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Emotions, technology, and digital games
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Emotions, technology, and digital games

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Contents

I. FRAMEWORKS OF EMOTIONS IN GAMES

1. Science of Emotions in Design of Video Games 2. Gamers and Their Weapons: An Appraisal Perspective on Weapons Manipulation in Video Games 3. Communicating Emotion through Gestures in Online Games

II. EMOTIONAL AFFORDANCES IN GAMES

4. Educational Neuroscience and the Affective Affordances of Video Games in Language Learning

5. The Design and Field Evaluation of an Interactive Digital Game to Identify and Compare Preschool Children’s Social and Emotional Skills

6. The Role of Story in Learning and Emotions

7. What Kind of Narratives Do Kids Like for Video Games? An Exploratory Study of Children’s Cognitive and Emotional Responses

8. Which Socio-Emotional Skills Do Online Games Teach

9. CyGaMEs Analytics and Data Visualization: Case Studies Showing Affective Response to Learning through Instructional Video Games

10. The Role of Emotion and Empathy in Ethical Decision-Making in Videogames

III. EMOTIONS EXTENDED BY GAMES 11. Digital Narrative: Exploring Issues of PTSD in a Virtual Environment

12. Half a Second That It Is Enough: Involuntary Micro-suspensions of Disbelief and Ectodiegesis as Phenomena of Immersional Processes in Pervasive Games

13. Emotional Response to Gaming Producing Rosenblatt’s Transaction

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Emotions, technology, and digital games. ISBN 9780128018408. Published by Academic Press in 2015. Publication and catalogue information, links to buy online and reader comments.

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