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Using Computers in Clinical Practice: Psychotherapy and Mental Health Applications
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Using Computers in Clinical Practice: Psychotherapy and Mental Health Applications (1984)Using Computers in Clinical Practice: Psy…The Use of Electronic Games in Therapy: a Review with Clinical Implications (2014)The Use of Electronic Games i…Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents (2008)Strategies for designing effe…Computer-Based Test Interpretation in Career Assessment: Ethical and Professional Issues (2003)Computer-Based Test Interpret…The Utilization of Technology in Graduate Schools of Social Work (2001)The Utilization of Technology…Test-Retest Reliability of Psychological and Neurobehavioral Tests Self-Administered by Computer (1999)Test-Retest Reliability of Ps…THE UNDERDEVELOPMENT OF COMPUTING IN SOCIAL WORK PRACTICE (1990)THE UNDERDEVELOPMENT OF COMPU…Teaching Information Technology to Human Service Students (1990)Teaching Information Technolo…Computer Assisted Decision Making (1990)Computer Assisted Decision Ma…A Case for Computer Applications in Social Work (1987)A Case for Computer Applicati…Computer-assisted psychological assessment in 1986: A practical guide (1985)Computer-assisted psychologic…From hospital to community psychiatry (1970)National Institute of Mental Health Diagnostic Interview Schedule (1981)Interviewing Skills and Computer Assisted Instruction (1990)The Perspective from the Field on Computer Literacy Training Needs (1990)The Computer Applications Explosion (1991)Diagnostic and Statistical Manual of Mental Disorders (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)A game a day keeps the doctor away: a short review of computer games in mental healthcare. (2008)Youth Internet use: risks and opportunities (2009)Serious Gaming for Behaviour Change: A Systematic Review (2022)The new science of management decision. (1960)The New Science of Management Decision (1978)The Second Self: Computers and the Human Spirit (1986)Decision Making in Social Work (1993)Multi-Criteria Decision Analysis for Strategic Decision Making (2010)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)The MOS 36-item short-form health survey (SF-36). I. Conceptual framework and item selection. (1992)Equivalência semântica da versão em português da Post-Traumatic Stress Disorder Checklist - Civilian Version (PCL-C) para rastreamento do transtorno de estresse pós-traumático (2004)Online Data Collection from Video Game Players: Methodological Issues (2004)The reliability and validity of the Danish Draft Board Cognitive Ability Test: Børge Prien’s Prøve (2010)Evaluating Practice: Guidelines for the Accountable Professional (1983)Using computers in clinical practice: Psychotherapy and mental health applications (1985)Encyclopedia of Social Work (2014)Computer Power and Human Reason: From Judgement to Calculation. (1977)Computers in the human services (1979)The Changing Face of Computer Utilization in Social Work Settings (1988)Progress in experimental personality research (1964)ASSESSMENT OF BRAIN DAMAGE: A NEUROPSYCHOLOGICAL KEY APPROACH (1971)Personality and Prediction: Principles of Personality Assessment (1973)Automation in Psychological Testing (1988)Computer Assisted Psychological Assessment (1998)The equivalence of computerized and paper-and-pencil psychological instruments: Implications for measures of negative affect (1999)Playing for Real (2008)The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial (2012)The benefits of playing video games. (2013)Serious Games for Psychotherapy: A Systematic Review (2017)Platforms and Patterns for Practice: LGBTQ+ Youths’ Use of Information and Communication Technologies (2018)How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis (2020)Making Vocational Choices: A Theory of Vocational Personalities and Work Environments (1973)Validity of psychological assessment: Validation of inferences from persons' responses and performances as scientific inquiry into score meaning. (1995)Standards for Educational and Psychological Testing. (2017)Ethical Issues in Testing and Assessment (2019)
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  • 2014The Use of Electronic Games in Therapy: a Review with Clinical Implications142 cited
  • 2008Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents109 cited
  • 1999Test-Retest Reliability of Psychological and Neurobehavioral Tests Self-Administered by Computer72 cited
  • 1990Computer Assisted Decision Making65 cited
  • 1985Computer-assisted psychological assessment in 1986: A practical guide27 cited
  • 1987A Case for Computer Applications in Social Work10 cited
  • 2003Computer-Based Test Interpretation in Career Assessment: Ethical and Professional Issues8 cited
  • 1990Teaching Information Technology to Human Service Students6 cited
  • 2001The Utilization of Technology in Graduate Schools of Social Work6 cited
  • 1990THE UNDERDEVELOPMENT OF COMPUTING IN SOCIAL WORK PRACTICE5 cited

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