ENGLISH

Emotions, Technology, and Digital Games

Book information

Publisher
Elsevier Inc./Academic Press
Year
2016
ISBN
0128017384, 978-0-12-801738-8
Language
english
Format
PDF
Filesize
14 MB (14679134 bytes)
Series
Emotions and technology
Edition
1
Pages
342\345
Time added
2016-05-22 07:20:00

Description

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 playDescribes how we can manage a player’s affective reactionsApplies the emotional affect to making games more immersiveExamines game-based learning and educationIdentifies which components of online games support socio-emotional developmentDiscusses the impact of game-based emotions beyond the context of games

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