Emotions, Technology, and Digital Games

Nonfiction, Health & Well Being, Psychology, Social Psychology, Cognitive Psychology
Cover of the book Emotions, Technology, and Digital Games by Sharon Tettegah, Wenhao David Huang, Elsevier Science
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Author: Sharon Tettegah, Wenhao David Huang ISBN: 9780128018408
Publisher: Elsevier Science Publication: September 25, 2015
Imprint: Academic Press Language: English
Author: Sharon Tettegah, Wenhao David Huang
ISBN: 9780128018408
Publisher: Elsevier Science
Publication: September 25, 2015
Imprint: Academic Press
Language: English

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
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

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