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
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 field of affective computing, and artificial intelligence.
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.
Relationship quality, commitment, and stability in long-distance relationships. Family Process, 52(2), ... Maintaining long distance and cross-residential relationships. Mahwah, NJ: Lawrence Erlbaum Associates. Stafford, L. (2010).
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, ...
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.
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, ...
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?
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, ...
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, ...
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.