By Sharon Tettegah, Wenhao David Huang

Emotions, expertise, and electronic video games explores the necessity for individuals to adventure leisure, pleasure, nervousness, anger, frustration, and plenty of different feelings. The ebook offers crucial info on why it's important to have a better figuring out 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 ebook takes this figuring out and indicates the way it can be utilized in sensible methods, together with the layout of games for educating and studying, developing instruments to degree social and emotional improvement of youngsters, making a choice on how empathy-related idea tactics have an effect on moral decision-making, and reading how the fictitious global of video game play can impact and form real-life stories.

  • Details how video games have an effect on emotions—both in the course of and after play
  • Describes how we will deal with a player’s affective reactions
  • Applies the emotional have an effect on 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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Additional resources for Emotions, Technology, and Digital Games

Example text

In this sense, what is being studied is not emotion, per se, but the skills or thought processes that the participants use when making decisions that are “emotion-related,” and are more akin to the assemblage of skills and thought processes related to emotional awareness or emotional intelligence. “Emotional intelligence” deals with the ability of an individual to manage, use, understand, identify, and handle emotions in a variety of situations and contexts (Krishnakumar & Rymph, 2012; Salovey & Mayer, 1990).

2. Adapting or mimicking the responses of another. 3. Feeling what another feels. 4. Putting oneself in another’s shoes. 5. Imagining how someone else is feeling or thinking. 6. Imagining how one would feel if they were in another’s shoes. 7. , distress, unease, anxiety) while observing someone else’s misfortune or pain. 8. Feeling another’s pain or misfortune. Gerdes, Segal, Jackson, and Mullins (2011), building on Decety’s definitions of empathy, identify four components of empathy, which include many affective aspects: 1.

5 million people in the USA play games (NPD Group, 2012) or 59% of Americans play games (ESA, 2014). , 2011). Regardless of the existence of an actual crisis, there is a need for understanding ethical decision-making. The Harvard Graduate School of Education’s “The Making Caring Common” Project, released a report (Weissbourd, Jones, Anderson, Kahn, & Russell, 2014) that explained that the participants were privileging achievement and their own individual concerns, over caring and fairness, in relation to their peers.

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