000 05461cam a2200613Ii 4500
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
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019 _a922725273
_a929521770
_a1066495387
020 _a9780128018408
_q(electronic book)
020 _a0128018402
_q(electronic book)
020 _z9780128017388
_q(paperback)
020 _z0128017384
_q(paperback)
024 0 _a99973144543
035 _a(OCoLC)922528490
_z(OCoLC)922725273
_z(OCoLC)929521770
_z(OCoLC)1066495387
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
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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