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E-book

Title Emotions, technology, and digital games / edited by Sharon Y. Tettegah, Wenhao David Huang
Published London, UK ; San Diego, CA : Academic Press, an imprint of Elsevier, [2016]
©2016

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Description 1 online resource (xxii, 342 pages) : illustrations
Series Emotions and technology : communication of feelings for, with, and through digital media
Emotions and technology.
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-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game identify and compare preschool children's social and emotional skills / Lynne Humphries
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
Bibliography Includes bibliographical references and index
Notes English
Online resource; title from digital title page (viewed on January 04, 2022)
Subject Video games -- Psychological aspects
Video games -- Social aspects
Digital media -- Social aspects
Emotions -- Sociological aspects.
Human-computer interaction.
GAMES -- Video & Electronic.
Digital media -- Social aspects
Electronic games -- Psychological aspects
Emotions -- Sociological aspects
Human-computer interaction
Video games -- Psychological aspects
Form Electronic book
Author Tettegah, Sharon Y., editor.
Huang, Wenhao David, editor.
ISBN 9780128018408
0128018402