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
Regardless of the technology we use and encounter, emotions will play a major role in personal and social activities. ... and Games, (2) Emotions, Technology, Design, and Learning, (3) Emotions, Technology, and Behaviors, (4) Emotions, ...
An ethic of caring conduct & character: Readings in moral theory. ... Caring: A feminine approach to ethics and moral education. ... In K. Schrier, & D. Gibson (Eds.), Ethics and game design: Teaching values through play.
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.
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.
Regardless of the technology we use and encounter, emotions will play a major role in personal and social activities. ... and Games, (2) Emotions, Technology, Design, and Learning, (3) Emotions, Technology, and Behaviors, (4) Emotions, ...
Regardless of the technology we use and encounter, emotions will play a major role in personal and social activities. ... Technology and Games, (2) Emotions, Technology, Design and Learning, (3) Emotions, Technology and Behaviors, ...
One of the key distinctions between these two phenomena is that an emotional episode involves behavior directed at an ... and manipulation of a game character's behaviors contribute to the player's 152 Emotions, Technology, Design, ...
A leaderboard can activate the social, identity, challenge and feedback elements of an engaging gamification experience. Leaderboards are a key element of BitRun and there is both an in-game leaderboard, shown in Fig.
Integrating Technology in Positive Psychology Practice explores the various roles that technology can play in the development of psychological interventions aimed at helping people thrive.
This evidence-packed guide explores the growing importance of new technologies and situated learning in the vanguard of medical and health sciences education, backed by real-world clinical applications.