Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Jo Mitchell is active.

Publication


Featured researches published by Jo Mitchell.


Games and Culture | 2017

A Sense of Belonging: Pokémon GO and Social Connectedness

Kellie Vella; D. Johnson; Vanessa Wan Sze Cheng; Tracey A. Davenport; Jo Mitchell; Madison Klarkowski; Cody Phillips

The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility of greater engagement with other players, local communities, and surrounds. This study conducted a series of interviews (N = 15) and collected online social forum reports of gameplay (N = 880), in order to determine what the social outcomes of play may be and what mechanisms might be facilitating the social connectedness. Thematic analysis revealed that playing PGO produced a sense of belonging, linked to a sense of place, as well as facilitating conversations with strangers and strengthening social ties. This was due to the use of accessible technology able to be integrated into daily routines, shared passion for the game, and mechanics that encouraged players out of their homes. “Shared passion” was tied to the nostalgic connection many players felt for the franchise. This study shows how gameplay can build social connectedness through real-world engagement.


australasian computer-human interaction conference | 2016

Finding and building connections: moving beyond skill- based matchmaking in videogames

Ella Horton; D. Johnson; Jo Mitchell

Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of existing matchmaking services which connect players on the basis of factors other than skill. A total of eight services were identified, two of which were strongly socially motivated.


annual symposium on computer human interaction in play | 2016

Playing Support: Social Connectedness Amongst Male Videogame Players

Kellie Vella; D. Johnson; Jo Mitchell

While video games are becoming increasingly social, little is known regarding whether games might also facilitate social support. In tandem, while both genders experience similar overall rates of mental illness [1], men seek and use health services less often than women [2]. A series of interviews (N=15) were held with male social video game players to determine if video game play provides a means for them to access social support. Preliminary analyses suggest that games afford a means of gaining support from new connections, describes how these trusting relationships develop, and demonstrates that gameplay itself offers some emotional benefits. This research contributes to the understanding of how men use technology to support their emotional and social needs.


JMIR mental health | 2018

Codesigning MindMax: an Australian football-themed app that incorporates gamification, mini-games, and social connection to improve mental health and wellbeing (Preprint)

Vanessa Wan Sze Cheng; Tracey A. Davenport; D. Johnson; Kellie Vella; Jo Mitchell; Ian B. Hickie

Background Men have different mental health needs as compared with women, and women make up the primary audience of most digital mental health interventions. An Australian football-themed (specifically Australian Football League, AFL) app named MindMax incorporating psychoeducation, gamification, mini-games, and social connection was developed in an effort to address this issue. Objective The aim of this study was to identify the best way to structure and present MindMax, an app that aims to deliver psychoeducational modules, and create a Web-based community centering on well-being, AFL, and video games for men aged 16 to 35 years who are interested in AFL or video games. Methods We conducted 6 participatory design (PD) workshops with people aged 16 to 35 years in 3 cities in Australia, to identify the best way to present MindMax, and contracted a digital development agency to develop MindMax. We then iteratively tested MindMax prototypes with 15 user experience testing interviews across 3 separate time points: 2 before app launch and 1 after app launch. Results A total of 40 individuals (25 male and 15 female) participated in the PD workshops, and a total of 15 individuals (10 male and 5 female) participated in user experience interviews. Broadly, participants expressed a preference for activities requiring active engagement that practiced useful skills. They were also sensitive to how content was presented and wanted the ability to customize their own app experience. Although participants agreed that social motivations were important for engagement with an app, they recommended not to mimic existing social networks. Conclusions In basing itself strongly within the AFL subculture and by incorporating gamification as well as mini-games, MindMax aimed to tackle mental health help-seeking barriers for people who enjoy AFL or video games, with a particular emphasis on men, and to provide psychoeducation on strategies to increase mental health and well-being. If MindMax is successful, this would indicate that generalizing this approach to other traditional sporting codes and even competitive video gaming leagues (esports) would be fruitful.


australasian computer-human interaction conference | 2017

Understanding initial experiences with Mindmax, an mHealth app that draws on shared interests in sports and video games

Nicole Peever; Kellie Vella; D. Johnson; Bernd Ploderer; Madison Klarkowski; Jo Mitchell

Mobile health (mHealth) apps have significantly increased in use and popularity in recent years. However, the initial experience of users with these apps is poorly understood. MindMax is an mHealth wellbeing app, designed and championed by the Australian Football League Players Association (AFLPA), which aims to harness the high levels of engagement with video games and widespread interest in sports to connect with users. Our qualitative research uses MindMax as a case study to understand the initial experiences of seven users. Our findings suggest that mHealth apps like MindMax can engage people in wellbeing training and goal setting; and video games and connections with sports stars and fellow fans can draw people back to the app to foster engagement and support wellbeing goals.


School of Electrical Engineering & Computer Science; Science & Engineering Faculty | 2017

MindMax: Using videogames and sport to engage young men and improve wellbeing

Jo Mitchell; Kellie Vella; D. Johnson; Nicole Peever; Vanessa Wan Sze Cheng; Tracey A. Davenport; Jane Burns; Ian B. Hickie; Anne Kyle; Brent Hedley; Brett Johnson


annual symposium on computer human interaction in play | 2018

Using Applied Games to Engage mHealth Users: A Case Study of MindMax

Kellie Vella; Nikki Peever; Madison Klarkowski; Bernd Ploderer; Jo Mitchell; D. Johnson


World Academy of Science, Engineering and Technology, International Journal of Psychological and Behavioral Sciences | 2017

Mindmax: Building and Testing a Digital Wellbeing Application for Australian Football Players

Jo Mitchell; D. Johnson


Science & Engineering Faculty | 2017

Motivating Engagement with a Wellbeing App Using Video Games and Gamification.

Kellie Vella; D. Johnson; Nicole Peever; Vanessa Wan Sze Cheng; Tracey A. Davenport; Jo Mitchell


School of Electrical Engineering & Computer Science; Science & Engineering Faculty | 2017

A sense of belonging: Pokémon GO and social connectedness

Kellie Vella; D. Johnson; Vanessa Wan Sze Cheng; Tracey A. Davenport; Jo Mitchell; Madison Klarkowski; Cody Phillips

Collaboration


Dive into the Jo Mitchell's collaboration.

Top Co-Authors

Avatar

D. Johnson

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar

Kellie Vella

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Madison Klarkowski

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar

Nicole Peever

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar

Bernd Ploderer

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar

Cody Phillips

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar

Ella Horton

Queensland University of Technology

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge