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Emotions Technology And Digital Games


Emotions Technology And Digital Games
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Emotions Technology And Digital Games


Emotions Technology And Digital Games
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Author :
language : en
Publisher: Academic Press
Release Date : 2015-09-25

Emotions Technology And Digital Games written by and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-25 with Psychology categories.


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



Emotions Technology And Design


Emotions Technology And Design
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Author : Sharon Tettegah
language : en
Publisher: Academic Press
Release Date : 2015-12-28

Emotions Technology And Design written by Sharon Tettegah and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-28 with Psychology categories.


Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design—in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and directions. Emotions, Technology, and Design provides a thorough look at how technology design affects emotions and how to use that understanding to in practical applications. Discusses the role of culture, trust, and identity in empathetic technology Presents a framework for using sound to elicit positive emotional responses Details the emotional use of color in design Explores the use of emoticons, earcons, and tactons Addresses the emotional design specific to agent-based environments



Emotion In Games


Emotion In Games
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Author : Kostas Karpouzis
language : en
Publisher: Springer
Release Date : 2016-11-02

Emotion In Games written by Kostas Karpouzis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-02 with Medical categories.


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.



E3


E3
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Author : Ani Aghababyan
language : en
Publisher:
Release Date : 2014

E3 written by Ani Aghababyan and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with categories.


The use of educational digital games as a method of instruction for science, technology, engineering, and mathematics has increased in the past decade. While these games provide successfully implemented interactive and fun interfaces, they are not designed to respond or remedy students0́9 negative affect towards the game dynamics or their educational content. Therefore, this exploratory study investigated the frequent patterns of student emotional and behavioral response to educational digital games. To unveil the sequential occurrence of these affective states, students were assigned to play the game for nine class sessions. During these sessions, their affective and behavioral response was recorded to uncover possible underlying patterns of affect (particularly confusion, frustration, and boredom) and behavior (disengagement). In addition, these affect and behavior frequency pattern data were combined with students0́9 gameplay data in order to identify patterns of emotions that led to a better performance in the game. The results provide information on possible affect and behavior patterns that could be used in further research on affect and behavior detection in such open-ended digital game environments. Particularly, the findings show that students experience a considerable amount of confusion, frustration, and boredom. Another finding highlights the need for remediation via embedded help, as the students referred to peer help often during their gameplay. However, possibly because of the low quality of the received help, students seemed to become frustrated or disengaged with the environment. Finally, the findings suggest the importance of the decay rate of confusion; students0́9 gameplay performance was associated with the length of time students remained confused or frustrated. Overall, these findings show that there are interesting patterns related to students who experience relatively negative emotions during their gameplay.



How Games Move Us


How Games Move Us
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Author : Katherine Isbister
language : en
Publisher: MIT Press
Release Date : 2017-10-27

How Games Move Us written by Katherine Isbister and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-10-27 with Games & Activities categories.


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.



Emotions Technology And Behaviors


Emotions Technology And Behaviors
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Author : Sharon Y. Tettegah
language : en
Publisher: Academic Press
Release Date : 2015-10-26

Emotions Technology And Behaviors written by Sharon Y. Tettegah and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-26 with Psychology categories.


Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how individuals use technology to cope after disasters such as Hurricane Sandy. Technology, Emotions and Behaviors ends by exploring the construct of empathy and perspective-taking through online videos and socially shared activities. Practitioners and researchers will find this text useful in their work. Reviews the intersection between emotional contagion and emotional socialization theory in virtual interactions Examines cross-cultural communicative feedback Discusses the multi-dimensions of trust in technology Covers "digilante" rhetoric and its emotional appeal Devotes an entire section to cyberbullying



Video Games And The Mind


Video Games And The Mind
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Author : Bernard Perron
language : en
Publisher: McFarland
Release Date : 2016-07-14

Video Games And The Mind written by Bernard Perron and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-07-14 with Games & Activities categories.


Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.



Emotion In The Digital Age


Emotion In The Digital Age
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Author : Darren Ellis
language : en
Publisher: Routledge
Release Date : 2020-10-08

Emotion In The Digital Age written by Darren Ellis and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-08 with Fiction categories.


Emotion in the Digital Age examines how emotion is understood, researched and experienced in relation to practices of digitisation and datafication said to constitute a digital age. The overarching concern of the book is with how emotion operates in, through, and with digital technologies. The digital landscape is vast, and as such, the authors focus on four key areas of digital practice: artificial intelligence, social media, mental health, and surveillance. Interrogating each area shows how emotion is commodified, symbolised, shared and experienced, and as such operates in multiple dimensions. This includes tracing the emotional impact of early mass media (e.g. cinema) through to efforts to programme AI agents with skills in emotional communication (e.g. mental health chatbots). This timely study offers theoretical, empirical and practical insight regarding the ways that digitisation is changing knowledge and experience of emotion and affective life. Crucially, this involves both the multiple versions of digital technologies designed to engage with emotion (e.g. emotional-AI) through to the broader emotional impact of living in digitally saturated environments. The authors argue that this constitutes a psycho-social way of being in which digital technologies and emotion operate as key dimensions of the ways we simultaneously relate to ourselves as individual subjects and to others as part of collectives. As such, Emotion in the Digital Age will prove important reading for students and researchers in emotion studies, psychology, science and technology studies, sociology, and related fields.



The Magic Of Emotional Technology


The Magic Of Emotional Technology
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Author : Juan Diego
language : en
Publisher: Juan Diego
Release Date :

The Magic Of Emotional Technology written by Juan Diego and has been published by Juan Diego this book supported file pdf, txt, epub, kindle and other format this book has been release on with Biography & Autobiography categories.


Emotion-based technology is a fascinating innovation that combines affective computing and artificial intelligence to understand and respond to human emotions. This technology uses various data sources, such as facial expressions, tone of voice and biometric data, to capture and interpret people's emotions. With this technology, it is possible to feel, understand, measure and react to human emotions more precisely. It allows a deeper understanding of people's emotional state, which can be extremely useful in different contexts. One of the most interesting applications of emotion-based technology is improving the user experience and the digital relationship with customers. For example, in a virtual service, this technology can identify a customer's frustration and direct the interaction in a more empathetic and effective way. Furthermore, in games and simulations, technology can adapt to the player's emotions, creating more immersive and personalized experiences. This technology also has the potential to be used in areas such as mental health, education and marketing. For example, in the area of ​​mental health, it can help diagnose and treat emotional disorders. In education, it can help in personalizing teaching, adapting the content according to the emotions of the students. In marketing, it can be used to understand consumers' emotional reactions to ads and campaigns, helping to create more effective strategies. In short, emotion-based technology represents a significant advance in human-machine interaction. It has the potential to make interactions more empathetic, personalized and effective, bringing benefits to both companies and end users.



Digital Games And Mental Health


Digital Games And Mental Health
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Author : Rachel Kowert
language : en
Publisher: Frontiers Media SA
Release Date : 2021-10-04

Digital Games And Mental Health written by Rachel Kowert and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-04 with Science categories.