Emotions, Technology, and Digital Games

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Author :
Publisher : Academic Press
ISBN 13 : 0128018402
Total Pages : 366 pages
Book Rating : 4.1/5 (28 download)

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Book Synopsis Emotions, Technology, and Digital Games by :

Download or read book Emotions, Technology, and Digital Games written by and published by Academic Press. This book was released on 2015-09-25 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

How Games Move Us

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Author :
Publisher : MIT Press
ISBN 13 : 0262534452
Total Pages : 187 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis How Games Move Us by : Katherine Isbister

Download or read book How Games Move Us written by Katherine Isbister and published by MIT Press. This book was released on 2017-10-27 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. 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? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Emotion in Games

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Author :
Publisher : Springer
ISBN 13 : 3319413163
Total Pages : 344 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Emotion in Games by : Kostas Karpouzis

Download or read book Emotion in Games written by Kostas Karpouzis and published by Springer. This book was released on 2016-11-02 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. 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 fields of game research, affective computing, human computer interaction, and artificial intelligence.

Creating Emotion in Games

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Author :
Publisher : New Riders Publishing
ISBN 13 :
Total Pages : 596 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Creating Emotion in Games by : David Freeman

Download or read book Creating Emotion in Games written by David Freeman and published by New Riders Publishing. This book was released on 2004 with total page 596 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the future in game development and design by learning how to create emotional immersion in games, known as emotioneering. - Packed with 150 hands-on techniques that can be applied immediately to any game in development. - Author is highly sort after and works with companies including Microsoft, Sony, Activision, and Midway and also speaks regularly at the Game Developers Conference and DICE. - Foreword by Wil Wright, the creator of The Sims.

Emotion in Video Game Soundtracking

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Author :
Publisher : Springer
ISBN 13 : 3319722727
Total Pages : 171 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Emotion in Video Game Soundtracking by : Duncan Williams

Download or read book Emotion in Video Game Soundtracking written by Duncan Williams and published by Springer. This book was released on 2018-02-09 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.

Psychology of Gaming

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Author :
Publisher : Nova Science Publishers
ISBN 13 : 9781624175770
Total Pages : 0 pages
Book Rating : 4.1/5 (757 download)

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Book Synopsis Psychology of Gaming by : Youngkyun Baek

Download or read book Psychology of Gaming written by Youngkyun Baek and published by Nova Science Publishers. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The idea that such pervasive and ever-growing immersion in digital gaming affects gamers real life seems obvious and is the focus of this volume. A wide range of topics was collected under the 'Psychology of Gaming' header. The eight chapters in this edited book do not represent all the topics in the psychology of gaming, however, this book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with on-line games.

The Right Vibe EQ Playbook: Mastering Emotional Intelligence Through Gaming!

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Author :
Publisher : GameStrong LiveStronger LLC
ISBN 13 :
Total Pages : 118 pages
Book Rating : 4./5 ( download)

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Book Synopsis The Right Vibe EQ Playbook: Mastering Emotional Intelligence Through Gaming! by : StreetTacoEater

Download or read book The Right Vibe EQ Playbook: Mastering Emotional Intelligence Through Gaming! written by StreetTacoEater and published by GameStrong LiveStronger LLC. This book was released on with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Right Vibe EQ Playbook: Mastering Emotional Intelligence Through Gaming Level up your life with the ultimate guide to emotional intelligence through gaming. In The Right Vibe EQ Playbook, renowned gamer and mental health advocate StreetTacoEater reveals how gaming can be more than just entertainment—it’s a powerful tool for personal growth, emotional resilience, and mastering life’s challenges. Whether you’re a casual gamer or a competitive player, this book offers actionable strategies to build emotional intelligence (EQ) through your favorite games. Discover how to: • Develop resilience and bounce back from setbacks in both the gaming world and real life. • Master emotional control under pressure, just like in high-stakes gaming moments. • Connect and empathize with others in the gaming community, enhancing your relationships both online and offline. • Transform gaming skills like problem-solving and adaptability into tools for navigating everyday challenges. With practical insights and easy-to-follow exercises, The Right Vibe EQ Playbook teaches you how to apply the lessons learned in gaming to level up your personal and emotional life. This book is perfect for gamers seeking self-improvement, personal growth, and a way to unlock their true potential.

Gaming SEL

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Publisher : Peter Lang Us
ISBN 13 : 9781433185953
Total Pages : 204 pages
Book Rating : 4.1/5 (859 download)

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Book Synopsis Gaming SEL by : Matthew Farber

Download or read book Gaming SEL written by Matthew Farber and published by Peter Lang Us. This book was released on 2021 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.

The Psychology of Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 110 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Playing with Feelings

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Publisher : U of Minnesota Press
ISBN 13 : 1452956812
Total Pages : 179 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Playing with Feelings by : Aubrey Anable

Download or read book Playing with Feelings written by Aubrey Anable and published by U of Minnesota Press. This book was released on 2018-02-21 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

Emotional Gaming

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Author :
Publisher : epodium
ISBN 13 : 3940388246
Total Pages : 313 pages
Book Rating : 4.9/5 (43 download)

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Book Synopsis Emotional Gaming by : Jörg von Brincken

Download or read book Emotional Gaming written by Jörg von Brincken and published by epodium. This book was released on 2012 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Die Verbindung von Computerspielen und Emotionen ist unauflöslich. Kein gutes Computerspiel, das nicht starke Gefühle provozierte, und kein Spieler, der nicht vom ‚Willen zum Gefühl‘ geleitet wäre: Spaß, Spannung, Triumph, Belustigung, Angst …Angesichts der sich rasant ausbreitenden kulturellen Praxis des Gaming, die in immer mehr Bereiche des Alltags, der Freizeit aber auch des sozialen Lernens vordringt, stellt sich die brisante Frage nach der kulturellen Bedeutung, den Voraussetzungen und den Folgen einer emotionalen Interaktion zwischen Mensch und Technik, wie sie Computerspiele in Gang setzen: Warum gehen überhaupt emotionale Ausstrahlungen von virtuellen Figuren und Räumen aus, wie beeinflussen Spiele affektiv unser Weltverständnis, welche Bindungsstrategien verfolgen die Entwickler, und inwieweit lassen sich ‚Spielgefühle‘ und die Lust am Spielen überhaupt mit theoretischen Maßstäben erklären und bewerten? Aus unterschiedlichen Perspektiven nähern sich die Beiträge des Bandes den komplexen Problemstellungen, die sich aus der intimen Liaison von Gaming und Emotionen ergeben.

The Gaming Mind

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Publisher : The Experiment
ISBN 13 : 1615196811
Total Pages : 272 pages
Book Rating : 4.6/5 (151 download)

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Book Synopsis The Gaming Mind by : Alexander Kriss

Download or read book The Gaming Mind written by Alexander Kriss and published by The Experiment. This book was released on 2020-03-31 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are videogames bad for us? It’s the question on everyone’s mind, given teenagers’ captive attention to videogames and the media’s tendency to scapegoat them. It’s also—if you ask clinical psychologist Alexander Kriss—the wrong question. In his therapy office, Kriss looks at videogames as a window into the mind. Is his patient Liz really “addicted” to Candy Crush—or is she evading a deeper problem? Why would aspiring model Patricia craft a hideous avatar named “Pat”? And when Jack immerses himself in Mass Effect, is he eroding his social skills—or honing them via relationship-building gameplay? Weaving together Kriss’s personal history, patients’ experiences, and professional insight—and without shying away from complex subjects, such as online harassment—The Gaming Mind disrupts our assumptions about “gamers” and explores how gaming can be good for us. It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.

On the Way to Fun

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Publisher : CRC Press
ISBN 13 : 1439876894
Total Pages : 185 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis On the Way to Fun by : Roberto Dillon

Download or read book On the Way to Fun written by Roberto Dillon and published by CRC Press. This book was released on 2010-03-08 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as

Using Video Games to Level Up Collaboration for Students

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Publisher : Taylor & Francis
ISBN 13 : 1000588920
Total Pages : 173 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis Using Video Games to Level Up Collaboration for Students by : Matthew Harrison

Download or read book Using Video Games to Level Up Collaboration for Students written by Matthew Harrison and published by Taylor & Francis. This book was released on 2022-07-13 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

But It's Just a Game

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Publisher : National Center for Youth Issues
ISBN 13 : 1937870936
Total Pages : 33 pages
Book Rating : 4.9/5 (378 download)

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Book Synopsis But It's Just a Game by : Julia Cook

Download or read book But It's Just a Game written by Julia Cook and published by National Center for Youth Issues. This book was released on 2013-09-10 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt: "But Mom, it's just a game." Meet Jasper! A young boy who is totally absorbed with playing video games... "With my game controller in my hands, I'm the boss of my whole world! I can be who I want and do as I please. I can get the highest score. I get all the chances that I need. If I make a mistake it's ok. Everyone thinks I'm 'it on a stick!' And the bad stuff all goes away." Video game addiction is on the rise, but it can be prevented. This creative story book teaches both kids and adults how to switch out their game controller for a "life controller." Video gaming is becoming a part of our culture, and we must be strategic in creating a healthy gaming balance.

Gaming

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Publisher :
ISBN 13 : 9781634850278
Total Pages : 0 pages
Book Rating : 4.8/5 (52 download)

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Book Synopsis Gaming by : Louise Hogan

Download or read book Gaming written by Louise Hogan and published by . This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is continuing to grow into one of the largest entertainment industries, not only in North America but also in the entire world. It has been estimated that, as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a United States household, and 80% of these households own at least one device that plays video games (Entertainment Software Association, 2015). The average gamer spends eight hours a week playing video games, with more hard-core gamers playing, on average, thirty hours a week (ESRB, 2010). Depending on the genre, video games can require a considerable time investment, often far beyond the time required to consume other entertainment media. This is especially the case with online-based video games (Yee, 2006). As a result, video games can significantly affect intimate relationships. The first chapter of this book discusses implications of video games for a couple's emotional health. Chapter Two examines the existing literature on active gaming and physical activity, and addresses game design components that have the potential to impact psychological factors such as motivation, emotions and well-being that may promote or deter long-term game play and physical activity behavior. Chapter Three systematically summarises and evaluates the effectiveness of exergaming on fundamental movement skill competence among children and young adults. Chapter Four reviews some neuroimaging internet gaming disorder (IGD) studies and discusses the findings. The book concludes with a commentary on internet gaming disorders and its impact on the children who play.

Emotional AI

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Publisher : SAGE
ISBN 13 : 1526451301
Total Pages : 261 pages
Book Rating : 4.5/5 (264 download)

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Book Synopsis Emotional AI by : Andrew McStay

Download or read book Emotional AI written by Andrew McStay and published by SAGE. This book was released on 2018-05-08 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: What happens when media technologies are able to interpret our feelings, emotions, moods, and intentions? In this cutting edge new book, Andrew McStay explores that very question and argues that these abilities result in a form of technological empathy. Offering a balanced and incisive overview of the issues raised by ‘Emotional AI’, this book: Provides a clear account of the social benefits and drawbacks of new media trends and technologies such as emoji, wearables and chatbots Demonstrates through empirical research how ‘empathic media’ have been developed and introduced both by start-ups and global tech corporations such as Facebook Helps readers understand the potential implications on everyday life and social relations through examples such as video-gaming, facial coding, virtual reality and cities Calls for a more critical approach to the rollout of emotional AI in public and private spheres Combining established theory with original analysis, this book will change the way students view, use and interact with new technologies. It should be required reading for students and researchers in media, communications, the social sciences and beyond.