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  <titleInfo>
    <title>Emotions, technology, and digital games</title>
  </titleInfo>
  <name type="personal">
    <namePart>Tettegah, Sharon Y.</namePart>
    <role>
      <roleTerm type="text">editor.</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Huang, Wenhao David</namePart>
    <role>
      <roleTerm type="text">editor.</roleTerm>
    </role>
  </name>
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  <genre authority="marc">bibliography</genre>
  <genre authority="">Electronic books.</genre>
  <genre authority="">Electronic books.</genre>
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    <dateIssued encoding="marc">2016</dateIssued>
    <copyrightDate encoding="marc">2016</copyrightDate>
    <issuance>monographic</issuance>
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  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
  </language>
  <physicalDescription>
    <form authority="gmd">electronic resource</form>
    <extent>1 online resource (xxii, 342 pages) : illustrations.</extent>
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  <abstract>"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"--Provided by publisher.</abstract>
  <tableOfContents>I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jim�enez -- Social-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game identify and compare preschool children's social and emotional skills / Lynne Humphries.</tableOfContents>
  <note type="statement of responsibility">edited by Sharon Y. Tettegah, Wenhao David Huang.</note>
  <note>Includes bibliographical references and index.</note>
  <subject authority="lcsh">
    <topic>Electronic games</topic>
    <topic>Psychological aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Video games</topic>
    <topic>Psychological aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Electronic games</topic>
    <topic>Social aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Digital media</topic>
    <topic>Social aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Emotions</topic>
    <topic>Sociological aspects</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Human-computer interaction</topic>
  </subject>
  <subject authority="bisacsh">
    <topic>GAMES / Video &amp; Electronic</topic>
  </subject>
  <subject authority="fast">
    <topic>Digital media</topic>
    <topic>Social aspects</topic>
  </subject>
  <subject authority="fast">
    <topic>Electronic games</topic>
    <topic>Psychological aspects</topic>
  </subject>
  <subject authority="fast">
    <topic>Emotions</topic>
    <topic>Sociological aspects</topic>
  </subject>
  <subject authority="fast">
    <topic>Human-computer interaction</topic>
  </subject>
  <subject authority="fast">
    <topic>Video games</topic>
    <topic>Psychological aspects</topic>
  </subject>
  <classification authority="lcc">GV1469.15 .E46 2016</classification>
  <classification authority="ddc" edition="23">794.8</classification>
  <relatedItem type="otherFormat" displayLabel="Print version:">
    <titleInfo>
      <title>Emotions, technology, and digital games</title>
    </titleInfo>
    <originInfo>
      <publisher>London : Academic Press/Elsevier, [2016]</publisher>
    </originInfo>
    <identifier type="local">(OCoLC)927451267</identifier>
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    <titleInfo>
      <title>Emotions and technology</title>
    </titleInfo>
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  <identifier type="isbn">9780128018408</identifier>
  <identifier type="isbn">0128018402</identifier>
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  <identifier type="isrc">99973144543</identifier>
  <identifier type="uri">http://www.sciencedirect.com/science/book/9780128017388</identifier>
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    <url displayLabel="ScienceDirect">http://www.sciencedirect.com/science/book/9780128017388</url>
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    <recordCreationDate encoding="marc">150929</recordCreationDate>
    <recordChangeDate encoding="iso8601">20190328114812.0</recordChangeDate>
    <recordIdentifier source="OCoLC">ocn922528490</recordIdentifier>
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      <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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