Emotions Technology and Digital Games

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

Produk Detail:

  • Author : Wenhao David Huang
  • Publisher : Academic Press
  • Pages : 364 pages
  • ISBN : 9780128017388
  • Rating : 4/5 from 21 reviews
CLICK HERE TO GET THIS BOOKEmotions Technology and Digital Games

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games
  • Author : Wenhao David Huang
  • Publisher : Academic Press
  • Release : 24 September 2015
GET THIS BOOKEmotions, Technology, and Digital Games

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

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games
  • Author : Anonim
  • Publisher : Academic Press
  • Release : 25 September 2015
GET THIS BOOKEmotions, Technology, and Digital Games

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

Emotions, Technology, and Design

Emotions, Technology, and Design
  • Author : Sharon Tettegah,Safiya Noble
  • Publisher : Academic Press
  • Release : 28 December 2015
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Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design—in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and

Emotions, Technology, and Health

Emotions, Technology, and Health
  • Author : Anonim
  • Publisher : Academic Press
  • Release : 04 January 2016
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Emotions, Technology, and Health examines how healthcare consumers interact with health technology, how this technology mediates interpersonal interactions, and the effectiveness of technology in gathering health-related information in various situations. The first section discusses the use of technology to monitor patients’ emotional responses to illness and its treatment, as well as the role of technology in meeting the fundamental human need for information. Section Two describes the use of technology in mediating emotions within and between individuals, and addresses the

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education
  • Author : Tussey, Jill,Haas, Leslie
  • Publisher : IGI Global
  • Release : 25 June 2021
GET THIS BOOKHandbook of Research on Supporting Social and Emotional Development Through Literacy Education

The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development

Emotions, Technology, and Learning

Emotions, Technology, and Learning
  • Author : Sharon Y. Tettegah,Michael P. McCreery
  • Publisher : Academic Press
  • Release : 17 November 2015
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Research suggests two important roles of emotion related to learning and technology. First, emotion can be the key factor that is being learned or taught through technological means. Second, emotional responses with and through technology can alter what is being learned or how the content is learned. The goal of this volume is to compile and synthesize research that addresses these two perspectives by focusing on the relationship between emotion and learning as facilitated by technology. The book is divided

Knowledge Games

Knowledge Games
  • Author : Karen Schrier
  • Publisher : JHU Press
  • Release : 15 June 2016
GET THIS BOOKKnowledge Games

This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

Emotions, Technology, and Social Media

Emotions, Technology, and Social Media
  • Author : Anonim
  • Publisher : Academic Press
  • Release : 20 July 2016
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Emotions, Technology, and Social Media discusses the ways the social media sphere uses emotion and technology, and how each of these has become part of the digital culture. The book explores this expression within a psychological theoretical framework, addressing feelings about social media, and its role in education and knowledge generation. The second section investigates the expression of feelings within social media spaces, while subsequent sections adopt a paradigm of active audience consumption to use social media to express feelings

Emotions, Technology, and Behaviors

Emotions, Technology, and Behaviors
  • Author : Sharon Y. Tettegah,Dorothy L. Espelage
  • Publisher : Academic Press
  • Release : 26 October 2015
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Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how

Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms

Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms
  • Author : Ikuta, Shigeru
  • Publisher : IGI Global
  • Release : 27 December 2019
GET THIS BOOKHandbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms

As technology continues to play a pivotal role in society, education is a field that has become heavily influenced by these advancements. New learning methods are rapidly emerging and being implemented into classrooms across the world using software that is low cost and easy to handle. These tools are crucial in creating skillful learning techniques in classrooms, yet there is a lack of information and research on the subject. The Handbook of Research on Software for Gifted and Talented School

Emotion in Games

Emotion in Games
  • Author : Kostas Karpouzis,Georgios N. Yannakakis
  • Publisher : Springer
  • Release : 02 November 2016
GET THIS BOOKEmotion in Games

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers

How to Play Video Games

How to Play Video Games
  • Author : Nina Huntemann
  • Publisher : NYU Press
  • Release : 26 March 2019
GET THIS BOOKHow to Play Video Games

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what

Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V

Posttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V
  • Author : Amy M. Green
  • Publisher : Springer
  • Release : 22 August 2017
GET THIS BOOKPosttraumatic Stress Disorder, Trauma, and History in Metal Gear Solid V

This book explores the video game Metal Gear Solid V’s exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game’s complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America’s use of Guantanamo Bay and the extraordinary rendition program as tools in the War

Reimagining Communication: Mediation

Reimagining Communication: Mediation
  • Author : Michael Filimowicz,Veronika Tzankova
  • Publisher : Routledge
  • Release : 16 April 2020
GET THIS BOOKReimagining Communication: Mediation

Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course’s traditional writing requirements. As the field of Communication Studies has been continuously growing

Handbook of Popular Culture and Biomedicine

Handbook of Popular Culture and Biomedicine
  • Author : Arno Görgen,German Alfonso Nunez,Heiner Fangerau
  • Publisher : Springer
  • Release : 10 September 2018
GET THIS BOOKHandbook of Popular Culture and Biomedicine

This handbook explores the ways biomedicine and pop culture interact while simultaneously introducing the reader with the tools and ideas behind this new field of enquiry. From comic books to health professionals, from the arts to genetics, from sci-fi to medical education, from TV series to ethics, it offers different entry points to an exciting and central aspect of contemporary culture: how and what we learn about (and from) scientific knowledge and its representation in pop culture. Divided into three