Emotions, Technology, and Digital Games

Author:   Sharon Y. Tettegah ,  Wenhao David Huang
Publisher:   Elsevier Science Publishing Co Inc
ISBN:  

9780128017388


Pages:   364
Publication Date:   24 September 2015
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Emotions, Technology, and Digital Games


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Author:   Sharon Y. Tettegah ,  Wenhao David Huang
Publisher:   Elsevier Science Publishing Co Inc
Imprint:   Academic Press Inc
Dimensions:   Width: 15.20cm , Height: 1.80cm , Length: 22.90cm
Weight:   0.610kg
ISBN:  

9780128017388


ISBN 10:   0128017384
Pages:   364
Publication Date:   24 September 2015
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of 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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Author Information

Sharon Tettegah is a Professor in the Department of Teaching and Learning at the University of Nevada, Las Vegas and Former Program Chair of Digital Environments for Learning, Teaching and Agency in the College of Education, at the University of Illinois, at Urbana Champaign. She has an appointment in the Cognitive Neuroscience in Bio-Intelligence at the Beckman Institute for Advanced Science and Technology. In addition, she is a Research Scientist and affiliate at the National Center for Supercomputing Applications (NCSA). Her research centers on the intersection of STEM learning, Emotions, Equity and Social justice. She was also a Program Director in 2010-2012 at the National Science Foundation where she managed five programs in the Directorates of Education and Human Resources, Computer and Information Science and Engineering and including a NSF cross-cutting program on Science, Engineering, Education for Sustainability (SEES). She is also the Series Editor for Emotions and Technology with Elsevier, Academic Psychology Division. Dr. Wenhao David Huang is an Associate Professor at Department of Education Policy, Organization and Leadership at University of Illinois at Urbana-Champaign. His research interests are mainly focused on designing and validating technology-enabled learning engagement systems and environments across subject matter areas in organizations. Dr. Huang is particularly interested in better designing game-based learning and performance solutions for various groups of adult learners across learning and performance contexts, in order to sustain learners' interests and efforts in engaging with intended affective, cognitive, and behavioral learning processes. Dr. Huang's work on game-based learning articulates the relationships between learners' motivational and cognitive processing, various design-relevant attributes for efficient game-based learning environments, learners' dilemma when interacting with game-based learning environments where distractions are abundant, and considering game-based learning system as an integral part of the organizational learning and performance solution.

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