Daniel Johnson
Cited by
Cited by
Gamification for health and wellbeing: A systematic review of the literature
D Johnson, S Deterding, KA Kuhn, A Staneva, S Stoyanov, L Hides
Internet Interventions 6, 89-106, 2016
A controlled trial of mindfulness training in schools: The importance of practice for an impact on well-being
FA Huppert, DM Johnson
The Journal of Positive Psychology 5 (4), 264-274, 2010
Effective affective user interface design in games
D Johnson, J Wiles
Ergonomics 46 (13-14), 1332-1345, 2003
Demographic category membership and leadership in small groups: A social identity analysis
MA Hogg, KS Fielding, D Johnson, B Masser, E Russell, A Svensson
The Leadership Quarterly 17 (4), 335-350, 2006
Gamification and serious games within the domain of domestic energy consumption: A systematic review.
M Johnson, Daniel, Horton, Ella, Mulcahy, Rory, & Foth
Renewable & Sustainable Energy Reviews 73, 249-264, 2017
Personality, motivation and video games
D Johnson, J Gardner
Proceedings of the 22nd Conference of the Computer-Human Interaction Special …, 2010
Gaming well: links between videogames and flourishing mental health
C Jones, L Scholes, D Johnson, M Katsikitis, MC Carras
Frontiers in psychology 5, 260, 2014
Gaming well: links between videogames and flourishing mental health
CM Jones, L Scholes, D Johnson, M Katsikitis, MC Carras
Frontiers in psychology 5, 2014
Computer games with intelligence
D Johnson, J Wiles
Fuzzy Systems, 2001. The 10th IEEE International Conference on 3, 1355-1358, 2001
All about that base: differing player experiences in video game genres and the unique case of MOBA games
D Johnson, LE Nacke, P Wyeth
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing …, 2015
Experience as a moderator of the media equation: the impact of flattery and praise
D Johnson, J Gardner, J Wiles
International Journal of Human-Computer Studies 61 (3), 237-258, 2004
Perceptions of the intergroup structure and anti-Asian prejudice among White Australians
D Johnson, DJ Terry, WR Louis
Group processes & intergroup relations 8 (1), 53-71, 2005
Player-centered game environments: Assessing player opinions, experiences, and issues
P Sweetser, D Johnson
International Conference on Entertainment Computing, 321-332, 2004
Personality & video game genre preferences
N Peever, D Johnson, J Gardner
Proceedings of The 8th Australasian Conference on Interactive Entertainment …, 2012
The impact of communication technologies on life and relationship satisfaction
J Goodman-Deane, A Mieczakowski, D Johnson, T Goldhaber, ...
Computers in Human Behavior 57, 219-229, 2016
Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience
Z Fitz-Walter, D Johnson, P Wyeth, D Tjondronegoro, B Scott-Parker
Computers in Human Behavior 71, 586-595, 2017
Active versus passive screen time for young children
P Sweetser, D Johnson, A Ozdowska, P Wyeth
Australasian Journal of Early Childhood 37 (4), 94-98, 2012
Motivations for videogame play: Predictors of time spent playing
D Johnson, J Gardner, P Sweetser
Computers in Human Behavior 63, 805-812, 2016
Revisiting the GameFlow model with detailed heuristics
P Sweetser, DM Johnson, P Wyeth
Journal: Creative Technologies 2012 (3), 2012
Personality, genre and videogame play experience
D Johnson, P Wyeth, P Sweetser, J Gardner
Proceedings of the 4th International Conference on Fun and Games, 117-120, 2012
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