Johnson, Daniel
Queensland University of Technology
7 papers on CoChatORCID 0000-0003-1088-3460
Most cited papers
- Verified
Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions
Educational Games and GamificationDigital Mental Health Interventions
Cited by 1,237
- Verified
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
Abeele, V. V., Spiel, K., Nacke, L., Johnson, D., & Gerling, K. (2020) · International Journal of Human-Computer Studies
Digital Games and MediaEducational Games and Gamification
Cited by 411
- Verified
Gamification in apps and Technologies for Improving Mental Health and Well-Being: systematic review
Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019) · JMIR Mental Health
Educational Games and GamificationDigital Mental Health Interventions
Cited by 280
- Verified
The effects of gamification on computerized cognitive training: Systematic review and meta-analysis
Vermeir, J. F., White, M. J., Johnson, D., Crombez, G., & Van Ryckeghem, D. M. L. (2020) · JMIR Serious Games
Educational Games and GamificationCognitive Abilities and Testing
Cited by 172
- Verified
An app that incorporates gamification, Mini-games, and social connection to improve Men’s Mental health and well-being (MindMax): participatory design process
Cheng, V. W. S., Davenport, T. A., Johnson, D., Vella, K., Mitchell, J., & Hickie, I. B. (2018) · JMIR Mental Health
Digital Mental Health InterventionsEducational Games and Gamification
Cited by 62
- Verified
Self-determination theory as applied to the design of a software learning system using whole-body controls
Ford, M., Wyeth, P., & Johnson, D. (2012) · Proceedings of the 24th Australian Computer-Human Interaction Conference
Educational Games and GamificationMotivation and Self-Concept in Sports
Cited by 24
- Verified
Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
Luxford, E., Türkay, S., Frommel, J., Tobin, S. J., Mandryk, R. L., Formosa, J., & Johnson, D. (2022) · Cyberpsychology, Behavior, and Social Networking
Digital Games and MediaImpact of Technology on Adolescents
Cited by 17
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