Computer Games With Intelligence. - Daniel M. Johnson 001; Janet Wiles (FUZZ-IEEE, 2001)

The inherent appeal of physically controlled peripherals. - Daniel M. Johnson 001; John A. Gardner; Janet Wiles; Penelope Sweetser; Kelly Hollingsworth (IWEC, 2002)

Creating engaging artificial characters for games. - Penelope Sweetser; Daniel M. Johnson 001; Jane Sweetser; Janet Wiles (ICEC, 2003)

Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues. - Penelope Sweetser; Daniel M. Johnson 001 (ICEC, 2004)

Experience as a moderator of the media equation: the impact of flattery and praise. - Daniel M. Johnson 001; John A. Gardner; Janet Wiles (Int. J. Hum. Comput. Stud., 2004)

Effects of Team-Based Computer Interaction: The Media Equation and Game Design Considerations. - Daniel M. Johnson 001; John A. Gardner (ICEC, 2005)

Exploring mindlessness as an explanation for the media equation: why and when people will treat computers as social actors - Daniel Johnson 001 (2006)

The media equation and team formation: Further evidence for experience as a moderator. - Daniel M. Johnson 001; John A. Gardner (Int. J. Hum. Comput. Stud., 2007)

Exploring mindlessness as an explanation for the media equation: a study of stereotyping in computer tutorials. - Daniel M. Johnson 001; John A. Gardner (Pers. Ubiquitous Comput., 2009)

Personality, motivation and video games. - Daniel M. Johnson 001; John A. Gardner (OZCHI, 2010)

Modeling player-like behavior for game AI design. - David Conroy; Peta Wyeth; Daniel M. Johnson 001 (Advances in Computer Entertainment Technology, 2011)

A Prototype Augmented Reality Collaborative Process Modelling Tool. - Erik Poppe; Ross Brown 001; Daniel Johnson 001; Jan Recker (BPM (Demos), 2011)

Enhancing physicality in touch interaction with programmable friction. - Vincent Lévesque; Louise Oram; Karon E. MacLean; Andy Cockburn; Nicholas D. Marchuk; Daniel M. Johnson 001; J. Edward Colgate; Michael A. Peshkin (CHI, 2011)

Frictional widgets: enhancing touch interfaces with programmable friction. - Vincent Lévesque; Louise Oram; Karon E. MacLean; Andy Cockburn; Nicholas D. Marchuk; Daniel M. Johnson 001; J. Edward Colgate; Michael A. Peshkin (CHI Extended Abstracts, 2011)

Information Communication Technology as a Means of Enhancing the Well-being of Older People. - Daniel Johnson 001; Felicia Huppert (Behaviour Monitoring and Interpretation, 2011)

Preliminary Evaluation of an Augmented Reality Collaborative Process Modelling System. - Erik Poppe; Ross Brown 001; Daniel M. Johnson 001; Jan Recker (CW, 2012)

Personality, genre and videogame play experience. - Daniel Johnson 001; Peta Wyeth; Penny Sweetser; John A. Gardner (Fun and Games, 2012)

Personality and player types in Fallout New Vegas. - Nicole McMahon; Peta Wyeth; Daniel Johnson 001 (Fun and Games, 2012)

ActivePaD surface haptic device. - Joe Mullenbach; Daniel M. Johnson 001; J. Edward Colgate; Michael A. Peshkin (HAPTICS, 2012)

Spotting the Difference: Identifying Player Opponent Preferences in FPS Games. - David Conroy; Peta Wyeth; Daniel M. Johnson 001 (ICEC, 2012)

A Method for Measuring the Creative Potential of Computer Games. - Wilawan Inchamnan; Peta Wyeth; Daniel M. Johnson 001; David Conroy (ICEC, 2012)

Videogame control device impact on the play experience. - Mitchell W. McEwan; Daniel M. Johnson 001; Peta Wyeth; Alethea Blackler (IE, 2012)

Personality & video game genre preferences. - Nicole Peever; Daniel M. Johnson 001; John A. Gardner (IE, 2012)

GameFlow heuristics for designing and evaluating real-time strategy games. - Penelope Sweetser; Daniel M. Johnson 001; Anne Ozdowska; Peta Wyeth (IE, 2012)

Flourishing and video games. - Kellie Vella; Daniel M. Johnson 001 (IE, 2012)

Self-determination theory as applied to the design of a software learning system using whole-body controls. - Matthew Ford; Peta Wyeth; Daniel M. Johnson 001 (OZCHI, 2012)

Improving Remote Collaborative Process Modelling using Embodiment in 3D Virtual Environments. - Erik Poppe; Ross Brown 001; Jan Recker; Daniel Johnson 001 (APCCM, 2013)

Rapid Scanning of Spectrograms for Efficient Identification of Bioacoustic Events in Big Data. - Anthony Truskinger; Mark Cottman-Fields; Daniel M. Johnson 001; Paul Roe (e-Science, 2013)

Using Natural User Interfaces for Collaborative Process Modelling in Virtual Environments. - Erik Poppe; Jan Recker; Daniel Johnson 001; Ross Brown 001 (MoRoCo@ECSCW, 2013)

More naturalness, less control: The effect of natural mapping on the co-located player experience. - Vero Vanden Abeele; Bob De Schutter; Brian J. Gajadhar; Daniel M. Johnson 001 (FDG, 2013)

The People-Game-Play model for understanding videogames' impact on wellbeing. - Daniel M. Johnson 001; Peta Wyeth; Penelope Sweetser (IGIC, 2013)

A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games. - Alexander Baldwin 001; Daniel M. Johnson 001; Peta Wyeth; Penelope Sweetser (IGIC, 2013)

Does activity in computer game play have an impact on creative behaviour? - Wilawan Inchamnan; Peta Wyeth; Daniel M. Johnson 001 (IGIC, 2013)

Female game developers wanted Low pay, long hours, inflexible work environments. - Penelope Sweetser; Peta Wyeth; Nicole McMahon; Daniel M. Johnson 001 (IGIC, 2013)

Videogame reward types. - Cody J. Phillips 002; Daniel M. Johnson 001; Peta Wyeth (Gamification, 2013)

Positively playful: when videogames lead to player wellbeing. - Kellie Vella; Daniel M. Johnson 001; Leanne Hides (Gamification, 2013)

Understanding player threat responses in FPS games. - David Conroy; Peta Wyeth; Daniel M. Johnson 001 (IE, 2013)

Exploring the role of activity in genre. - Nicole McMahon; Peta Wyeth; Daniel M. Johnson 001 (IE, 2013)

Activity, motivation and games for young children. - Peta Wyeth; Daniel M. Johnson 001; Jenny M. Ziviani (IE, 2013)

AR and Gamification Concepts to Reduce Driver Boredom and Risk Taking Behaviours. - Ronald Schroeter; Jim Oxtoby; Daniel M. Johnson 001 (AutomotiveUI, 2014)

Videogames: Dispelling myths and tabloid headlines that videogames are bad. - Christian M. Jones; Laura Scholes; Daniel M. Johnson 001; Mary Katsikitis; Michelle Colder Carras (BCS HCI, 2014)

The effect of multiplayer dynamic difficulty adjustment on the player experience of video games. - Alexander Baldwin 001; Daniel M. Johnson 001; Peta Wyeth (CHI Extended Abstracts, 2014)

Autonomy in technology design. - Rafael A. Calvo; Dorian Peters; Daniel M. Johnson 001; Yvonne Rogers (CHI Extended Abstracts, 2014)

Exploring the effect of achievements on students attending university orientation. - Zachary Fitz-Walter; Peta Wyeth; Dian Tjondronegoro; Daniel M. Johnson 001 (CHI PLAY, 2014)

Instructional objectives to core-gameplay: a serious game design technique. - Joshua V. Hall; Peta A. Wyeth; Daniel M. Johnson 001 (CHI PLAY, 2014)

The edge of glory: the relationship between metacritic scores and player experience. - Daniel M. Johnson 001; Christopher N. Watling; John A. Gardner; Lennart E. Nacke (CHI PLAY, 2014)

Natural mapping and intuitive interaction in videogames. - Mitchell W. McEwan; Alethea L. Blackler; Daniel M. Johnson 001; Peta A. Wyeth (CHI PLAY, 2014)

Understanding expectations with multiple controllers in an augmented reality videogame. - Pejman Mirza-Babaei; Nathan Gale; João P. Costa; Lennart E. Nacke; Daniel M. Johnson 001 (CHI PLAY, 2014)

Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Games. - Wilawan Inchamnan; Peta Wyeth; Daniel M. Johnson 001 (ICEC, 2014)

Designing a Digital Experience for Young Children with Developmental Disabilities. - Peta Wyeth; Joshua V. Hall; Daniel M. Johnson 001 (ICEC, 2014)

Zombies on the road: a holistic design approach to balancing gamification and safe driving. - Fabius Steinberger; Ronald Schroeter; Verena Lindner; Zachary Fitz-Walter; Joshua V. Hall; Daniel M. Johnson 001 (AutomotiveUI, 2015)

Virtual Business Role-Play: Leveraging Familiar Environments to Prime Stakeholder Memory During Process Elicitation. - Joel Harman; Ross Brown 001; Daniel M. Johnson 001; Stefanie Rinderle-Ma; Udo Kannengiesser (CAiSE, 2015)

All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games. - Daniel M. Johnson 001; Lennart E. Nacke; Peta Wyeth (CHI, 2015)

Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play. - Daniel M. Johnson 001; Peta Wyeth; Madison Clark; Christopher N. Watling (CHI, 2015)

Crossing Domains: Diverse Perspectives on Players. - Gareth R. White; Joonhwan Lee; Daniel M. Johnson 001; Peta Wyeth; Pejman Mirza-Babaei (CHI Extended Abstracts, 2015)

The False Dichotomy between Positive and Negative Affect in Game Play. - Max Valentin Birk; Ioanna Iacovides; Daniel M. Johnson 001; Regan L. Mandryk (CHI PLAY, 2015)

Flow during Individual and Co-operative Gameplay. - Christopher Lee; Peta Wyeth; Daniel M. Johnson 001; Joshua V. Hall (CHI PLAY, 2015)

Grand Push Auto: A Car Based Exertion Game. - Joe Marshall; Frank Loesche; Conor Linehan; Daniel M. Johnson 001; Bruno Martelli (CHI PLAY, 2015)

From Challenges to Activities: Categories of Play in Videogames. - Nicole McMahon; Peta Wyeth; Daniel M. Johnson 001 (CHI PLAY, 2015)

Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing. - Kellie Vella; Daniel M. Johnson 001; Leanne Hides (CHI PLAY, 2015)

The Internet of Playful Things. - Peta Wyeth; Margot Brereton; Paul Roe; Ann Judith Morrison; Yvonne Rogers; Alessandro Soro; Daniel M. Johnson 001 (CHI PLAY, 2015)

Operationalising and Measuring Flow in Video Games. - Madison Klarkowski; Daniel M. Johnson 001; Peta Wyeth; Simon Smith 002; Cody J. Phillips 002 (OZCHI, 2015)

Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience. - Nicole McMahon; Peta Wyeth; Daniel M. Johnson 001 (OZCHI, 2015)

Redefining Videogame Reward Types. - Cody J. Phillips 002; Daniel M. Johnson 001; Peta Wyeth; Leanne Hides; Madison Klarkowski (OZCHI, 2015)

Exploring Boredom Proneness as a Predictor of Mobile Phone Use in the Car. - Ronald Schroeter; Jim Oxtoby; Daniel M. Johnson 001; Fabius Steinberger (OZCHI, 2015)

Visual Analytics for Large-Scale Bioinformatic Data Sets. - Samuel Thomas Smith; James M. Hogan; Markus Rittenbruch; Daniel M. Johnson 001; Margot Brereton (OZCHI, 2015)

Indicators of wellbeing in recreational video game players. - Kellie Vella; Daniel M. Johnson 001; Leanne Hides (OZCHI, 2015)

The Social Context of Video Game Play: Challenges and Strategies. - Kellie Vella; Madison Klarkowski; Daniel M. Johnson 001; Leanne Hides; Peta Wyeth (Conference on Designing Interactive Systems, 2016)

Operationalising and Evaluating Sub-Optimal and Optimal Play Experiences through Challenge-Skill Manipulation. - Madison Klarkowski; Daniel M. Johnson 001; Peta Wyeth; Mitchell W. McEwan; Cody J. Phillips 002; Simon Smith 002 (CHI, 2016)

Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal. - Madison Klarkowski; Daniel M. Johnson 001; Peta Wyeth; Cody J. Phillips 002; Simon Smith 002 (CHI Extended Abstracts, 2016)

Design and Preliminary Validation of The Player Experience Inventory. - Vero Vanden Abeele; Lennart E. Nacke; Elisa D. Mekler; Daniel M. Johnson 001 (CHI PLAY (Companion), 2016)

Crowd-Pleaser: Player Perspectives of Multiplayer Dynamic Difficulty Adjustment in Video Games. - Alexander Baldwin 001; Daniel M. Johnson 001; Peta Wyeth (CHI PLAY, 2016)

Can Videogame Players Inform Better Scientific Visualization'. - Holly Hutson; Daniel M. Johnson 001; Xin-Yi Chua; James M. Hogan; Margot Brereton; Markus Rittenbruch; Benedetta Frida Baldi; Seán I. O'Donoghue (CHI PLAY (Companion), 2016)

The Appeal of MOBA Games: What Makes People Start, Stay, and Stop. - April Tyack; Peta Wyeth; Daniel M. Johnson 001 (CHI PLAY, 2016)

Playing Support: Social Connectedness Amongst Male Videogame Players. - Kellie Vella; Daniel M. Johnson 001; Jo Mitchell (CHI PLAY (Companion), 2016)

Using videogames to improve molecular graphics tools. - Zachary Fitz-Walter; Seán I. O'Donoghue; Benedetta Frida Baldi; James M. Hogan; Daniel M. Johnson 001; Margot Brereton (OZCHI, 2016)

The role of immersion during situated memory recall within virtual worlds. - Joel Harman; Ross Brown 001; Daniel M. Johnson 001 (OZCHI, 2016)

Finding and building connections: moving beyond skill- based matchmaking in videogames. - Ella Horton 001; Daniel M. Johnson 001; Jo Mitchell (OZCHI, 2016)

'Put yourself in the picture': designing for futures with young adults with intellectual disability. - Cara Wilson; Laurianne Sitbon; Margot Brereton; Daniel M. Johnson 001; Stewart Koplick (OZCHI, 2016)

Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learning. - Joshua V. Hall; Peta Wyeth; Daniel M. Johnson 001 (JCSG, 2016)

The impact of communication technologies on life and relationship satisfaction. - Joy Goodman-Deane; Anna Mieczakowski; Daniel M. Johnson 001; Tanya Goldhaber; P. John Clarkson (Comput. Hum. Behav., 2016)

Motivations for videogame play: Predictors of time spent playing. - Daniel M. Johnson 001; John A. Gardner; Penelope Sweetser (Comput. Hum. Behav., 2016)

Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people. - Nina Pocuca; Leanne Hides; Oksana Zelenko; Lake-Hui Quek; Stoyan R. Stoyanov; Kristen Tulloch; Daniel M. Johnson 001; Dian Tjondronegoro; David J. Kavanagh (Comput. Hum. Behav., 2016)

Corrigendum to "Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people" [Comput. Hum. Behav.] 54 (2016) 207-214. - Nina Pocuca; Leanne Hides; Oksana Zelenko; Lake-Hui Quek; Stoyan R. Stoyanov; Kristen Tulloch; Daniel M. Johnson 001; Dian Tjondronegoro; David J. Kavanagh (Comput. Hum. Behav., 2016)

Augmenting process elicitation with visual priming: An empirical exploration of user behaviour and modelling outcomes. - Joel Harman; Ross Brown 001; Daniel M. Johnson 001; Stefanie Rinderle-Ma; Udo Kannengiesser (Inf. Syst., 2016)

From Joysticks to Pokémon Go: Games and Play Research in SIGCHI. - Lennart E. Nacke; Phoebe O. Toups Dugas; Daniel Johnson 001 (CHI Extended Abstracts, 2017)

Designing the Social Internet of Things. - Alessandro Soro; Margot Brereton; Paul Roe; Peta Wyeth; Daniel M. Johnson 001; Aloha May Hufana Ambe; Ann Morrison; Shaowen Bardzell; Tuck Wah Leong; Wendy Ju; Silvia Lindtner; Yvonne Rogers; et al. (CHI Extended Abstracts, 2017)

Designing Gamified Applications that Make Safe Driving More Engaging. - Fabius Steinberger; Ronald Schroeter; Marcus Foth; Daniel M. Johnson 001 (CHI, 2017)

How Multidisciplinary is Gamification Research?: Results from a Scoping Review. - Nicholas O'Donnell; Dennis L. Kappen; Zachary Fitz-Walter; Sebastian Deterding; Lennart E. Nacke; Daniel M. Johnson 001 (CHI PLAY (Companion), 2017)

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny". - Mike Schaekermann; Giovanni Ribeiro; Guenter Wallner; Simone Kriglstein; Daniel M. Johnson 001; Anders Drachen; Rafet Sifa; Lennart E. Nacke (CHI PLAY, 2017)

Positive Gaming: Workshop on Gamification and Games for Wellbeing. - Gustavo Fortes Tondello; Rita Orji; Kellie Vella; Daniel Johnson 001; Marierose M. M. van Dooren; Lennart E. Nacke (CHI PLAY (Companion), 2017)

Motivating Engagement with a Wellbeing App Using Video Games and Gamification. - Kellie Vella; Daniel Johnson 001; Nikki Peever; Vanessa Wan Sze Cheng; Tracey Davenport; Jo Mitchell (PGW@CHI PLAY, 2017)

The Impact of Agency and Familiarity in Cooperative Multiplayer Games. - Kellie Vella; Christopher James Koren; Daniel Johnson 001 (CHI PLAY, 2017)

Iterative Design and Evaluation of Regulatory Network Visualisation at Scale. - Samuel Thomas Smith; James Michael Hogan; Xin-Yi Chua; Margot Brereton; Daniel M. Johnson 001; Markus Rittenbruch (eScience, 2017)

Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights. - Joel Harman; Ross Brown 001; Daniel Johnson 001 (INTERACT (2), 2017)

Make and connect: enabling people to connect through their things. - Margot Brereton; Min Zhen Chai; Alessandro Soro; Aloha May Hufana Ambe; Daniel M. Johnson 001; Peta Wyeth; Paul Roe; Yvonne Rogers (OZCHI, 2017)

Understanding initial experiences with Mindmax, an mHealth app that draws on shared interests in sports and video games. - Nicole Peever; Kellie Vella; Daniel Johnson 001; Bernd Ploderer; Madison Klarkowski; Jo Mitchell (OZCHI, 2017)

Towards thriving: extending computerised cognitive behavioural therapy. - Cara Wilson; Steve Draper; Margot Brereton; Daniel M. Johnson 001 (OZCHI, 2017)

Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience. - Zachary Fitz-Walter; Daniel M. Johnson 001; Peta Wyeth; Dian Tjondronegoro; Bridie Scott-Parker (Comput. Hum. Behav., 2017)

GameFlow in Different Game Genres and Platforms. - Penelope Sweetser; Daniel M. Johnson 001; Peta Wyeth; Aiman Anwar; Yan Meng; Anne Ozdowska (Comput. Entertain., 2017)

Design and evaluation of virtual environments mechanisms to support remote collaboration on complex process diagrams. - Erik Poppe; Ross Brown 001; Jan Recker; Daniel M. Johnson 001; Irene Vanderfeesten (Inf. Syst., 2017)

Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity. - Madison Klarkowski; Daniel Johnson 001; Peta Wyeth; Cody J. Phillips 002; Simon Smith 002 (CHI PLAY, 2018)

The Impact of Rewards and Trait Reward Responsiveness on Player Motivation. - Cody J. Phillips 002; Daniel Johnson 001; Madison Klarkowski; Melanie Jade White; Leanne Hides (CHI PLAY, 2018)

Using Applied Games to Engage mHealth Users: A Case Study of MindMax. - Kellie Vella; Nikki Peever; Madison Klarkowski; Bernd Ploderer; Jo Mitchell; Daniel Johnson 001 (CHI PLAY, 2018)

Directing narrative in gameplay: player interaction in shaping narrative in the witcher 3. - Nicole Vickery; Nicoletta Tancred; Peta Wyeth; Daniel Johnson 001 (OZCHI, 2018)

Greater rewards in videogames lead to more presence, enjoyment and effort. - Daniel M. Johnson 001; Madison Klarkowski; Kellie Vella; Cody J. Phillips 002; Mitchell W. McEwan; Christopher N. Watling (Comput. Hum. Behav., 2018)

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. - Ryan Perry; Anders Drachen; Allison Kearney; Simone Kriglstein; Lennart E. Nacke; Rafet Sifa; Guenter Wallner; Daniel M. Johnson 001 (Comput. Hum. Behav., 2018)

Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ). - Daniel M. Johnson 001; M. John Gardner; Ryan Perry (Int. J. Hum. Comput. Stud., 2018)

Evaluating the GameFlow Model with Different Stakeholders. - Penny Sweetser; Daniel Johnson 001 (CHI PLAY (Companion), 2019)

The Role of Visual Detail during Situated Memory Recall within a Virtual Reality Environment. - Joel Harman; Ross Brown 001; Daniel Johnson 001; Selen Türkay (OZCHI, 2019)

Social Robots with Gamification Principles to Increase Long-Term User Interaction. - Nicole L. Robinson; Selen Türkay; Leonie A. N. Cooper; Daniel Johnson 001 (OZCHI, 2019)

GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs. - Penny Sweetser; Daniel Johnson 001 (OZCHI, 2019)

A Sense of Belonging: Pokémon GO and Social Connectedness. - Kellie Vella; Daniel Johnson 001; Vanessa Wan Sze Cheng; Tracey Davenport; Jo Mitchell; Madison Klarkowski; Cody J. Phillips 002 (Games Cult., 2019)

Puppy island: theory-driven design of a serious game for young children with cystic fibrosis. - Mitchell W. McEwan; Cody J. Phillips 002; Peta Wyeth; Daniel Johnson 001 (IDC, 2020)

Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development. - Penny Sweetser; Daniel Johnson 001; Jay Kyburz (ACSW, 2020)

Games and Play SIG: Shaping the Next Decade of Games & HCI Research. - Samantha N. Stahlke; Pejman Mirza-Babaei; Kathrin Gerling; Phoebe O. Toups Dugas; Daniel Johnson 001; Regan L. Mandryk (CHI Extended Abstracts, 2020)

Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event. - April Tyack; Peta Wyeth; Daniel Johnson 001 (CHI, 2020)

Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation. - Robert Cuthbert; Selen Turkay; Ross Brown 001; Daniel Johnson 001; Roger Altizer; Mathilde R. Desselle (CHI PLAY, 2020)

Intuitive Interaction with Motion Controls in a Tennis Video Game. - Mitchell W. McEwan; Alethea Blackler; Peta Wyeth; Daniel Johnson 001 (CHI PLAY, 2020)

Making friends in online games: gender differences and designing for greater social connectedness. - Kellie Vella; Madison Klarkowski; Selen Turkay; Daniel Johnson 001 (Behav. Inf. Technol., 2020)

Predictors of Players' Decisions to Help Others in Video Games. - Varuni Wickramasinghe; Katherine M. White; Daniel Johnson 001 (Cyberpsychology Behav. Soc. Netw., 2020)

Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. - Vero Vanden Abeele; Katta Spiel; Lennart E. Nacke; Daniel Johnson 001; Kathrin Gerling (Int. J. Hum. Comput. Stud., 2020)

Eye-Gaze Analysis of HUD Interventions for Conditional Automation to Increase Situation Awareness. - Michael A. Gerber; Ronald Schroeter; Daniel Johnson 001; Andry Rakotonirainy (AutomotiveUI (adjunct), 2021)

Need satisfaction, passion, empathy and helping behaviour in videogame play. - Daniel Johnson 001; Xiang Zhao 006; Katherine M. White; Varuni Wickramasinghe (Comput. Hum. Behav., 2021)

Videogame Play and Wellbeing Among a First Episode Psychosis Population. - Daniel Johnson 001; Victoria Gore-Jones; Frances Dark; Stephen D. Parker; Sharon Foley; Regan L. Mandryk (Proc. ACM Hum. Comput. Interact., 2021)

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being. - Ethan Luxford; Selen Türkay; Julian Frommel; Stephanie J. Tobin; Regan L. Mandryk; Jessica Formosa; Daniel Johnson 001 (Cyberpsychology Behav. Soc. Netw., 2022)

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic. - Jessica Formosa; Daniel Johnson 001; Selen Türkay; Regan L. Mandryk (Comput. Hum. Behav., 2022)

It's habit, not toxicity, driving hours spent in DOTA 2. - Matthew Lee 016; Daniel Johnson 001; Porntida Tanjitpiyanond; Winnifred R. Louis (Entertain. Comput., 2022)

Definitions of Esports: A Systematic Review and Thematic Analysis. - Jessica Formosa; Nicholas O'Donnell; Ella M. Horton 001; Selen Türkay; Regan L. Mandryk; Michael Hawks; Daniel Johnson 001 (Proc. ACM Hum. Comput. Interact., 2022)

miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory. - Aqeel Haider; Casper Harteveld; Daniel Johnson 001; Max V. Birk; Regan L. Mandryk; Magy Seif El-Nasr; Lennart E. Nacke; Kathrin Gerling; Vero Vanden Abeele (Proc. ACM Hum. Comput. Interact., 2022)

Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing. - Daniel Johnson 001; Katelyn Wiley; Cale J. Passmore; Ella M. Horton 001; Roger Altizer; Regan L. Mandryk (Proc. ACM Hum. Comput. Interact., 2022)

Using fNIRS to Assess Cognitive Activity During Gameplay. - Madison Klarkowski; Mickaël Causse; Alban Duprès; Natalia del Campo; Kellie Vella; Daniel Johnson 001 (Proc. ACM Hum. Comput. Interact., 2022)

An Agile New Research Framework for Hybrid Human-AI Teaming: Trust, Transparency, and Transferability. - Sabrina B. Caldwell; Penny Sweetser; Nicholas O'Donnell; Matthew James Knight; Matthew Aitchison; Tom Gedeon; Daniel Johnson 001; Margot Brereton; Marcus Gallagher; David Conroy (ACM Trans. Interact. Intell. Syst., 2022)

From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle. - Aloha May Hufana Ambe; Alessandro Soro; Daniel Johnson 001; Margot Brereton (ACM Trans. Comput. Hum. Interact., 2022)

Collaborative Sense-Making in Genomic Research: The Role of Visualisation. - Markus Rittenbruch; Kellie Vella; Margot Brereton; James M. Hogan; Daniel Johnson 001; Julian Heinrich; Seán I. O'Donoghue (IEEE Trans. Vis. Comput. Graph., 2022)

Workshop on Understanding and Combating the Problematic Side of Play. - Julian Frommel; Guo Freeman; Janelle E. MacKenzie; Daniel Johnson 001; Regan L. Mandryk (CHI PLAY (Companion), 2023)

Prospective Passion and Social Capital within DotA 2 Players. - Daniel Johnson 001; Julian Frommel; Winnifred R. Louis; Matthew D. Lee; Porntida Tanjitpiyanond; Regan L. Mandryk (Proc. ACM Hum. Comput. Interact., 2023)

Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions. - Selen Türkay; Allan Lin; Daniel Johnson 001; Jessica Formosa (Behav. Inf. Technol., 2023)

Novel Approaches for Understanding and Mitigating Emerging New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2024. - Guo Freeman; Julian Frommel; Regan L. Mandryk; Jan Gugenheimer; Lingyuan Li; Daniel Johnson 001 (CHI Extended Abstracts, 2024)

An Eye Gaze Heatmap Analysis of Uncertainty Head-Up Display Designs for Conditional Automated Driving. - Michael A. Gerber; Ronald Schroeter; Daniel Johnson 001; Christian P. Janssen; Andry Rakotonirainy; Jonny Kuo; Mike G. Lenné (CHI, 2024)

Games and Play SIG: Connecting Games Research to the Broader HCI Context. - Regan L. Mandryk; Pejman Mirza-Babaei; Alena Denisova; Guo Freeman; Daniel Johnson 001 (CHI Extended Abstracts, 2024)

Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024. - Julian Frommel; Guo Freeman; Kathrin Gerling; Daniel Johnson 001; Regan L. Mandryk (CHI PLAY (Companion), 2024)

Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference. - Regan L. Mandryk; Vero Vanden Abeele; Daniel Johnson 001; Lennart E. Nacke; Kathrin Gerling; Julian Frommel; Guo Freeman (CHI PLAY (Companion), 2024)

Understanding and Mitigating New Harms in Immersive and Embodied Virtual Spaces: A Speculative Dystopian Design Fiction Approach. - Guo Freeman; Julian Frommel; Regan L. Mandryk; Jan Gugenheimer; Lingyuan Li; Daniel Johnson 001; Cecilia R. Aragon; Syed Ali Asif; Jakki O. Bailey; Meryem Barkallah; Braeden Burger; Sebastian Cmentowski; et al. (CSCW Companion, 2024)

Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball. - Daniel Johnson 001; Nicholas O'Donnell; Julian Frommel; Regan L. Mandryk (Proc. ACM Hum. Comput. Interact., 2024)

Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences. - Janelle E. MacKenzie; Madison Klarkowski; Ella M. Horton 001; Maryanne Theobald; Susan Danby; Lisa Kervin; Lance Barrie; Philippa K. Amery; Manesha Andradi; Simon Smith 002; Regan L. Mandryk; Daniel Johnson 001 (Proc. ACM Hum. Comput. Interact., 2024)

Do videogame rewards influence players' subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning. - Blake Kammermann; Selen Türkay; Daniel Johnson 001; Stephanie J. Tobin (Int. J. Hum. Comput. Stud., 2024)

Management Strategies for Reducing Boundary and Identity Clashes When Using Discord for Both Working and Gaming. - Regan L. Mandryk; Julian Frommel; Daniel Johnson 001; Sukran Karaosmanoglu; Katja Rogers (CHIWORK, 2025)

A meta-analysis of self-regulation and digital recreation from birth to adolescence. - Steven J. Howard; Nicole Hayes; Sumudu R. Mallawaarachchi; Daniel Johnson 001; Cathrine Neilsen-Hewett; Janelle E. MacKenzie; Laura A. Bentley; Sonia White (Comput. Hum. Behav., 2025)

Emotion regulation, need satisfaction, passion and problematic video game play during difficult times. - Jessica Formosa; Julian Frommel; Regan L. Mandryk; Stephanie J. Tobin; Selen Türkay; Daniel Johnson 001 (Behav. Inf. Technol., 2025)

Virtual Rewards, Real World Impact? Investigating the Prosocial Effects of Videogame Reward Salience. - Blake Kammermann; Selen Türkay; Daniel Johnson 001; Stephanie J. Tobin (Int. J. Hum. Comput. Interact., 2025)