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Emotions, technology, and digital games / edited by Sharon Y. Tettegah, Wenhao David Huang.

Contributor(s): Tettegah, Sharon Y | Huang, Wenhao David
Material type: TextTextPublisher: London Elsevier Inc./ Academic Press 2016Description: xxii, 342 pages illustrations 23 cmISBN: 0128017384; 9780128017388Subject(s): Electronic games -- Psychological aspects | Electronic games -- Social aspects | Digital media -- Social aspects | Human-computer interaction | Human-computer interaction | Elektroniska spel -- psykologiska aspekter | Elektroniska spel -- sociala aspekter | Digitala medier -- sociala aspekter | Människa-dator-interaktionDDC classification: 794.8 Other classification: 790 | Rdcb
Contents:
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 identify and compare preschool children's social and emotional skills / Lynne Humphries
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Includes bibliographical references and index

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 identify and compare preschool children's social and emotional skills / Lynne Humphries

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