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.
Key Features
- 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
- 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
- Chapter 1: Video Games, Nightmares, and Emotional Processing
- 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
- Chapter 5: Gamers and Their Weapons: An Appraisal Perspective on Weapons Manipulation in Video Games
- 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
- Chapter 9: Affect During Instructional Video Game Learning: Story’s Potential Role
- Index
- Gackenback, Psychology and the Internet, Sep 2006, 9780123694256, 392p, $77.95
Psychology faculty, researchers and clinicians in cognition, emotion, informatics, education, and technology. Depts of informatics and computer science. Depts of education.