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2021 Conference Publication Fostering children's stewardship of local nature through game co-designVella, Kellie, Dema, Tshering, Soro, Alessandro and Brereton, Margot (2021). Fostering children's stewardship of local nature through game co-design. OzCHI '21: 33rd Australian Conference on Human-Computer Interaction, Online, 30 November – 3 December 2021. New York, NY, United States: ACM. doi: 10.1145/3520495.3522702 |
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2021 Conference Publication Digital technologies in natureWebber, Sarah, Oliver, Jessica, Smith, Wally, Hoy, Julia, Vella, Kellie, Brereton, Margot, Bender, Helena, Davies, Alasdair and Judith, Kate (2021). Digital technologies in nature. International Conference on Animal-Computer Interaction, Bloomington, IN, United States, 8-11 November 2021. New York, United States: Association for Computing Machinery. doi: 10.1145/3493842.3493885 |
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2021 Journal Article Describing the sounds of nature: Using onomatopoeia to classify bird calls for citizen scienceVella, Kellie, Johnson, Daniel and Roe, Paul (2021). Describing the sounds of nature: Using onomatopoeia to classify bird calls for citizen science. PLoS One, 16 (5) e0250363, 1-19. doi: 10.1371/journal.pone.0250363 |
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2021 Conference Publication Human-nature relations in urban gardens: explorations with camera trapsVella, Kellie, Ploderer, Bernd and Brereton, Margot (2021). Human-nature relations in urban gardens: explorations with camera traps. CHI '21: CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, 8-13 May 2021. New York, NY, United States: ACM. doi: 10.1145/3411764.3445438 |
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2020 Journal Article Making friends in online games: gender differences and designing for greater social connectednessVella, Kellie, Klarkowski, Madison, Turkay, Selen and Johnson, Daniel (2020). Making friends in online games: gender differences and designing for greater social connectedness. Behaviour and Information Technology, 39 (8), 917-934. doi: 10.1080/0144929X.2019.1625442 |
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2020 Conference Publication Ecology Meets Computer Science: Designing Tools to Reconcile People, Data, and PracticesVella, Kellie, Oliver, Jessica L., Dema, Tshering, Brereton, Margot and Roe, Paul (2020). Ecology Meets Computer Science: Designing Tools to Reconcile People, Data, and Practices. CHI Conference on Human Factors in Computing Systems (CHI), Electr Network, Apr 25-30, 2020. NEW YORK: Association for Computing Machinery. doi: 10.1145/3313831.3376663 |
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2020 Journal Article Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamificationCheng, Vanessa Wan Sze, Davenport, Tracey, Johnson, Daniel, Vella, Kellie, Mitchell, Jo and Hickie, Ian B. (2020). Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification. Internet Interventions, 20 100306, 20. doi: 10.1016/j.invent.2020.100306 |
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2019 Journal Article A Sense of Belonging: Pokémon GO and Social ConnectednessVella, Kellie, Johnson, Daniel, Cheng, Vanessa Wan Sze, Davenport, Tracey, Mitchell, Jo, Klarkowski, Madison and Phillips, Cody (2019). A Sense of Belonging: Pokémon GO and Social Connectedness. Games and Culture, 14 (6), 583-603. doi: 10.1177/1555412017719973 |
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2019 Journal Article Gamification in apps and technologies for improving mental health and well-being: Systematic reviewCheng, Vanessa Wan Sze, Davenport, Tracey, Johnson, Daniel, Vella, Kellie and Hickie, Ian B. (2019). Gamification in apps and technologies for improving mental health and well-being: Systematic review. JMIR Mental Health, 6 (6) e13717, e13717-6. doi: 10.2196/13717 |
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2018 Journal Article An app that incorporates gamification, mini-games, and social connection to improve men's mental health and well-being (MindMax): participatory design processCheng, Vanessa Wan Sze, Davenport, Tracey A, Johnson, Daniel, Vella, Kellie, Mitchell, Jo and Hickie, Ian B (2018). An app that incorporates gamification, mini-games, and social connection to improve men's mental health and well-being (MindMax): participatory design process. JMIR Mental Health, 5 (4) e11068, 1-16. doi: 10.2196/11068 |
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2018 Conference Publication Using Applied Games to Engage mHealth Users: A Case Study of MindMaxVella, Kellie, Peever, Nikki, Klarkowski, Madison, Ploderer, Bernd, Mitchell, Jo and Johnson, Daniel (2018). Using Applied Games to Engage mHealth Users: A Case Study of MindMax. Association for Computing Machinery. doi: 10.1145/3242671.3242686 |
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2018 Journal Article Greater rewards in videogames lead to more presence, enjoyment and effortJohnson, Daniel, Klarkowski, Madison, Vella, Kellie, Phillips, Cody, McEwan, Mitchell and Watling, Christopher N. (2018). Greater rewards in videogames lead to more presence, enjoyment and effort. Computers in Human Behavior, 87, 66-74. doi: 10.1016/j.chb.2018.05.025 |
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2017 Conference Publication Understanding initial experiences with mindmax, an mhealth app that draws on shared interests in sports and video gamesPeever, Nicole, Vella, Kellie, Johnson, Daniel, Ploderer, Bernd, Klarkowski, Madison and Mitchell, Jo (2017). Understanding initial experiences with mindmax, an mhealth app that draws on shared interests in sports and video games. Association for Computing Machinery. doi: 10.1145/3152771.3156152 |
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2017 Conference Publication The impact of agency and familiarity in cooperative multiplayer gamesVella, Kellie, Koren, Christopher James and Johnson, Daniel (2017). The impact of agency and familiarity in cooperative multiplayer games. Association for Computing Machinery, Inc. doi: 10.1145/3116595.3116622 |
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2017 Conference Publication Positive gaming: Workshop on gamification and games for wellbeingTondello, Gustavo F., Orji, Rita, Vella, Kellie, Johnson, Daniel, Van Dooren, Marierose M. M. and Nacke, Lennart E. (2017). Positive gaming: Workshop on gamification and games for wellbeing. Association for Computing Machinery, Inc. doi: 10.1145/3130859.3131442 |
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2017 Conference Publication Motivating engagement with a wellbeing app using video games and gamificationVella, Kellie, Cheng, Vanessa Wan Sze, Johnson, Daniel, Davenport, Tracey, Peever, Nikki and Mitchell, Jo (2017). Motivating engagement with a wellbeing app using video games and gamification. CEUR-WS. |
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2017 Journal Article Proceedings of the positive gaming: Workshop on gamification and games for wellbeing – PrefaceTondello, Gustavo F., Johnson, Daniel, Orji, Rita, Van Dooren, Marierose M. M., Vella, Kellie and Nacke, Lennart E. (2017). Proceedings of the positive gaming: Workshop on gamification and games for wellbeing – Preface. CEUR Workshop Proceedings, 2055. |
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2016 Conference Publication Playing support: Social connectedness amongst male video game playersVella, Kellie, Johnson, Daniel and Mitchell, Jo (2016). Playing support: Social connectedness amongst male video game players. Association for Computing Machinery, Inc. doi: 10.1145/2968120.2987734 |
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2016 Conference Publication The social context of video game play: challenges and strategiesVella, Kellie, Klarkowski, Madison, Johnson, Daniel, Hides, Leanne and Wyeth, Peta (2016). The social context of video game play: challenges and strategies. 11th ACM SIGCHI Conference on Designing Interactive Systems, DIS 2016, Brisbane, QLD, Australia, 4-8 June 2016. New York, United States: Association for Computing Machinery. doi: 10.1145/2901790.2901823 |
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2015 Conference Publication Playing alone, playing with others: differences in player experience and indicators of wellbeingVella, Kellie, Johnson, Daniel and Hides, Leanne (2015). Playing alone, playing with others: differences in player experience and indicators of wellbeing. Annual Symposium on Computer-Human Interaction in Play, London, United Kingdom, 3-7 October 2015. New York, United States: Association for Computing Machinery. doi: 10.1145/2793107.2793118 |