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Authors whose works are in public domain in at least one jurisdiction

List of works by Daniel Johnson

1-26 of 26 results

Gamification for health and wellbeing: A systematic review of the literature

scientific article published on 02 November 2016

Gaming well: links between videogames and flourishing mental health

scientific article published on 31 March 2014

Motivation and paediatric interventions: Is it a predisposition, a mechanism for change, or an outcome?

scientific article published on May 30, 2013

Effective affective user interface design in games

scientific article published on November 20, 2003

Efficacy and outcomes of a mobile app targeting alcohol use in young people

scientific article published on 29 September 2017

An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process.

scientific article published on 19 November 2018

Efficacy and Outcomes of a Music-Based Emotion Regulation Mobile App in Distressed Young People: Randomized Controlled Trial

scientific article published on 16 January 2019

Towards a capabilities database to inform inclusive design: experimental investigation of effective survey-based predictors of human-product interaction

scientific article published on 30 November 2011

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

scientific article published on 26 June 2019

A controlled trial of mindfulness training in schools: The importance of practice for an impact on well-being

All about that Base

Gamification and serious games within the domain of domestic energy consumption: A systematic review

article

Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial (Preprint)

Grand Push Auto

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

scientific article published on 10 August 2020

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (Preprint)

The edge of glory

The Internet of Playful Things

Understanding expectations with multiple controllers in an augmented reality videogame

Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial

Exploring Future Directions for Healthy Escapism and Self-Regulation in Games

Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference

scientific article published on 10 October 2024

Design and Preliminary Validation of The Player Experience Inventory

Designing Gamified Applications that Make Safe Driving More Engaging

Supporting the development of inclusive products: the effects of everyday ambient illumination levels and contrast on older adults' near visual acuity

scientific article published on 25 March 2013

A framework for collecting inclusive design data for the UK population

scientific article