By Sharon Tettegah, Wenhao David Huang
Emotions, know-how, and electronic video games explores the necessity for individuals to event leisure, pleasure, anxiousness, anger, frustration, and lots of different feelings. The booklet offers crucial info on why it's important to have a better knowing of the ability those feelings have on avid gamers, and the way they impact gamers in the course of, and after, a online game.
This e-book takes this figuring out and exhibits the way it can be utilized in sensible methods, together with the layout of games for instructing and studying, developing instruments to degree social and emotional improvement of youngsters, picking out how empathy-related idea techniques have an effect on moral decision-making, and interpreting how the fictitious global of video game play can impact and form real-life reviews.
- Details how video games impact emotions—both in the course of and after play
- Describes how we will deal with a player’s affective reactions
- Applies the emotional impact to creating video games extra immersive
- Examines game-based studying and education
- Identifies which elements of on-line video games help socio-emotional development
- Discusses the influence of game-based feelings past the context of games
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Extra info for Emotions, Technology, and Digital Games
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God I turned out to be such a damsel in distress, she says in the closing chapter of Max Payne 2. As Mona dies from her injuries and police surround the crime scene, Max’s internal monolog hints at the dynamic between love and trauma: It is almost morning. Waking up from the American dream. Now, like all my loves, she is mine forever. She has brought me here, to this moment of clarity. Where time slows down, and I choose to look back, to see myself. And in that act of seeing, I am reborn … … I had a dream of my wife.
IGN, (February 22). com/articles/2011/02/23/bulletstorm-review. Hamilton, K. (2013). BioShock infinite is insanely, ridiculously violent. It’s a real shame. Kotaku, (April 4). com/bioshock-infinite-is-insanelyridiculously-violent-it-470524003. , & Bartholow, B. (2013). Individual differences in motives, preferences, and pathology in video games: In gaming attitudes, motives, an experience scales (GAMES). Frontiers in Psychology, 4, 608. Jenkins, R. (2014). Metal gear solid: Ground zeroes fails to portray sexual violence meaningfully.