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Emotions, Technology, and Digital Games

Language EnglishEnglish
Book Paperback
Book Emotions, Technology, and Digital Games Sharon Tettegah
Libristo code: 09367538
Publishers Elsevier Books, September 2015
Games allow people to experience enjoyment, excitement, anxiety, anger, frustration, and many other... Full description
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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

About the book

Full name Emotions, Technology, and Digital Games
Language English
Binding Book - Paperback
Date of issue 2015
Number of pages 364
EAN 9780128017388
ISBN 0128017384
Libristo code 09367538
Publishers Elsevier Books
Weight 588
Dimensions 230 x 154 x 21
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