Emotions Technology and Digital Games

Produk Detail:
  • Author : Anonim
  • Publisher : Academic Press
  • Pages : 364 pages
  • ISBN : 0128018402
  • 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 Anonim and published by Academic Press which was released on 25 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 : 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

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

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

Handbook of Game Based Learning

Handbook of Game Based Learning
  • Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
  • Publisher : MIT Press
  • Release : 04 February 2020
GET THIS BOOK Handbook 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,

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

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

Interactivity Game Creation Design Learning and Innovation

Interactivity  Game Creation  Design  Learning  and Innovation
  • Author : Anthony L. Brooks,Eva Brooks
  • Publisher : Springer
  • Release : 17 March 2017
GET THIS BOOK Interactivity Game Creation Design Learning and Innovation

This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The

Affective and Emotional Aspects of Human Computer Interaction

Affective and Emotional Aspects of Human Computer Interaction
  • Author : M. Pivec
  • Publisher : IOS Press
  • Release : 02 March 2006
GET THIS BOOK Affective and Emotional Aspects of Human Computer Interaction

The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behaviour. New research methods in this field are related to affective and emotional approaches to computer-supported learning and human-computer interactions. The major topics discussed are emotions, motivation, games and game-experience. The book is divided in three parts, part I, Game-based Learning, reflects upon the two-way interaction between game and student, thus enabling the game to react to the student’s

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education
  • Author : Ferdig, Richard E.
  • Publisher : IGI Global
  • Release : 31 July 2008
GET THIS BOOK Handbook of Research on Effective Electronic Gaming in Education

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Aesthetics and Design for Game based Learning

Aesthetics and Design for Game based Learning
  • Author : Michele D. Dickey
  • Publisher : Routledge
  • Release : 20 February 2015
GET THIS BOOK Aesthetics and Design for Game based Learning

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning

Video Games and the Mind

Video Games and the Mind
  • Author : Bernard Perron,Felix Schröter
  • Publisher : McFarland
  • Release : 19 July 2016
GET THIS BOOK Video Games and the Mind

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming—the video game experience itself—and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of

Digital Games for Minority Student Engagement Emerging Research and Opportunities

Digital Games for Minority Student Engagement  Emerging Research and Opportunities
  • Author : Misra, Rupanada,Eyombo, Leo,Phillips, Floyd T.
  • Publisher : IGI Global
  • Release : 15 February 2019
GET THIS BOOK Digital Games for Minority Student Engagement Emerging Research and Opportunities

Due to various challenges within the public-school system, such as underfunding, lack of resources, and difficulty retaining and recruiting teachers of color, minority students have been found to be underperforming compared to their majority counterparts. Minority students deserve quality public education, which can only happen if the gap in equity and access is closed. In order to close this achievement gap between the majority and minority groups, it is critical to increase the learning gains of the minority students. Digital