Emotions Technology And Digital Games
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Emotions Technology and Digital Games
Author | : Anonim |
Publsiher | : Academic Press |
Total Pages | : 364 |
Release | : 2015-09-25 |
ISBN 10 | : 0128018402 |
ISBN 13 | : 9780128018408 |
Language | : EN, FR, DE, ES & NL |
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. Details how games affect emotions—both during and after play Describes how we can manage a 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
Emotion in Games
Author | : Kostas Karpouzis,Georgios N. Yannakakis |
Publsiher | : Springer |
Total Pages | : 338 |
Release | : 2016-11-02 |
ISBN 10 | : 3319413163 |
ISBN 13 | : 9783319413167 |
Language | : EN, FR, DE, ES & NL |
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
Emotions Technology and Design
Author | : Sharon Tettegah,Safiya Noble |
Publsiher | : Academic Press |
Total Pages | : 268 |
Release | : 2015-12-28 |
ISBN 10 | : 0081007019 |
ISBN 13 | : 9780081007013 |
Language | : EN, FR, DE, ES & NL |
Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design—in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and directions. Emotions, Technology, and Design provides a thorough look at how technology design affects emotions and how to use that understanding to in practical applications. Discusses the role of culture, trust, and identity in empathetic technology Presents a framework for using sound to elicit positive emotional responses Details the emotional use of color in design Explores the use of emoticons, earcons, and tactons Addresses the emotional design specific to agent-based environments
Emotions Technology and Health
Author | : Anonim |
Publsiher | : Academic Press |
Total Pages | : 250 |
Release | : 2016-01-04 |
ISBN 10 | : 0128018399 |
ISBN 13 | : 9780128018392 |
Language | : EN, FR, DE, ES & NL |
Emotions, Technology, and Health examines how healthcare consumers interact with health technology, how this technology mediates interpersonal interactions, and the effectiveness of technology in gathering health-related information in various situations. The first section discusses the use of technology to monitor patients’ emotional responses to illness and its treatment, as well as the role of technology in meeting the fundamental human need for information. Section Two describes the use of technology in mediating emotions within and between individuals, and addresses the implications for the design and use of devices that gather behavioral health data and contribute to healthcare interventions. The final section assesses different situations in which technology is a key component of the health intervention—such as tablet use in educating elementary school students with social skills difficulty, physical activity monitoring for children at risk for obesity, and teleconferencing for older adults at risk of social isolation. Shows how information on the internet significantly affects the medical decision-making process for many consumers Describes current applications of social computing and quick access to mental health information on portable electronic devices Discusses how cyber-communication may both impair and enhance one’s sense of humanity Details the role of visual media in mediating emotion and memory of time
Emotions Technology and Learning
Author | : Sharon Y. Tettegah,Michael P. McCreery |
Publsiher | : Academic Press |
Total Pages | : 318 |
Release | : 2015-11-17 |
ISBN 10 | : 0128007141 |
ISBN 13 | : 9780128007143 |
Language | : EN, FR, DE, ES & NL |
Research suggests two important roles of emotion related to learning and technology. First, emotion can be the key factor that is being learned or taught through technological means. Second, emotional responses with and through technology can alter what is being learned or how the content is learned. The goal of this volume is to compile and synthesize research that addresses these two perspectives by focusing on the relationship between emotion and learning as facilitated by technology. The book is divided into four sections to represent the specific interest related to emotion and learning: Theory and Overview of Emotions and Learning; Emotions and Learning Online; Technology for Emotional Pedagogy with Students; and Technology of Emotional Pedagogy with Teachers. Provides a deeper theoretical and empirical perspective of emotion and learning Discusses how blended and online learning impact our ability to share emotion or learn emotion Explores how students learn emotion, share emotion, and how it impacts their ability to learn Examines how teachers learn emotion, share, emotion, and how it impacts their ability to teach through technology Addresses student diversity
Emotions Technology and Social Media
Author | : Anonim |
Publsiher | : Academic Press |
Total Pages | : 188 |
Release | : 2016-07-20 |
ISBN 10 | : 0128018828 |
ISBN 13 | : 9780128018828 |
Language | : EN, FR, DE, ES & NL |
Emotions, Technology, and Social Media discusses the ways the social media sphere uses emotion and technology, and how each of these has become part of the digital culture. The book explores this expression within a psychological theoretical framework, addressing feelings about social media, and its role in education and knowledge generation. The second section investigates the expression of feelings within social media spaces, while subsequent sections adopt a paradigm of active audience consumption to use social media to express feelings and maintain social connectivity. Discusses the significant relationships between Web 2.0 technologies and learning traits Presents studies about Facebook usage and individual emotional states Investigates the shared emotions in the construction of “cyberculture Shows the extent to which scientists use social media in their work, and the ways in which they use the social media Analyzes the consequences of the online disinhibition effect Examines YouTube as a source of opinions and discussions which can be used to track the emotions evoked by videos and the emotions expressed through textual comments Details how Reddit users’ media choices are emotionally useful and gratifying in the “memeplex Links social interaction and the emotional life with that of digital devices and resources
Emotions Technology and Behaviors
Author | : Sharon Y. Tettegah,Dorothy L. Espelage |
Publsiher | : Academic Press |
Total Pages | : 240 |
Release | : 2015-10-26 |
ISBN 10 | : 0081007027 |
ISBN 13 | : 9780081007020 |
Language | : EN, FR, DE, ES & NL |
Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how individuals use technology to cope after disasters such as Hurricane Sandy. Technology, Emotions and Behaviors ends by exploring the construct of empathy and perspective-taking through online videos and socially shared activities. Practitioners and researchers will find this text useful in their work. Reviews the intersection between emotional contagion and emotional socialization theory in virtual interactions Examines cross-cultural communicative feedback Discusses the multi-dimensions of trust in technology Covers "digilante" rhetoric and its emotional appeal Devotes an entire section to cyberbullying
Emotions Technology Design and Learning
Author | : Sharon Y. Tettegah,Martin Gartmeier |
Publsiher | : Academic Press |
Total Pages | : 332 |
Release | : 2015-10-07 |
ISBN 10 | : 012801881X |
ISBN 13 | : 9780128018811 |
Language | : EN, FR, DE, ES & NL |
Emotions, Technology, Design, and Learning provides an update to the topic of emotional responses and how technology can alter what is being learned and how the content is learned. The design of that technology is inherently linked to those emotional responses. This text addresses emotional design and pedagogical agents, and the emotions they generate. Topics include design features such as emoticons, speech recognition, virtual avatars, robotics, and adaptive computer technologies, all as relating to the emotional responses from virtual learning. Addresses the emotional design specific to agent-based learning environments Discusses the use of emoticons in online learning, providing an historical overview of animated pedagogical agents Includes evidence-based insights on how to properly use agents in virtual learning environments Focuses on the development of a proper architecture to be able to have and express emotions Reviews the literature in the field of advanced agent-based learning environments Explores how educational robotic activities can divert students’ emotions from internal to external
Handbook of Game Based Learning
Author | : Jan L. Plass,Richard E. Mayer,Bruce D. Homer |
Publsiher | : MIT Press |
Total Pages | : 600 |
Release | : 2020-02-04 |
ISBN 10 | : 0262356546 |
ISBN 13 | : 9780262356541 |
Language | : EN, FR, DE, ES & NL |
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Handbook of Research on Supporting Social and Emotional Development Through Literacy Education
Author | : Tussey, Jill,Haas, Leslie |
Publsiher | : IGI Global |
Total Pages | : 571 |
Release | : 2021-06-25 |
ISBN 10 | : 1799874664 |
ISBN 13 | : 9781799874669 |
Language | : EN, FR, DE, ES & NL |
The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.
Knowledge Games
Author | : Karen Schrier |
Publsiher | : JHU Press |
Total Pages | : 280 |
Release | : 2016-06-15 |
ISBN 10 | : 1421419211 |
ISBN 13 | : 9781421419213 |
Language | : EN, FR, DE, ES & NL |
This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
How to Play Video Games
Author | : Nina Huntemann |
Publsiher | : NYU Press |
Total Pages | : 400 |
Release | : 2019-03-26 |
ISBN 10 | : 147980214X |
ISBN 13 | : 9781479802142 |
Language | : EN, FR, DE, ES & NL |
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Emotions Technology and Design
Author | : Sharon Tettegah,Safiya Noble |
Publsiher | : Academic Press |
Total Pages | : 268 |
Release | : 2016-01-04 |
ISBN 10 | : 9780128018729 |
ISBN 13 | : 0128018720 |
Language | : EN, FR, DE, ES & NL |
Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design-in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and directions. Emotions, Technology, and Design provides a thorough look at how technology design affects emotions and how to use that understanding to in practical applications. Discusses the role of culture, trust, and identity in empathetic technology Presents a framework for using sound to elicit positive emotional responses Details the emotional use of color in design Explores the use of emoticons, earcons, and tactons Addresses the emotional design specific to agent-based environments
Handbook of Digital Games
Author | : Marios C. Angelides,Harry Agius |
Publsiher | : John Wiley & Sons |
Total Pages | : 784 |
Release | : 2014-02-19 |
ISBN 10 | : 1118796276 |
ISBN 13 | : 9781118796276 |
Language | : EN, FR, DE, ES & NL |
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.
Universal Access in Human Computer Interaction Methods Technologies and Users
Author | : Margherita Antona,Constantine Stephanidis |
Publsiher | : Springer |
Total Pages | : 680 |
Release | : 2018-07-09 |
ISBN 10 | : 3319920499 |
ISBN 13 | : 9783319920498 |
Language | : EN, FR, DE, ES & NL |
This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions. The 49 papers presented in this volume were organized in topical sections named: design for all, accessibility and usability; alternative I/O techniques, multimodality and adaptation; non-visual interaction; and designing for cognitive disabilities.
Feminist War Games
Author | : Jon Saklofske,Alyssa Arbuckle,Jon Bath |
Publsiher | : Routledge |
Total Pages | : 212 |
Release | : 2019-12-20 |
ISBN 10 | : 1000751201 |
ISBN 13 | : 9781000751208 |
Language | : EN, FR, DE, ES & NL |
Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.
Evolutionary Psychology and Digital Games
Author | : Johannes Breuer,Daniel Pietschmann,Benny Liebold,Benjamin P. Lange |
Publsiher | : Routledge |
Total Pages | : 252 |
Release | : 2018-10-09 |
ISBN 10 | : 1351663569 |
ISBN 13 | : 9781351663564 |
Language | : EN, FR, DE, ES & NL |
Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in psychology, anthropology, media studies and communication as well as video game designers who are interested in learning more about the evolutionary roots of player behaviors and experiences.
How Games Move Us
Author | : Katherine Isbister |
Publsiher | : MIT Press |
Total Pages | : 192 |
Release | : 2016-03-04 |
ISBN 10 | : 0262333244 |
ISBN 13 | : 9780262333245 |
Language | : EN, FR, DE, ES & NL |
An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Reimagining Communication Mediation
Author | : Michael Filimowicz,Veronika Tzankova |
Publsiher | : Routledge |
Total Pages | : 342 |
Release | : 2020-04-16 |
ISBN 10 | : 1351015419 |
ISBN 13 | : 9781351015417 |
Language | : EN, FR, DE, ES & NL |
Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course’s traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.
Posttraumatic Stress Disorder Trauma and History in Metal Gear Solid V
Author | : Amy M. Green |
Publsiher | : Springer |
Total Pages | : 120 |
Release | : 2017-08-22 |
ISBN 10 | : 331962749X |
ISBN 13 | : 9783319627496 |
Language | : EN, FR, DE, ES & NL |
This book explores the video game Metal Gear Solid V’s exploration of trauma and posttraumatic stress disorder (PTSD) through a careful analysis of its thematic elements and characters. It also considers the game’s complex take on post-9/11 history. Metal Gear Solid V consists of two interrelated titles, Ground Zeroes and The Phantom Pain. Ground Zeroes is examined as a post-9/11 narrative exploring America’s use of Guantanamo Bay and the extraordinary rendition program as tools in the War on Terror. The Phantom Pain is examined as a work exploring post-9/11 in trauma, especially in returning soldiers. The characters appearing in both games are given substantial consideration and analysis as embodiments of different forms of PTSD and trauma. This book appeals especially to those interested in video game study, to those who are enthusiasts of video games, and those interested in post-9/11 narratives.