Emotions, technology, and digital games

Emotions, technology, and digital games

by Huang, Wenhao David Tettegah, Sharon Y.

Type Book
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"Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learnin…

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Title Statements

  • Full title :Emotions, technology, and digital games / edited by Sharon Y. Tettegah, Wenhao David Huang.

Summary

"Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions--both during and after play ; Describes how we can manage a player's affective reactions ; Applies the emotional affect to making games more immersive ; Examines game-based learning and education ; Identifies which components of online games support socio-emotional development ; Discusses the impact of game-based emotions beyond the context of games"--Provided by publisher.

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Edition Statements

  • Publication Date:c2016

Publication Statements

The Physical Object

  • Description:1 ressource en ligne (xxii, 342 pages).

Edition Identifiers

  • ISBN:0128018402, 9780128018408
  • oclc:on1085578535
  • LC Classification:GV1469.15
  • Dewey Decimal:794.8

Table of Contents

I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jiménez -- Social-em…

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