Format:
1 Online-Ressource (xxii, 342 Seiten) :
,
Illustrationen, Diagramme.
ISBN:
978-0-12-801840-8
Series Statement:
Emotions and Technology
Content:
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
Additional Edition:
Erscheint auch als Druck-Ausgabe Emotions, technology, and digital games London : Elsevier Inc./Academic Press, 2016 ISBN 978-0-12-801738-8
Language:
English
Subjects:
Education
,
General works
,
Psychology
,
Sociology
Keywords:
Gefühl
;
Technologie
;
Computerspiel
;
Aufsatzsammlung
;
Aufsatzsammlung
;
Aufsatzsammlung
;
Aufsatzsammlung
DOI:
10.1016/C2014-0-00803-9
URL:
Volltext
(URL des Erstveröffentlichers)
URL:
Volltext
(URL des Erstveröffentlichers)
URL:
Volltext
(URL des Erstveröffentlichers)
URL:
Volltext
(URL des Erstveröffentlichers)
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