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 JimeĢnez --
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 to identify and compare preschool children's social and emotional skills / Lynne Humphries.
Access no. | Call number | Location | Status |
---|---|---|---|
00147/16 | 794.8019 Emo | Library - 7th Floor | Available |