Emotions, technology, and digital games:
Gespeichert in:
Weitere Verfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam ; Boston ; Heidelberg ; London ; New York ; Oxford ; Paris ; San Diego ; San Francisco ; Singapore ; Sydney; Tokyo
Elsevier, AP
[2016]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xxii, 342 Seiten Illustrationen, Diagramme 23 cm |
ISBN: | 9780128017388 |
Internformat
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245 | 1 | 0 | |a Emotions, technology, and digital games |c edited by Sharon Y. Tettegah (Professor, University of Nevada, Las Vegas, College of Education, Las Vegas, NV, USA, Beckman Institute for Advanced Science and Technology , National Center for Supercomputing, Applications, affiliate, University of Ilinois, Urbana, IL, USA), Wenhao David Huang (Associate Professor, Division of Human Resource Development, Education Policy, Organization, and Leadership, University of Illinois, Champaign, IL, USA) |
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Datensatz im Suchindex
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adam_text |
CONTENTS
Contributors Xl
Foreword Xiii
Preface xrii
Section i Embodied Experiences: Affective and Cognitive Benefits
of Gaming 1
1. Video Games, Nightmares, and Emotional Processing 3
Johnathan Bown, Jayne Gackenbach
Dreams 4
How Video Games Affect Dreams 6
Nightmare Protection 9
"he Future 11
References 12
2. Infinite Ammo: Exploring Issues of Post-traumatic Stress
Disorder in Popular Video Games 15
Mathew Bumbalough, Adam Henze
introduction 15
Literature Review 16
Violence and PTSD Across Genres 18
The Evolution of Violence in Gaming 19
Research Question 21
Conclusion 32
References 33
3. Emotion, Empathy, and Ethical Thinking in Fable III 35
Karen Schrier
introduction 35
Vethod 43
Results 4$
Oscuss*cn 52
Conclusion 55
.Aciu'owiedgments 57
References 57
V
vi Contents
4. Half a Second, That is Enough: Involuntary Micro-suspensions
of Disbelief and Ectodiegesis as Phenomena of Immersion
Processes in Pervasive Games 61
Thaiane Oliveira
Terminology 61
introduction 61
Defining the Magic Circle of the Genre of the Game 63
This Is Not A Game 65
Methods 65
immersive Processes in Pervasive Games 68
Overflow and Fictional immersion in Tensions! Narratives 71
Ectodiegetic Immersion: Spatial Expansions, Temporal, and Social 74
Final Considerations 77
References 78
Section II Emotions Tools and Ties 81
5. Gamers and Their Weapons: An Appraisal Perspective
on Weapons Manipulation In Video Games 83
Weimin Toh
introduction 83
Theoretical Discussion 85
Limitations 106
Implications 108
Conclusion 109
References 110
Games 112
6. Emotional Response to Gaming Producing Rosenblatt's
Transaction 115
April Sanders
Introduction 115
Literature Review 115
Method 121
Participants 122
Data Collection 122
Results 123
Discussion 133
References 135
Contents
vii
7. What Type of Narrative do Children Prefer in Active Video
Games? An Exploratory Study of Cognitive and Emotional
Responses 137
Amy 5. Lu, Richard Buday, Debbe Thompson, Tom Baranowski
Introduction 137
Theoretical Perspectives and Concepts 138
Method 140
Results 145
Discussion 149
Conclusion 151
Acknowledgment 151
References 152
8. Educational Neuroscience and the Affective Affordances
of Video Games in Language Learning 157
Tom Gorham, Jon Gorham
Introduction 157
Neuroscience, Emotion, and Learning 159
How Video Games Affect People 163
Case Study Research 165
Discussion 180
Conclusion 182
Appendix 183
References 184
Section 111 Emotional Affordances, Videogames, and Learning 191
9. Affect During Instructional Video Game Learning:
Story's Potential Role 193
Osvaido Jiménez
Games, Emotions, and Learning: The Story's Role in all Three 193
Tug-of-War, a Card Game Designed to Teach Children about Fractions 196
Links between Fun and Learning in the Presence of Narrative 199
Discussion 205
Conclusion 206
References 207
viii Contents
10. Social-Emotional Learning Opportunities in Online Games
for Preschoolers 211
Mariya Nikolayev, Kevin Clark, Stephanie M. Reich
Introduction 211
What is Social-emotional Development? 212
Correlates and Outcomes 212
Social-emotional Development in the Early Years 213
Predictors of Development 214
Programs, Media, and Games 215
Method 217
Results 219
Discussion 224
Conclusion 226
References 227
11. Dashboard Effects Challenge Flow-Learning Assumption
in Digital Instructional Games 231
Debbie Denise Reese
Affect During instructional Video Game Learning 231
The Case Study 239
Player Mary: Triangulation Illustrating the Timed Report, Learning Moment,
Flow Channels, and Accretion Module 239
Motivating, Rewarding, and Informing Achievement Through Badges,
Dashboards, Achievements, and Leaderboard 250
Conclusion and Discussion 275
Acknowledgments 277
Appendix 278
References 283
12. Collaboration and Emotion in Way 289
Karen Schrier, David Shaenfieid
Introduction 239
Nonverbal Communication and Emotions 29q
Emotions in Nonverbal Online Environments 291
Online Games, Emotions, and Learning 292
Methodology 293
Results 298
Discussion 303
Contents ix
Conclusion 310
Acknowledgments 311
References 311
13. Evaluating the Use of a Prosocial Digital Game to Identify
and Compare Preschool Children's Social and Emotional Skills 313
Lynne Humphries
Introduction 313
Method 317
Results 321
Discussion 327
Conclusion 329
Acknowledgments 330
References 330
Index 333 |
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discipline | Allgemeines Pädagogik Soziologie Psychologie |
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spelling | Emotions, technology, and digital games edited by Sharon Y. Tettegah (Professor, University of Nevada, Las Vegas, College of Education, Las Vegas, NV, USA, Beckman Institute for Advanced Science and Technology , National Center for Supercomputing, Applications, affiliate, University of Ilinois, Urbana, IL, USA), Wenhao David Huang (Associate Professor, Division of Human Resource Development, Education Policy, Organization, and Leadership, University of Illinois, Champaign, IL, USA) Amsterdam ; Boston ; Heidelberg ; London ; New York ; Oxford ; Paris ; San Diego ; San Francisco ; Singapore ; Sydney; Tokyo Elsevier, AP [2016] 2016 2016 xxii, 342 Seiten Illustrationen, Diagramme 23 cm txt rdacontent n rdamedia nc rdacarrier Electronic games / Psychological aspects Electronic games / Social aspects Digital media / Social aspects Human-computer interaction Gesellschaft Psychologie Technologie (DE-588)4059276-5 gnd rswk-swf Gefühl (DE-588)4019702-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Gefühl (DE-588)4019702-5 s Technologie (DE-588)4059276-5 s Computerspiel (DE-588)4010457-6 s DE-604 Tettegah, Sharon Y. edt Huang, WenHao edt Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028472175&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Emotions, technology, and digital games Electronic games / Psychological aspects Electronic games / Social aspects Digital media / Social aspects Human-computer interaction Gesellschaft Psychologie Technologie (DE-588)4059276-5 gnd Gefühl (DE-588)4019702-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4059276-5 (DE-588)4019702-5 (DE-588)4010457-6 (DE-588)4143413-4 |
title | Emotions, technology, and digital games |
title_auth | Emotions, technology, and digital games |
title_exact_search | Emotions, technology, and digital games |
title_full | Emotions, technology, and digital games edited by Sharon Y. Tettegah (Professor, University of Nevada, Las Vegas, College of Education, Las Vegas, NV, USA, Beckman Institute for Advanced Science and Technology , National Center for Supercomputing, Applications, affiliate, University of Ilinois, Urbana, IL, USA), Wenhao David Huang (Associate Professor, Division of Human Resource Development, Education Policy, Organization, and Leadership, University of Illinois, Champaign, IL, USA) |
title_fullStr | Emotions, technology, and digital games edited by Sharon Y. Tettegah (Professor, University of Nevada, Las Vegas, College of Education, Las Vegas, NV, USA, Beckman Institute for Advanced Science and Technology , National Center for Supercomputing, Applications, affiliate, University of Ilinois, Urbana, IL, USA), Wenhao David Huang (Associate Professor, Division of Human Resource Development, Education Policy, Organization, and Leadership, University of Illinois, Champaign, IL, USA) |
title_full_unstemmed | Emotions, technology, and digital games edited by Sharon Y. Tettegah (Professor, University of Nevada, Las Vegas, College of Education, Las Vegas, NV, USA, Beckman Institute for Advanced Science and Technology , National Center for Supercomputing, Applications, affiliate, University of Ilinois, Urbana, IL, USA), Wenhao David Huang (Associate Professor, Division of Human Resource Development, Education Policy, Organization, and Leadership, University of Illinois, Champaign, IL, USA) |
title_short | Emotions, technology, and digital games |
title_sort | emotions technology and digital games |
topic | Electronic games / Psychological aspects Electronic games / Social aspects Digital media / Social aspects Human-computer interaction Gesellschaft Psychologie Technologie (DE-588)4059276-5 gnd Gefühl (DE-588)4019702-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Electronic games / Psychological aspects Electronic games / Social aspects Digital media / Social aspects Human-computer interaction Gesellschaft Psychologie Technologie Gefühl Computerspiel Aufsatzsammlung |
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