Professor Daniel Johnson
Faculty of Science,
School of Computer Science
Biography
Research discipline: Computer ScienceDr. 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. He is the Chair of the Steering Committee for the ACM conference on Computer-Human Interaction in Play (CHI PLAY).
Personal details
Positions
- Professor
Faculty of Science,
School of Computer Science
Keywords
videogames, video games, player experience, motivations for play, gamification, computer-human interaction, psychology, inclusive design, well-being
Research field
Other information and computing sciences, Other psychology
Field of Research code, Australian and New Zealand Standard Research Classification (ANZSRC), 2020
Qualifications
- PhD (University of Queensland)
Teaching
Teaching discipline: Computer Science
Dr. Johnson currently teaches Game Innovation and Computer Game Studies. He is also involved in the final year game design project units. Previously he has taught Game Design in Different Contexts.
Experience
Daniel's research has a real-world focus and has involved a number of collaborations with industry. He has worked closely with the Movember Foundation (on the Mindmax and WellPlayed! projects), conducted a Researcher in Business placement with The Binary Mill and has been involved in multiple cooperative research centres (including Young and Well CRC, Smart Services CRC and the Australasian CRC for Interaction Design).
Publications
- 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, 87, 66–74. https://eprints.qut.edu.au/118504
- 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, 79, 202–210. https://eprints.qut.edu.au/223172
- 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, 118, 38–46. https://eprints.qut.edu.au/118426
- 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, 511–522. https://eprints.qut.edu.au/127713
- 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, 77, 89–95. https://eprints.qut.edu.au/223194
- 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, 73, 249–264. https://eprints.qut.edu.au/102987
- 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, 6, 89–106. https://eprints.qut.edu.au/102951
- Johnson, D., Gardner, J. & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior, 63, 805–812. https://eprints.qut.edu.au/105951
- 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, 2265–2274. https://eprints.qut.edu.au/82070
- Jones, C., Scholes, L., Johnson, D., Katsikitis, M. & Carras, M. (2014). Gaming well: links between videogames and flourishing mental health. Frontiers in Psychology, 5, 1–8. https://eprints.qut.edu.au/82539
QUT ePrints
For more publications by Daniel, explore their research in QUT ePrints (our digital repository).
Selected research projects
- 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
Projects listed above are funded by Australian Competitive Grants. Projects funded from other sources are not listed due to confidentiality agreements.