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Emotions, Technology, and Digital Games
1st Edition - September 24, 2015
Editors: Sharon Tettegah, Wenhao David Huang
Paperback ISBN:9780128017388
9 7 8 - 0 - 1 2 - 8 0 1 7 3 8 - 8
eBook ISBN:9780128018408
9 7 8 - 0 - 1 2 - 8 0 1 8 4 0 - 8
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides… Read more
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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
Psychology faculty, researchers and clinicians in cognition, emotion, informatics, education, and technology. Depts of informatics and computer science. Depts of education.
Foreword
Acknowledgments
Preface
Emotions, Technology and Digital Games
Embodied Experiences: Affective and Cognitive Benefits of Gaming
Emotions, Tools, and Ties
Emotional Affordances, Video Games, and Learning
Section I: Embodied Experiences: Affective and Cognitive Benefits of Gaming
Chapter 1: Video Games, Nightmares, and Emotional Processing
Abstract
Dreams
How Video Games Affect Dreams
Nightmare Protection
The Future
Chapter 2: Infinite Ammo: Exploring Issues of Post-traumatic Stress Disorder in Popular Video Games
Abstract
Introduction
Literature Review
Violence and PTSD Across Genres
The Evolution of Violence in Gaming
Research Question
Conclusion
Chapter 3: Emotion, Empathy, and Ethical Thinking in Fable III
Abstract
Acknowledgments
Introduction
Method
Results
Discussion
Conclusion
Chapter 4: Half a Second, That is Enough: Involuntary Micro-suspensions of Disbelief and Ectodiegesis as Phenomena of Immersion Processes in Pervasive Games
Abstract
Terminology
Introduction
Defining the Magic Circle of the Genre of the Game
This is Not a Game
Methods
Immersive Processes in Pervasive Games
Overflow and Fictional Immersion in Tensional Narratives
Ectodiegetic Immersion: Spatial Expansions, Temporal, and Social
Final Considerations
Section II: Emotions Tools and Ties
Chapter 5: Gamers and Their Weapons: An Appraisal Perspective on Weapons Manipulation in Video Games
Abstract
Introduction
Theoretical Discussion
Limitations
Implications
Conclusion
Chapter 6: Emotional Response to Gaming Producing Rosenblatt’s Transaction
Abstract
Introduction
Literature Review
Method
Participants
Data Collection
Results
Discussion
Chapter 7: What Type of Narrative do Children Prefer in Active Video Games? An Exploratory Study of Cognitive and Emotional Responses
Abstract
Acknowledgment
Introduction
Theoretical Perspectives and Concepts
Method
Results
Discussion
Conclusion
Chapter 8: Educational Neuroscience and the Affective Affordances of Video Games in Language Learning
Abstract
Introduction
Neuroscience, Emotion, and Learning
How Video Games Affect People
Case Study Research
Discussion
Conclusion
Section III: Emotional Affordances, Videogames, and Learning
Chapter 9: Affect During Instructional Video Game Learning: Story’s Potential Role
Abstract
Games, Emotions, and Learning: The Story’s Role in all Three
Tug-of-War, a Card Game Designed to Teach Children about Fractions
Links between Fun and Learning in the Presence of Narrative
Discussion
Conclusion
Chapter 10: Social-Emotional Learning Opportunities in Online Games for Preschoolers
Abstract
Introduction
What is Social-emotional Development?
Correlates and Outcomes
Social-Emotional Development in the Early Years
Predictors of Development
Programs, Media, and Games
Method
Results
Discussion
Conclusion
Chapter 11: Dashboard Effects Challenge Flow-Learning Assumption in Digital Instructional Games
Abstract
Acknowledgments
Affect During Instructional Video game Learning
The Case Study
Player Mary: Triangulation Illustrating the Timed Report, Learning Moment, Flow Channels, and Accretion Module
Motivating, Rewarding, and Informing Achievement Through Badges, Dashboards, Achievements, and Leaderboard
Conclusion and Discussion
Chapter 12: Collaboration and Emotion in Way
Abstract
Acknowledgments
Introduction
Nonverbal Communication and Emotions
Emotions in Nonverbal Online Environments
Online Games, Emotions, and Learning
Methodology
Results
Discussion
Conclusion
Chapter 13: Evaluating the Use of a Prosocial Digital Game to Identify and Compare Preschool Children’s Social and Emotional Skills
Abstract
Acknowledgments
Introduction
Method
Results
Discussion
Conclusion
Index
No. of pages: 364
Language: English
Published: September 24, 2015
Imprint: Academic Press
Paperback ISBN: 9780128017388
eBook ISBN: 9780128018408
ST
Sharon Tettegah
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.
Affiliations and expertise
College of Education, University of Nevada, Las Vegas, Beckman Institute for Advanced Science and Technology, National Center for Supercomputing Applications affiliate, University of Illinois, IL, USA
WH
Wenhao David Huang
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.
Affiliations and expertise
Education Policy, Organization, and Leadership, University of Illinois at Urbana-Champaign, IL, USA