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    Online Resource
    Online Resource
    Amsterdam ; Boston ; Heidelberg ; London ; New York ; Oxford ; Paris ; San Diego ; San Francisco ; Singapore ; Sydney; Tokyo :Academic Press, is an imprint of Elsevier,
    UID:
    almafu_BV044392086
    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
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    Keywords: Gefühl ; Technologie ; Computerspiel ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    almafu_9960074030002883
    Format: 1 online resource (0 p.)
    ISBN: 9780128018408 , 0128018402
    Series Statement: Emotions and technology : communication of feelings for, with, and through digital media
    Note: Description based upon print version of record. , I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jiménez -- Social-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game to identify and compare preschool children's social and emotional skills / Lynne Humphries. , English
    Additional Edition: ISBN 9780128017388
    Additional Edition: ISBN 0128017384
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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