhancing the Well-being of Older People.
Proceedings of the Behaviour Monitoring and Interpretation - BMI - Well-Being, 2011

Frictional widgets: enhancing touch interfaces with programmable friction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Enhancing physicality in touch interaction with programmable friction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

A Prototype Augmented Reality Collaborative Process Modelling Tool.
Proceedings of the Demo Track of the Nineth Conference on Business Process Management 2011, 2011

Modeling player-like behavior for game AI design.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Personality, motivation and video games.
Proceedings of the 22nd Australasian Computer-Human Interaction Conference, 2010

2009
Exploring mindlessness as an explanation for the media equation: a study of stereotyping in computer tutorials.
Pers. Ubiquitous Comput., 2009

2007
The media equation and team formation: Further evidence for experience as a moderator.
Int. J. Hum. Comput. Stud., 2007

2006
Exploring mindlessness as an explanation for the media equation: why and when people will treat computers as social actors
PhD thesis, 2006

2005
Effects of Team-Based Computer Interaction: The Media Equation and Game Design Considerations.
Proceedings of the Entertainment Computing, 2005

2004
Experience as a moderator of the media equation: the impact of flattery and praise.
Int. J. Hum. Comput. Stud., 2004

Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues.
Proceedings of the Entertainment Computing, 2004

2003
Creating engaging artificial characters for games.
Proceedings of the Second International Conference on Entertainment Computing, 2003

2002
The inherent appeal of physically controlled peripherals.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002

2001
Computer Games With Intelligence.
Proceedings of the 10th IEEE International Conference on Fuzzy Systems, 2001


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