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

Other author Tettegah, Sharon Y.
Other author Huang, Wenhao David.
Format Electronic
Publication InfoLondon ; San Diego, California : Elsevier Inc./Academic Press, [2016]
Descriptionxxii, 342 pages : illustrations ; 23 cm.
Supplemental ContentFull text available from eBook - Psychology 2016 [EBCP16]
Subjects

SeriesEmotions and technology : communication of feelings for, with, and through digital media
Emotions and technology. ^A1303967
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 to identify and compare preschool children's social and emotional skills / Lynne Humphries.
Bibliography noteIncludes bibliographical references and index.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2015940662
ISBN9780128017388 paperback
ISBN0128017384 paperback
ISBNelectronic book
ISBNelectronic book