Kellie Vella
Queensland University of Technology
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Featured researches published by Kellie Vella.
Proceedings of the First International Conference on Gameful Design, Research, and Applications | 2013
Kellie Vella; D. Johnson; Leanne Hides
Videogames are an increasingly popular entertainment choice, yet we have a limited understanding of their potential wellbeing benefits. The current research used an online survey (N = 429) to investigate how gameplay choices and the psychological experience of gameplay impact on player wellbeing. Specifically, a hierarchical multiple regression was conducted to determine if, controlling for age and gender, current gameplay choices (amount of play, game genre, mode of play) and play experience (flow, psychological need satisfaction) predicted current wellbeing. Results indicated that age, social play, relatedness during gameplay and flow were positively associated with player wellbeing. Implications for our understanding of player wellbeing, as well as directions for future research are discussed.
Games and Culture | 2017
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.
annual symposium on computer human interaction in play | 2016
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
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.
Computers in Human Behavior | 2018
D. Johnson; Madison Klarkowski; Kellie Vella; Cody Phillips; Mitchell W. McEwan; Christopher N. Watling
Highlights • Existing research has often focussed on single reward types in videogames • The current study explored the impact of varying amount and diversity of rewards • Effort, enjoyment and sense of presence were greater in response to greater rewards • Heart-rate measures indicate greater arousal in response to greater rewards • Greater amount and diversity of rewards has a positive influence on player experience Abstract There is currently limited understanding of whether and how different amounts and diversity of virtual rewards impact on the player experience. A repeated-measures experiment was undertaken in which participants (N = 59) were compared on subjective measures (competence, presence-immersion, tension, effort and enjoyment), as well as psychophysiological measures (electrodermal activity and heart-beat rate), during the play of a videogame with three levels of video game reward (high, medium, low). Effort, enjoyment and presence-immersion significantly varied across conditions such that they were greater when all rewards were present compared to one or both of the other conditions. Heart-beat rate was found to vary across conditions consistent with the explanation that greater rewards lead to greater arousal. Our study suggest a number of advantages to greater amount and diversity of virtual rewards in the context of a casual videogame, with potential application to the design of new gamification systems. Keywords videogame; reward; psychophysiology; player experience
australasian computer-human interaction conference | 2017
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.
annual symposium on computer-human interaction in play | 2017
Kellie Vella; Christopher James Koren; D. Johnson
Many online videogames make use of characters controlled by both humans (avatar) and computers (agent) to facilitate game play. However, the level of agency a teammate shows potentially produces differing levels of social presence during play, which in turn may impact on the player experience. To better understand these effects, two experimental studies were conducted utilising cooperative multiplayer games (Left 4 Dead 2 and Rocket League). In addition, the effect of familiarity between players was considered. The trend across the two studies show that playing with another human is more enjoyable, and facilitates greater connection, cooperation, presence and positive mood than play with a computer agent. The implications for multiplayer game design is discussed.
annual symposium on computer-human interaction in play | 2015
Kellie Vella; D. Johnson; Leanne Hides
designing interactive systems | 2016
Kellie Vella; Madison Klarkowski; D. Johnson; Leanne Hides; Peta Wyeth
australasian conference on interactive entertainment | 2012
Kellie Vella; D. Johnson