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.
Original languageEnglish (US)
PublisherElsevier
Number of pages364
ISBN (Electronic)9780128018408
ISBN (Print)9780128017388
DOIs
StatePublished - Sep 24 2015

Publication series

NameEmotions and Technology

Fingerprint

emotion
emotional development
computer game
frustration
empathy
anger
social development
experience
anxiety
decision making
Teaching
learning

Cite this

Tettegah, S., & Huang, W-H. (Eds.) (2015). Emotions, Technology, and Digital Games. (Emotions and Technology). Elsevier. https://doi.org/10.1016/C2014-0-00803-9

Emotions, Technology, and Digital Games. / Tettegah, Sharon (Editor); Huang, Wen-Hao (Editor).

Elsevier, 2015. 364 p. (Emotions and Technology).

Research output: Book/ReportBook

Tettegah, S & Huang, W-H (eds) 2015, Emotions, Technology, and Digital Games. Emotions and Technology, Elsevier. https://doi.org/10.1016/C2014-0-00803-9
Tettegah S, (ed.), Huang W-H, (ed.). Emotions, Technology, and Digital Games. Elsevier, 2015. 364 p. (Emotions and Technology). https://doi.org/10.1016/C2014-0-00803-9
Tettegah, Sharon (Editor) ; Huang, Wen-Hao (Editor). / Emotions, Technology, and Digital Games. Elsevier, 2015. 364 p. (Emotions and Technology).
@book{2e80bdb2697a4470a42c4640d7cbe223,
title = "Emotions, Technology, and Digital Games",
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.",
editor = "Sharon Tettegah and Wen-Hao Huang",
year = "2015",
month = "9",
day = "24",
doi = "10.1016/C2014-0-00803-9",
language = "English (US)",
isbn = "9780128017388",
series = "Emotions and Technology",
publisher = "Elsevier",
address = "Netherlands",

}

TY - BOOK

T1 - Emotions, Technology, and Digital Games

A2 - Tettegah, Sharon

A2 - Huang, Wen-Hao

PY - 2015/9/24

Y1 - 2015/9/24

N2 - 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.

AB - 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.

U2 - 10.1016/C2014-0-00803-9

DO - 10.1016/C2014-0-00803-9

M3 - Book

SN - 9780128017388

T3 - Emotions and Technology

BT - Emotions, Technology, and Digital Games

PB - Elsevier

ER -