
Publications by year
PhD (University of Queensland)
Research discipline: Computer Science Dr. Daniel Johnson leads the QUT Games Research and Interaction Design Lab and is a Professor in the Bachelor of Games and Interactive Entertainment. He has completed Bachelors and Honours degrees in Psychology, a Graduate Certificate in Higher Education and a doctorate on the psychology of human-computer interactions and video games. Daniel has also worked in the games industry with companies such as NextGenVideos and The Binary Mill. His research interests include motivations for videogame play, the player experience, the impact of videogames on wellbeing, and gamification. He worked as a post-doctoral fellow at the University of Cambridge working for the Engineering Design Centre and remains an Affiliate of the Cambridge University Well-being Institute. Over the past decade, Daniel has undertaken consultancies exploring usability, user experience and design issues in entertainment and non-leisure software.
Projects (Chief investigator)
Additional information
- Johnson D, Klarkowski M, Vella K, Phillips C, McEwan M, Watling C, (2018) Greater Rewards in Videogames Lead to More Presence, Enjoyment and Effort, Computers in Human Behavior p66-74
- Perry R, Drachen A, Kearney A, Kriglstein S, Nacke L, Sifa R, Wallner G, Johnson D, (2018) Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play, Computers in Human Behavior p202-210
- Johnson D, Gardner J, Perry R, (2018) Validation of two game experience scales: the Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ), International Journal of Human-Computer Studies p38-46
- Vella K, Peever N, Klarkowski M, Ploderer B, Mitchell J, Johnson D, (2018) Using applied games to engage mHealth users: A case study of MindMax, Proceedings of the 5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play p511-522
- Hides L, Quinn C, Cockshaw W, Stoyanov S, Zelenko O, Johnson D, Tjondronegoro D, Quek L, Kavanagh D, (2018) Efficacy and outcomes of a mobile app targeting alcohol use in young people, Addictive Behaviors p89-95
- Johnson D, Horton E, Mulcahy R, Foth M, (2017) Gamification and serious games within the domain of domestic energy consumption: A systematic review, Renewable and Sustainable Energy Reviews p249-264
- Johnson D, Deterding C, Kuhn K, Staneva A, Stoyanov S, Hides L, (2016) Gamification for health and wellbeing: A systematic review of the literature, Internet Interventions p89-106
- Johnson D, Gardner J, Sweetser P, (2016) Motivations for videogame play: Predictors of time spent playing, Computers in Human Behavior p805-812
- Johnson D, Nacke L, Wyeth P, (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 p2265-2274
- Jones C, Scholes L, Johnson D, Katsikitis M, Carras M, (2014) Gaming well: links between videogames and flourishing mental health, Frontiers in Psychology p1-8
- Title
- Engaging Augmented Reality on 3D Head Up Displays to Reduce Risky Driving
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- LP150100979
- Start year
- 2016
- Keywords
- Title
- Make and Connect: Enabling People to Connect through their Things
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- DP150104001
- Start year
- 2015
- Keywords
- Human-Computer Interaction;Participatory Design;User-centred Design
- Title
- Visual Analytics for Next Generation Sequencing
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- LP140100574
- Start year
- 2015
- Keywords
- Visual Analytics;Bioinformatics - Next Generation Sequencing;Big Data - Large Scale Visualisation