Emotions, technology, and digital games / (Record no. 247174)
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fixed length control field | 05461cam a2200613Ii 4500 |
001 - CONTROL NUMBER | |
control field | ocn922528490 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | OCoLC |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20190328114812.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||unuuu |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 150929t20162016enka ob 001 0 eng d |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | N$T |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | N$T |
Modifying agency | N$T |
-- | OCLCO |
-- | IDEBK |
-- | YDXCP |
-- | EBLCP |
-- | OCLCO |
-- | ORU |
-- | OCLCO |
-- | OPELS |
-- | OCLCO |
-- | WAU |
-- | OCLCO |
-- | S4S |
-- | Z5A |
-- | OCLCQ |
-- | U3G |
-- | U3W |
-- | OCLCF |
-- | CEF |
-- | WYU |
-- | BRX |
019 ## - | |
-- | 922725273 |
-- | 929521770 |
-- | 1066495387 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9780128018408 |
Qualifying information | (electronic book) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 0128018402 |
Qualifying information | (electronic book) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9780128017388 |
Qualifying information | (paperback) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 0128017384 |
Qualifying information | (paperback) |
024 0# - OTHER STANDARD IDENTIFIER | |
Standard number or code | 99973144543 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)922528490 |
Canceled/invalid control number | (OCoLC)922725273 |
-- | (OCoLC)929521770 |
-- | (OCoLC)1066495387 |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | GV1469.15 |
Item number | .E46 2016 |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | GAM |
Subject category code subdivision | 013000 |
Source | bisacsh |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 794.8 |
Edition number | 23 |
245 00 - TITLE STATEMENT | |
Title | Emotions, technology, and digital games / |
Medium | [electronic resource] |
Statement of responsibility, etc. | edited by Sharon Y. Tettegah, Wenhao David Huang. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | London : |
Name of producer, publisher, distributor, manufacturer | Academic Press/Elsevier, |
Date of production, publication, distribution, manufacture, or copyright notice | 2016. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | �2016 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (xxii, 342 pages) : |
Other physical details | illustrations. |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
490 1# - SERIES STATEMENT | |
Series statement | Emotions and technology : communication of feelings for, with, and through digital media |
504 ## - BIBLIOGRAPHY, ETC. NOTE | |
Bibliography, etc | Includes bibliographical references and index. |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | 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 Jim�enez -- 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. |
520 ## - SUMMARY, ETC. | |
Summary, etc. | "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. |
588 0# - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Print version record. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Electronic games |
General subdivision | Psychological aspects. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Video games |
General subdivision | Psychological aspects. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Electronic games |
General subdivision | Social aspects. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Digital media |
General subdivision | Social aspects. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Emotions |
General subdivision | Sociological aspects. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Human-computer interaction. |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | GAMES / Video & Electronic |
Source of heading or term | bisacsh |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Digital media |
General subdivision | Social aspects. |
Source of heading or term | fast |
Authority record control number | (OCoLC)fst01766776 |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Electronic games |
General subdivision | Psychological aspects. |
Source of heading or term | fast |
Authority record control number | (OCoLC)fst00907230 |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Emotions |
General subdivision | Sociological aspects. |
Source of heading or term | fast |
Authority record control number | (OCoLC)fst00908848 |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Human-computer interaction. |
Source of heading or term | fast |
Authority record control number | (OCoLC)fst00963494 |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Video games |
General subdivision | Psychological aspects. |
Source of heading or term | fast |
Authority record control number | (OCoLC)fst01166438 |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
655 #0 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Tettegah, Sharon Y., |
Relator term | editor. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Huang, Wenhao David, |
Relator term | editor. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Print version: |
Title | Emotions, technology, and digital games. |
Place, publisher, and date of publication | London : Academic Press/Elsevier, [2016] |
International Standard Book Number | 9780128017388 |
Record control number | (OCoLC)927451267 |
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE | |
Uniform title | Emotions and technology. |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Materials specified | ScienceDirect |
Uniform Resource Identifier | http://www.sciencedirect.com/science/book/9780128017388 |
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