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 | 1335 | 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 | 746 | 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 | 385 | 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 | 385 | 2014 |
Effective affective user interface design in games D Johnson, J Wiles Ergonomics 46 (13-14), 1332-1345, 2003 | 367 | 2003 |
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 | 344 | 2017 |
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences VV Abeele, K Spiel, L Nacke, D Johnson, K Gerling International Journal of Human-Computer Studies 135, 102370, 2020 | 279 | 2020 |
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review VWS Cheng, T Davenport, D Johnson, K Vella, IB Hickie JMIR mental health 6 (6), e13717, 2019 | 243 | 2019 |
Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ) D Johnson, MJ Gardner, R Perry International Journal of Human-Computer Studies 118, 38-46, 2018 | 220 | 2018 |
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 | 194 | 2006 |
Personality, motivation and video games D Johnson, J Gardner Proceedings of the 22nd Conference of the Computer-Human Interaction Special …, 2010 | 174 | 2010 |
A sense of belonging: Pokémon GO and social connectedness K Vella, D Johnson, VWS Cheng, T Davenport, J Mitchell, M Klarkowski, ... Games and Culture 14 (6), 583-603, 2019 | 171 | 2019 |
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 | 169 | 2016 |
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 | 169 | 2016 |
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 | 163 | 2015 |
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 | 162 | 2012 |
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 | 135 | 2017 |
Personality & video game genre preferences N Peever, D Johnson, J Gardner Proceedings of The 8th Australasian Conference on Interactive Entertainment …, 2012 | 135 | 2012 |
Computer games with intelligence D Johnson, J Wiles 10th IEEE International Conference on Fuzzy Systems.(Cat. No. 01CH37297) 3 …, 2001 | 123 | 2001 |
Motivations for videogame play: Predictors of time spent playing D Johnson, J Gardner, P Sweetser Computers in Human Behavior 63, 805-812, 2016 | 117 | 2016 |