Emotions Technology and Digital Games

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  • Publisher : Academic Press
  • Release : 25 September 2015
  • ISBN : 9780128018408
  • Page : 364 pages
  • Rating : 4.5/5 from 103 voters

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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 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

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Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games
  • Author : Anonim
  • Publisher : Academic Press
  • Release Date : 2015-09-25
  • ISBN : 9780128018408
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 : Wenhao David Huang
  • Publisher : Academic Press
  • Release Date : 2015-09-24
  • ISBN : 0128017384
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

Emotion in Games

Emotion in Games
  • Author : Kostas Karpouzis,Georgios N. Yannakakis
  • Publisher : Springer
  • Release Date : 2016-11-02
  • ISBN : 9783319413167
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

Emotions, Technology, and Design

Emotions, Technology, and Design
  • Author : Sharon Tettegah,Safiya Noble
  • Publisher : Academic Press
  • Release Date : 2015-12-28
  • ISBN : 9780081007013
GET THIS BOOKEmotions, Technology, and Design

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, Design, and Learning

Emotions, Technology, Design, and Learning
  • Author : Sharon Y. Tettegah,Martin Gartmeier
  • Publisher : Academic Press
  • Release Date : 2015-10-07
  • ISBN : 9780128018811
GET THIS BOOKEmotions, Technology, Design, and Learning

Emotions, Technology, Design, and Learning provides an update to the topic of emotional responses and how technology can alter what is being learned and how the content is learned. The design of that technology is inherently linked to those emotional responses. This text addresses emotional design and pedagogical agents, and the emotions they generate. Topics include design features such as emoticons, speech recognition, virtual avatars, robotics, and adaptive computer technologies, all as relating to the emotional responses from virtual learning.

Emotions, Technology, and Health

Emotions, Technology, and Health
  • Author : Anonim
  • Publisher : Academic Press
  • Release Date : 2016-01-04
  • ISBN : 9780128018392
GET THIS BOOKEmotions, Technology, and Health

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

Emotions, Technology, and Learning

Emotions, Technology, and Learning
  • Author : Sharon Y. Tettegah,Michael P. McCreery
  • Publisher : Academic Press
  • Release Date : 2015-11-17
  • ISBN : 9780128007143
GET THIS BOOKEmotions, Technology, and Learning

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

Emotions, Technology, and Social Media

Emotions, Technology, and Social Media
  • Author : Anonim
  • Publisher : Academic Press
  • Release Date : 2016-07-20
  • ISBN : 9780128018828
GET THIS BOOKEmotions, Technology, and Social Media

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 Date : 2015-10-26
  • ISBN : 9780081007020
GET THIS BOOKEmotions, Technology, and Behaviors

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 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 Date : 2021-06-25
  • ISBN : 9781799874669
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

Handbook of Game-Based Learning

Handbook of Game-Based Learning
  • Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
  • Publisher : MIT Press
  • Release Date : 2020-02-04
  • ISBN : 9780262356541
GET THIS BOOKHandbook of Game-Based Learning

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective,

Knowledge Games

Knowledge Games
  • Author : Karen Schrier
  • Publisher : JHU Press
  • Release Date : 2016-06-15
  • ISBN : 9781421419213
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.

How to Play Video Games

How to Play Video Games
  • Author : Nina Huntemann
  • Publisher : NYU Press
  • Release Date : 2019-03-26
  • ISBN : 9781479802142
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

Evolutionary Psychology and Digital Games

Evolutionary Psychology and Digital Games
  • Author : Johannes Breuer,Daniel Pietschmann,Benny Liebold,Benjamin P. Lange
  • Publisher : Routledge
  • Release Date : 2018-10-09
  • ISBN : 9781351663564
GET THIS BOOKEvolutionary Psychology and Digital Games

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in

How Games Move Us

How Games Move Us
  • Author : Katherine Isbister
  • Publisher : MIT Press
  • Release Date : 2016-03-04
  • ISBN : 9780262333245
GET THIS BOOKHow Games Move Us

An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She