000 | 05461cam a2200613Ii 4500 | ||
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001 | ocn922528490 | ||
003 | OCoLC | ||
005 | 20190328114812.0 | ||
006 | m o d | ||
007 | cr cnu|||unuuu | ||
008 | 150929t20162016enka ob 001 0 eng d | ||
040 |
_aN$T _beng _erda _epn _cN$T _dN$T _dOCLCO _dIDEBK _dYDXCP _dEBLCP _dOCLCO _dORU _dOCLCO _dOPELS _dOCLCO _dWAU _dOCLCO _dS4S _dZ5A _dOCLCQ _dU3G _dU3W _dOCLCF _dCEF _dWYU _dBRX |
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019 |
_a922725273 _a929521770 _a1066495387 |
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020 |
_a9780128018408 _q(electronic book) |
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020 |
_a0128018402 _q(electronic book) |
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020 |
_z9780128017388 _q(paperback) |
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020 |
_z0128017384 _q(paperback) |
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024 | 0 | _a99973144543 | |
035 |
_a(OCoLC)922528490 _z(OCoLC)922725273 _z(OCoLC)929521770 _z(OCoLC)1066495387 |
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050 | 4 |
_aGV1469.15 _b.E46 2016 |
|
072 | 7 |
_aGAM _x013000 _2bisacsh |
|
082 | 0 | 4 |
_a794.8 _223 |
245 | 0 | 0 |
_aEmotions, technology, and digital games / _h[electronic resource] _cedited by Sharon Y. Tettegah, Wenhao David Huang. |
264 | 1 |
_aLondon : _bAcademic Press/Elsevier, _c2016. |
|
264 | 4 | _c�2016 | |
300 |
_a1 online resource (xxii, 342 pages) : _billustrations. |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 | _aEmotions and technology : communication of feelings for, with, and through digital media | |
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aI. 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 | _a"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 | _aPrint version record. | |
650 | 0 |
_aElectronic games _xPsychological aspects. |
|
650 | 0 |
_aVideo games _xPsychological aspects. |
|
650 | 0 |
_aElectronic games _xSocial aspects. |
|
650 | 0 |
_aDigital media _xSocial aspects. |
|
650 | 0 |
_aEmotions _xSociological aspects. |
|
650 | 0 | _aHuman-computer interaction. | |
650 | 7 |
_aGAMES / Video & Electronic _2bisacsh |
|
650 | 7 |
_aDigital media _xSocial aspects. _2fast _0(OCoLC)fst01766776 |
|
650 | 7 |
_aElectronic games _xPsychological aspects. _2fast _0(OCoLC)fst00907230 |
|
650 | 7 |
_aEmotions _xSociological aspects. _2fast _0(OCoLC)fst00908848 |
|
650 | 7 |
_aHuman-computer interaction. _2fast _0(OCoLC)fst00963494 |
|
650 | 7 |
_aVideo games _xPsychological aspects. _2fast _0(OCoLC)fst01166438 |
|
655 | 4 | _aElectronic books. | |
655 | 0 | _aElectronic books. | |
700 | 1 |
_aTettegah, Sharon Y., _eeditor. |
|
700 | 1 |
_aHuang, Wenhao David, _eeditor. |
|
776 | 0 | 8 |
_iPrint version: _tEmotions, technology, and digital games. _dLondon : Academic Press/Elsevier, [2016] _z9780128017388 _w(OCoLC)927451267 |
830 | 0 | _aEmotions and technology. | |
856 | 4 | 0 |
_3ScienceDirect _uhttp://www.sciencedirect.com/science/book/9780128017388 |
999 |
_c247174 _d247174 |