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Games allow people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. It is essential to have greater understanding of the power these emotions have on players, how they affect players during and after a game. This book takes this understanding and shows how it can be used in practical ways, such as: design video games for teaching and learning, create tools to measure social and emotional development of children, determine how empathy-related thought processes affect ethical decision-making, and examine 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 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