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Kellie Vella
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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
2212019
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
1532019
Greater rewards in videogames lead to more presence, enjoyment and effort
D Johnson, M Klarkowski, K Vella, C Phillips, M McEwan, CN Watling
Computers in Human Behavior 87, 66-74, 2018
632018
An app that incorporates gamification, mini-games, and social connection to improve men's mental health and well-being (MindMax): participatory design process
VWS Cheng, TA Davenport, D Johnson, K Vella, J Mitchell, IB Hickie
JMIR mental health 5 (4), e11068, 2018
612018
Playing alone, playing with others: Differences in player experience and indicators of wellbeing
K Vella, D Johnson, L Hides
Proceedings of the 2015 annual symposium on computer-human interaction in …, 2015
592015
Positively playful: when videogames lead to player wellbeing
K Vella, D Johnson, L Hides
Proceedings of the First International Conference on Gameful Design …, 2013
532013
Making friends in online games: gender differences and designing for greater social connectedness
K Vella, M Klarkowski, S Turkay, D Johnson
Behaviour & Information Technology 39 (8), 917-934, 2020
522020
The social context of video game play: Challenges and strategies
K Vella, M Klarkowski, D Johnson, L Hides, P Wyeth
Proceedings of the 2016 ACM conference on designing interactive systems, 761-772, 2016
242016
Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification
VWS Cheng, T Davenport, D Johnson, K Vella, J Mitchell, IB Hickie
Internet interventions 20, 100306, 2020
222020
The impact of agency and familiarity in cooperative multiplayer games
K Vella, CJ Koren, D Johnson
Proceedings of the Annual Symposium on Computer-Human Interaction in Play …, 2017
202017
Indicators of wellbeing in recreational video game players
K Vella, D Johnson, L Hides
Proceedings of the annual meeting of the Australian special interest group …, 2015
192015
Flourishing and video games
K Vella, D Johnson
Proceedings of The 8th Australasian Conference on Interactive Entertainment …, 2012
192012
Gamification in apps and technologies for improving mental health and well-being: systematic review. JMIR Ment Health. 2019 Jun 26; 6 (6): e13717. 10.2196/13717
VW Cheng, T Davenport, D Johnson, K Vella, IB Hickie
17
Using applied games to engage mHealth users: a case study of MindMax
K Vella, N Peever, M Klarkowski, B Ploderer, J Mitchell, D Johnson
Proceedings of the 2018 annual symposium on computer-human interaction in …, 2018
162018
Playing support: Social connectedness amongst male videogame players
K Vella, D Johnson, J Mitchell
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in …, 2016
162016
Human-nature relations in urban gardens: Explorations with camera traps
K Vella, B Ploderer, M Brereton
Proceedings of the 2021 CHI conference on human factors in computing systems …, 2021
152021
The social context of video game play: Relationships with the player experience and wellbeing
K Vella
Queensland University of Technology, 2016
122016
MindMax: Using videogames and sport to engage young men and improve wellbeing
J Mitchell, K Vella, D Johnson, N Peever, V Cheng, T Davenport, J Burns, ...
Proceedings of the 2nd Symposium Computing and Mental Health, 2017, 1-5, 2017
102017
Using fNIRS to Assess Cognitive Activity During Gameplay
M Klarkowski, M Causse, A Duprès, N Del Campo, K Vella, D Johnson
Proceedings of the ACM on Human-Computer Interaction 6 (CHI PLAY), 1-23, 2022
62022
Exploring technologies to better link physical evidence and digital information for disaster victim identification
D Lovell, K Vella, D Muñoz, M McKague, M Brereton, P Ellis
Forensic Sciences Research 7 (3), 467-483, 2022
62022
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Articles 1–20