Emotions Technology and Digital Games

Produk Detail:
  • Author : Wenhao David Huang
  • Publisher : Academic Press
  • Pages : 364 pages
  • ISBN : 9780128017388
  • Rating : /5 from reviews
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Download or Read online Emotions Technology and Digital Games full in PDF, ePub and kindle. this book written by Wenhao David Huang and published by Academic Press which was released on 24 September 2015 with total page 364 pages. We cannot guarantee that Emotions Technology and Digital Games book is available in the library, click Get Book button and read full online book in your kindle, tablet, IPAD, PC or mobile whenever and wherever You Like. 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

Emotions Technology and Digital Games

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

Emotions Technology and Digital Games

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

Emotions Technology and Learning

Emotions  Technology  and Learning
  • Author : Sharon Tettegah
  • Publisher : Academic Press
  • Release : 14 December 2015
GET THIS BOOK Emotions 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

Emotion in Games

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

Emotions  Technology  Design  and Learning
  • Author : Sharon Y. Tettegah,Martin Gartmeier
  • Publisher : Academic Press
  • Release : 07 October 2015
GET THIS BOOK Emotions 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 : 04 January 2016
GET THIS BOOK Emotions 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 : 17 November 2015
GET THIS BOOK Emotions 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 : 20 July 2016
GET THIS BOOK Emotions 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

Digital Games and Learning

Digital Games and Learning
  • Author : Nicola Whitton
  • Publisher : Routledge
  • Release : 26 March 2014
GET THIS BOOK Digital Games and Learning

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games

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 BOOK Handbook 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

Knowledge Games

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

Emotions  Technology  and Design
  • Author : Sharon Tettegah,Safiya Noble
  • Publisher : Academic Press
  • Release : 28 December 2015
GET THIS BOOK Emotions 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

How to Play Video Games

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

Index for Social Emotional Technologies

Index for Social Emotional Technologies
  • Author : Annalisa Morganti,Stefano Pascoletti,Alessia Signorelli
  • Publisher : Routledge
  • Release : 01 February 2019
GET THIS BOOK Index for Social Emotional Technologies

Index for Social Emotional Technologies explores how technology can strengthen access and foster the acquisition of transversal skills useful for inclusive educational processes. It investigates the value that technology can offer to social and emotional learning through different tiers of actions and the main features of educational technology that can support such use. The book brings together educational technologies and research evidence relevant to different education systems to outline new, unexplored ways of intersecting educational and technological fields. It also

Feminist War Games

Feminist War Games
  • Author : Jon Saklofske,Alyssa Arbuckle,Jon Bath
  • Publisher : Routledge
  • Release : 20 December 2019
GET THIS BOOK Feminist War Games

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the