Daniel Johnson
Orcid: 0000-0003-1088-3460Affiliations:
- Queensland University of Technology, Science and Engineering Faculty, Brisbane, QLD, Australia
According to our database1,
Daniel Johnson
authored at least 148 papers
between 2001 and 2025.
Collaborative distances:
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Bibliography
2025
Comput. Hum. Behav., 2025
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
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
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
Proc. ACM Hum. Comput. Interact., 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
2022
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
Proc. ACM Hum. Comput. Interact., 2022
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
Proc. ACM Hum. Comput. Interact., 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
Proc. ACM Hum. Comput. Interact., 2021
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
Cyberpsychology Behav. Soc. Netw., 2020
Making friends in online games: gender differences and designing for greater social connectedness.
Behav. Inf. Technol., 2020
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
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
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
GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019
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
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
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
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018
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
Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience.
Comput. Hum. Behav., 2017
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
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
Proceedings of the 13th IEEE International Conference on e-Science, 2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
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
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
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
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
Comput. Hum. Behav., 2016
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
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
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
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
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
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016
2015
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015
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
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
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
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
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
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
Proceedings of the BCS-HCI 2014 Proceedings of the 28th International BCS Human Computer Interaction Conference, 2014
Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Seattle, WA, USA, September 17, 2014
2013
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013
Proceedings of the First International Conference on Gameful Design, 2013
Proceedings of the First International Conference on Gameful Design, 2013
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013
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
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012
Proceedings of the 2012 IEEE Haptics Symposium, 2012
Proceedings of the 4th International Conference on Fun and Games, 2012
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
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the Demo Track of the Nineth Conference on Business Process Management 2011, 2011
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011
2010
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
Int. J. Hum. Comput. Stud., 2004
Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues.
Proceedings of the Entertainment Computing, 2004
2003
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
Proceedings of the 10th IEEE International Conference on Fuzzy Systems, 2001