Clint Bowers

Clint Bowers, Ph.D., currently resides on the University of Central Florida’s Psychology Faculty as well as being Co-Director of the RETRO (Research and Emerging Technology Research Organization) Lab at UCF’s Institute for Simulation and Training. Clint’s current research interest is in the use of technology to facilitate teamwork. This takes several forms. The first includes basic research on the nature of effective teamwork and the factors that influence it. A second research thrust involves the training of teams. Clint is especially interested in the use of training technologies and simulation in training team skills. Finally, Clint is interested in the use of technology to assist teams in their day-to-day tasks. This includes research in information visualization, groupware, and other hardware/software systems. Besides his interest in team performance, Clint is also involved in several student projects. These include the use of virtual reality to teach deaf children, the neuropsychology of spatial abilities, and the use of warnings to manage predictable non-compliance.

Publications

Mental Health and Wellness in Healthcare Workers: Identifying Risks, Prevention, and Treatment
Clint A. Bowers, Deborah C. Beidel, Madeline R. Marks, Kristin Horan, Janis Cannon-Bowers. © 2022. 393 pages.
Recent events have revealed that many healthcare workers are subject to very high levels of occupational stress, which has become particularly salient during the COVID-19 crisis....
Updating Training in the Medical Field: The TARGET Model and Its Applications to Remote Learning
Brandon Matsumiya, Clint A. Bowers. © 2022. 19 pages.
This chapter briefly reviews the literature that explores the training technique of deliberate practice and the related constructs, training outcomes of achievement goal...
Team Resilience in Healthcare
Jonah Swinson, Clint Bowers, Jan Canon-Bowers. © 2022. 18 pages.
This chapter focuses on the broader topic of team resiliency within the healthcare profession. Specifically, the authors discuss the current body of literature relating to...
Mental Health Intervention and Treatment of First Responders and Emergency Workers
Clint A. Bowers, Deborah C. Beidel, Madeline R. Marks. © 2020. 372 pages.
The stress that comes with being a first responder has been known to lead to depression, anxiety, substance abuse, and suicide. However, few clinicians are informed about these...
Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model
Paul A Barclay, Clint Bowers. © 2020. 12 pages.
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment...
Trauma Management Therapy for First Responders
Madeline Marks, Annelise Cunningham, Clint Bowers, Deborah C. Beidel. © 2020. 13 pages.
Mental health professionals are only recently beginning to understand the risks for stress-related disorders experienced by first responders. For example, it is clear that first...
A Gamification Update to the Taxonomy of Technology and Mental Health
Madeline R. Marks, Amanda C. Tan, Clint Bowers. © 2019. 13 pages.
Mental health providers cannot ignore the importance of utilizing technology in this era of the internet of things. This chapter reaffirms the need for mental health providers...
Serious Games Advancing the Technology of Engaging Information
Peter A. Smith, Clint Bowers. © 2019. 12 pages.
Game researchers are now moving from exploring if games can teach to how games teach. The caveat is that not all games teach but that all good games teach. Leaving a simple...
A Gamification Update to the Taxonomy of Technology and Mental Health
Madeline R. Marks, Amanda C. Tan, Clint Bowers. © 2018. 11 pages.
Mental health providers cannot ignore the importance of utilizing technology in this era of the “Internet of Things.” This chapter reaffirms the need for mental health providers...
Serious Games Advancing the Technology of Engaging Information
Peter A. Smith, Clint Bowers. © 2018. 10 pages.
Games researchers are now moving from exploring if games can teach to how games teach. The caveat is that not all games teach but that all good games teach. Leaving a simple...
Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model
Paul A Barclay, Clint Bowers. © 2018. 11 pages.
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment...
Gamificiation of Therapy: Treating Selective Mutism
Brian E. Bunnell, Katelyn Procci, Deborah C. Beidel, Clint A. Bowers. © 2016. 21 pages.
Selective mutism is a psychiatric disorder characterized by a withdrawal of speech in situations during which speech might be expected typically. Diagnostically speaking...
Serious Games and the Technology of Engaging Information
Peter A. Smith, Clint Bowers. © 2015. 9 pages.
Technology and Mental Health
Madeline Marks, Clint Bowers. © 2015. 11 pages.
Pulse!!
Claudia L. McDonald, Jan Cannon-Bowers, Clint Bowers. © 2011. 17 pages.
Pulse!! The Virtual Clinical Learning Lab is designed to transfer and further develop state-of-the-art game design and technology to create subject matter for teaching critical...
Serious Game Design and Development: Technologies for Training and Learning
Jan Cannon-Bowers, Clint Bowers. © 2010. 382 pages.
The increasing use of games in learning has drawn the attention of numerous disciplines within the scientific community now seeking to understand the nature of its effectiveness...
Pulse!!: Designing Medical Learning in Virtual Reality
Claudia L. McDonald, Jan Cannon-Bowers, Clint Bowers. © 2010. 17 pages.
Pulse!! The Virtual Clinical Learning Lab is designed to transfer and further develop state-of-the-art game design and technology to create subject matter for teaching critical...
Using Serious Games for Mental Health Education
Anya Andrews, Rachel Joyce, Clint Bowers. © 2010. 14 pages.
A significant number of research and experimentation efforts are currently underway to identify the effective ways of leveraging advanced gaming technologies towards the...
Establishing a Science of Game Based Learning
Alicia Sanchez, Janis Cannon-Bowers, Clint Bowers. © 2010. 15 pages.
Using video games to train and educate is a notion that is gaining traction among gamers, parents, and serious educators alike. Unfortunately, to date there have been few...
Using Virtual Worlds to Assist Distributed Teams
Clint Bowers, Peter A. Smith, Jan Cannon-Bowers, Denise Nicholson. © 2009. 17 pages.
Virtual worlds and massively multiplayer online games are becoming a useful tool for distributed teams. From providing a common working place, to allowing members of the team to...
Social Psychology and Massively Multiplayer Online Learning Games
Clint Bowers, Peter A. Smith, Jan Cannon-Bowers. © 2009. 17 pages.
The use of computer games and especially online games for educational purposes is growing in popularity. In this chapter we attempt to summarize findings from the area of social...
Using Virtual Worlds to Assist Distributed Teams
Clint Bowers, Peter A. Smith, Jan Cannon-Bowers, Denise Nicholson. © 2008. 16 pages.
Virtual worlds and massively multiplayer online games are becoming a useful tool for distributed teams. From providing a common working place, to allowing members of the team to...
Virtual Teams as Sociotechnical Systems
Haydee M. Cuevas, Stephen M. Fiore, Eduardo Salas, Clint A. Bowers. © 2005. 6 pages.
A virtual team can be described as an organizational unit unconstrained by geographical, temporal, organizational, and/or national boundaries (Townsend, DeMarie & Hendrickson...
Virtual Teams as Sociotechnical Systems
Haydee M. Cuevas, Stephen M. Fiore, Eduardo Salas, Clint A. Bowers. © 2004. 19 pages.
In this chapter, we adopt a sociotechnical systems approach to understand the challenges faced by members of an organizational unit that is not constrained by geographical...