Publications

Published

Kreutzer, C. P., & Bowers, C. A. (2015). Attitudes Toward a Game-Based Approach to Mental Health. Cyberpsychology, Behavior, and Social Networking, 18(1), 20-24.

Bowers, C., Hussain, T., & Procci, K. (2014). Game-based Training of Listening Skills: The Effects of Degraded Communications. International Journal of Serious Games, 1(4).

Procci, K., Garcia, D. R., Bratta, C., Wong, C., Formanek, S., Colley, K., & Bowers, C. (2014, September). Project ASPIRE The Development of a Game for Resilience Training. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 58, No. 1, pp. 1506-1510). SAGE Publications.

Strater, L., Kennedy, R. A., Scerbo, M. W., Papelis, Y., Croll, M., Garcia, H. & Bowers, C. (2014, September). Me and My VE, Part 3. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 58, No. 1, pp. 2397-2401). SAGE Publications.

Bowers, C., & Cannon-Bowers, J. (2014). Cognitive Readiness for Complex Team Performance. In Teaching and Measuring Cognitive Readiness (pp. 301-323). Springer US.

Hussain, T. S., Bowers, C., & Blasko-Drabik, H. (2014). Impact of Individual Game-Based Training on Team Cognitive Readiness. In Teaching and Measuring Cognitive Readiness (pp. 325-353). Springer US.

Procci, K., Lakhmani, S., Hussain, T. S., & Bowers, C. A. (2014). Opening cinematics: Their cost-effectiveness in serious games. Simulation & Gaming, 45(1), 93-124.

Bowers, C. A., Serge, S., Blair, L., Cannon-Bowers, J., Joyce, R., & Bohnsack, J. (2013). The effectiveness of narrative pre-experiences for creating context in military training. Simulation & Gaming, 44(4), 512-520.

Andrews, A., Bowers, C. & Lechin, C. (2013). Factors affecting the reliability and validity of instructor evaluations of trainee competencies. In C. Best, G. Galanis, J. Kerry, & R. Sottilare (Eds.), Fundamental issues in defense training and simulation (pp. 275-284). Surrey: Ashgate.

Procci, K., Bowers, C., Wong, C., & Andrews, A. (2013). Minigames for mental health: Improving warfighters’ coping skills and awareness of mental health resources. Games for Health Journal, 2(4), 240-246.

Bowers, C., & Cannon-Bowers, J. A. (2013). Cognitive readiness for complex team performance. In H. F. O’Neil, R. S. Perez & E. L. Baker (Eds.), Teaching and measuring cognitive readiness (pp. 301-324). New York: Springer.

Hussain, T. S., Bowers, C., & Blasko-Drabik, H. (2013). Impact of individual game-based training on team cognitive readiness. In H. F. O’Neil, R. S. Perez & E. L. Baker (Eds.), Teaching and measuring cognitive readiness (pp. 325-354). New York: Springer.

Conkey, C. A., Bowers, C., Cannon-Bowers, J., Sanchez, A. (2013). Machinima and video-based soft-skills training for frontline healthcare workers. Games for Health Journal, 2(1), 39-43.

Verduin, M. L., LaRowe, S. D., Myrick, H., Cannon-Bowers, J., & Bowers, C. (2012). Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder. Journal of Substance Abuse Treatment, 44(3), 316-322.

Procci, K., Singer, A. R., Levy, K. R., & Bowers, C. (2012). Measuring the flow experience of gamers: An evaluation of the DFS-2. Computers in Human Behavior, 28(6), 2306-2312.

Procci, K., Chao, A., Bohnsack, J., Olsen, T., & Bowers, C. (2012). Usability in serious games: A model for small development teams. Computer Technology and Application, 3(4), 315-329.

Bowers, C., Procci, K., Joyce, R., Verduin, M., LaRowe, S., Mynck, H., Cannon-Bowers, J., & Smith, P. (2011). Serious games for therapy: A training perspective. Journal of CyberTherapy and Rehabilitation, 4(4), 447-453.

Blair, L., Procci, K., & Bohnsack, J. (2011). Serious games development research laboratories: The student experience. International Journal of Gaming and Computer-Mediated Simulations, 3(2), iii-vii. * Invited editorial preface.

Cannon-Bowers, J. A., Bowers, C., & Procci, K. (2011). Using video games as educational tools in healthcare. In S. Tobias, & J. D. Fletcher (Eds.), Computer games and instruction (pp. 47-72). Charlotte, NC: Information Age Publishing.

Cannon-Bowers, J. A., Bowers, C., & Procci, K. (2010). Optimizing learning in surgical simulations: Guidelines from the science of learning and human performance. Surgical Clinics of North America, 90(3), 583-603.

Cannon-Bowers, J., & Bowers, C. (Eds.). (2010). Serious game design and development: Technologies for training and learning. Hershey, PA: IGI Global Information Science Reference.

Blasko-Drabik, H., Smoker, T., & Murphy, C. E. (2010). An adventure in usability: Discovering usability where it was not expected. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 31-46). Hershey, PA: IGI Global Information Science Reference.

Andrews, A., Joyce, R., & Bowers, C.  (2010). Using serious games for mental health education. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 246-259). Hershey, PA: IGI Global Information Science Reference.

Sanchez, A., Cannon-Bowers, J., & Bowers, C. (2010). Establishing a science of game based learning. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 290-304). Hershey, PA: IGI Global Information Science Reference.

Cannon-Bowers, J. (2010). The way ahead in serious games. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 305-310). Hershey, PA: IGI Global Information Science Reference.

Hussain, T., Feurzeig, W., Cannon-Bowers, J., Coleman, S., Koenig, A., Lee, J., Menaker, E., Moffitt, K., Murphy, C., Pounds, K., Roberts, B., Seip, J., Souders, V., & Wainess, R. (2010). Development of game-based training systems: Lessons learned in an inter-disciplinary field in the making. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 47-80). Hershey, PA: IGI Global Information Science Reference.

Cannon-Bowers, J. A., & Bowers, C. A. (2009). Synthetic learning environments: On developing a science of simulation, games and virtual worlds for training. In S. W. J. Kozlowski & E. Salas (Eds.), Learning, training, and development in organizations (pp. 229-261). New York, NY: Taylor & Francis.

Cannon-Bowers, J. A., & Bowers, C. A. (2008). Synthetic learning environments. In J. M. Spector, M. D. Merrill, J. van Merriënboer, & M. P. Driscoll (Eds.), Handbook of research on educational communications and technology (3rd ed., pp. 317-327). New York, NY: Lawrence Erlbaum.


Conferences, Panels, Posters, Demonstrations, and Tutorials

Kreutzer, C., Marks, M., and Bowers, C. (2015, August). A pedagogical approach to usability in serious games. Poster to be presented at the Human-Computer Interaction International Virtual, Augmented, and Mixed Reality Conference. Los Angeles, CA.

Kreutzer, C., & Bowers, C. (2015, July). The role of expectations in game-based therapy and training. Symposium presented at the 20th Annual Cyberpsychology, Social Networking, and Behavior Conference. San Diego, CA.

Kreutzer, C., & Bowers, C. (2015, April). The role of cognitive skills in engagement of a serious game for health. Poster presented at the Human Factors and Ergonomics in Health Care Symposium. Baltimore, MD.

Boyce, M., Chen, J., Selkowitz, A., Lakhmani, S. (2015, March) Modeling Human-Robot Collaboration in a Simulated Environment. Poster session presented at 10th ACM/IEEE International Conference on Human-Robot Interaction, Portland, OR.

Kasdaglis, N., Newton, O., & Lakhmani, S. (2014, September). System State Awareness A Human Centered Design Approach to Awareness in a Complex World. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 58, No. 1, pp. 305-309). SAGE Publications.

Kreutzer, C., & Bowers, C. (2014, March). The role of expectations in the development of reactions towards virtual reality as a preventative technique for post-traumatic stress disorder. Poster presented at the 2014 Southeastern Psychological Association Annual Conference. Nashville, TN.

Procci, K., James, N., & Bowers, C. (2013). The effects of gender, age, and experience on game engagement. Proceedings of the Human Factors and Ergonomics Society 57th Annual Meeting (pp. 2132-2136). Thousand Oaks, CA: Sage.

Strater, L., Riley, J., Davis, F., Procci, K., Bowers, C., Beidel, D., Bunnell, B., Proaps, A., Sankaranarayanan, G., Li, B., De, S., & Cao, C. G. L. (2013). Me and my VE, Part 2. Proceedings of the Human Factors and Ergonomics Society 57th Annual Meeting (pp. 2127-2131). Thousand Oaks, CA: Sage.

Sanchez, A., & Bowers, C. (2013, April). Top ten research findings in games from 2012. Defense GameTech Users’ Conference 2013, Orlando, FL.

Hussain, T., Threlfall, D., Procci, K., Souders. V., Mall, H., & McDowell, P. (2013, April). Design of learning games community workshop. Defense GameTech Users’ Conference 2013, Orlando, FL.

Thani, K., White, L., & Lakhmani, S. (2013, April). A comparison of preparatory strategies for complex virtual environments. Paper presented at the 2013 Florida Student Conference for Human Factors and Applied Psychology at Embry-Riddle Aeronautical University, Daytona Beach, FL.

Lakhmani, S., Sanchez, A., & Raybourn, E. M. (2012). The effect of realistic and fantastical narrative context on perceived relevance and self-efficacy in serious games. Proceedings of the 56th Annual Human Factors and Ergonomics Society Annual Meeting (pp. 2522-2526). Santa Monica, CA: HFES.

Strater, L., Clamann, M., Kaber, D., Meglan, D., Procci, K., Bowers, C., Andrews, A., Ericson, J., Warren, W. H., & Balakrishnan, B. (2012). Me and My VE (demonstration session). Proceedings of the 56th Annual Human Factors and Ergonomics Society Annual Meeting (pp. 2512-2516). Santa Monica, CA: HFES.

Procci, K., Brown, D., & Bowers, C. (2012, June). USS Rivet City: Lessons learned from modding Fallout 3 for serious games research. Paper presented at Games for Change, New York City, New York. Watch.

Procci, K. (2012, April). Augmented reality serious games. Paper presented at the 2012 Florida Student Conference for Human Factors and Applied Psychology at Embry-Riddle Aeronautical University, Daytona Beach, FL.

Lakhmani, S. (2012, April). Social communication in virtual environments using haptic feedback. Paper presented at the 2012 Florida Student Conference for Human Factors and Applied Psychology at Embry-Riddle Aeronautical University, Daytona Beach, FL.

Procci, K., & Bowers, C. (2011). An examination of flow and immersion in games. Proceedings of the 55th Annual Meeting of the Human Factors and Ergonomics Society (pp. 2183-2187). Santa Monica, CA: HFES.

Andrews, A. (2011). Serious games for psychological health education. In R. Shumaker (Ed.), Lecture notes in computer science 6774: Virtual and mixed reality – Systems and applications, part II (pp. 3-10). Heidelberg, Germany: Springer-Verlag.

Procci, K., Bohnsack, J., & Bowers, C. (2011). Patterns of gaming preferences and serious game effectiveness. In R. Shumaker (Ed.), Lecture notes in computer science 6774: Virtual and mixed reality – Systems and applications, part II (pp. 37-43). Heidelberg, Germany: Springer-Verlag.

Lakhmani, S., & Bowers, C. (2011). Reflected in a liquid crystal display: Maximizing personalization through the use of avatars in serious games. In R. Shumaker (Ed.), Lecture notes in computer science 6774: Virtual and mixed reality – Systems and applications, part II (pp. 237-242). Heidelberg, Germany: Springer-Verlag.

Olsen, T., Procci, K., & Bowers, C. (2011). Serious games usability testing: How to ensure proper usability, playability, and effectiveness. In A. Marcus (Ed.), Lecture notes in computer science 6770: Design, user experience, and usability  – Theory, methods, tools, and practice, part II (pp. 625-634). Heidelberg, Germany: Springer-Verlag.

Sanchez, A., & Bowers, C. (2011, March). Top 10 Games Research Findings. Panel presented at GameTech 2011, Orlando, FL.

Procci, K., Blair, L., & Bowers, C. (2010, October). Cognitive load and the role fidelity in training games: Lessons learned from Bullseye. Poster presented at Meaningful Play 2010, East Lansing, MI.

Bowers, B., Bohnsack, J., & Joyce, R. (2010, August). The effectiveness of the Insignia Searcher video game as a learning tool. Poster presented at the APA 118th Annual Convention, San Diego, CA.

Andrews, A., & Cannon-Bowers, J. (2010, July). Next-generation intelligent training and performance assessment framework to support submarine command team decision making. Paper presented at the Undersea Human Systems Integration Symposium 2010, Providence, RI.

Bowers, C., Bohnsack, J., Chou, J., & Clark, A. (2010, March). Brain lateralization as a predictor of team performance. Poster presented at the 2010 Southeastern Psychological Association Conference, Chattanooga, TN.

Bowers, C., Evans, B., McDaniel, R., Roberts, B., Andrews, A. (2010, March). Top recent research findings in games and VW. Panel presented at the GameTech Defense Users Conference 2010, Orlando, FL.

Andrews, A. (2010, March). Introduction to instructional systems design. Tutorial presented at the GameTech Defense Users Conference 2010, Orlando, FL.

Andrews, A., Sanchez, A. & Lee, A. (2010). Using immersive learning simulations for leadership training. In J. Sanchez & K. Zhang (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2010 (pp. 409-417). Chesapeake, VA: AACE.

Andrews, A. (2009, October). Using immersive learning simulations to train management teams. Paper presented at the E-Learning Guild DevLearn 2009 Conference Proceedings, San Jose, CA.

Joyce, R., Verduin, M., LaRowe, S., Bowers, C., & Cannon-Bowers, J. (2009, August). Lessons learned: Adult learners and serious game design. Paper presented at the 2009 Society for Applied Learning Technologies Conference, Crystal City, VA.

Bowers, C., Cannon-Bowers, J., & Hussain, T. (2009, July). Considering training knowledge in the evaluation of training system usability. In M. Kurosu (Ed.), Lecture notes in computer science 5619: Human centered design (pp. 27-30). Heidelberg, Germany: Springer-Verlag.

Blasko-Drabik, H., Bohnsack, J., & Bowers, C. (2009). Combining fast-paced usability and scientific testing to improve the Lunar Quest physics game. In M. Kurosu (Ed.), Lecture notes in computer science 5619: Human centered design (pp. 23-26). Heidelberg, Germany: Springer-Verlag.

Hussain, T. S., Menaker, E., Pounds, K., Bowers, C., Cannon-Bowers, J. A., Murphy, C., Koenig, A., Wainess, R., & Lee, J. (2009, Nov. – Dec.). Designing and developing effective training games for the US Navy. Paper presented at I/ITSEC 2009, Orlando, FL.