168,20 €
186,89 €
-10% with code: EXTRA
Emotions, Technology, and Digital Games
Emotions, Technology, and Digital Games
168,20
186,89 €
  • We will send in 10–14 business days.
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 learnin…
  • Publisher:
  • ISBN-10: 0128017384
  • ISBN-13: 9780128017388
  • Format: 15.2 x 22.6 x 1.8 cm, softcover
  • Language: English
  • SAVE -10% with code: EXTRA

Emotions, Technology, and Digital Games (e-book) (used book) | bookbook.eu

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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.

EXTRA 10 % discount with code: EXTRA

168,20
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  • Publisher:
  • ISBN-10: 0128017384
  • ISBN-13: 9780128017388
  • Format: 15.2 x 22.6 x 1.8 cm, softcover
  • Language: English English

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.

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