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Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration;

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Emotions and Service in the Digital Age

and the digital economy. Advances in digital technology have ushered us into what is referred to as industry 4.0 or the digital age;

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Emotions, Technology, and Behaviors

and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and;

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Digital Cultures and the Politics of Emotion

Fifteen thought-provoking essays engage in an innovative dialogue between cultural studies of affect, feelings and emotions, and digital;

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Animation, Embodiment, and Digital Media

Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory;

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Animation, Embodiment, and Digital Media

Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory;

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Mindful Games for Kids: 50 Fun Activities to Stay Present, Improve Concentration, and Understand Emotions

Het boek 'Mindful Games for Kids: 50 Fun Activities to Stay Present, Improve Concentration, and Understand Emotions' van Kristina;

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Games: Purpose and Potential in Education

interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming;

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Games: Purpose and Potential in Education

interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming;

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Emotions, Technology, and Social Media

Emotions, Technology, and Social Media discusses the ways the social media sphere uses emotion and technology, and how each of these;

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Constructing the Self in a Digital World

, in games, in social media and in our increasingly digital world. But what do we mean by identity and how do our theories and assumptions about;

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Delta Tch Dev: Digital Play

digital play in the classroom. Activities cover different possible classroom scenarios - from no available technology, through one computer and a;

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How Computer Games Help Children Learn

the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning;

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Digital Games and Learning

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;

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Digital Games and Learning

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;

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Role Playing Games

A hands-on guide to playing all your favourite computer games. Included with the tips are lots of facts about the digital gaming industry;

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Digital Games and Learning

Digital Games and Learning is een boek van Tsung-Yen Chuang;

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Learning in Doing

, in games, in social media and in our increasingly digital world. But what do we mean by identity and how do our theories and assumptions about;

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Internet and Emotions

. The book fills a substantial gap in the social research of digital technology, and examines whether the internet invokes emotional states;

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Games and Ethics

work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible;

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Understanding Games and Game Cultures

, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book;

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The Players' Realm

increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the;

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Handbook of Digital Games

This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those;

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Distrusting Educational Technology

today, including virtual education, 'open' courses, digital games, and social media. It then concludes with specific recommendations for fairer;

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Distrusting Educational Technology

today, including virtual education, 'open' courses, digital games, and social media. It then concludes with specific recommendations for fairer;

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Choosing and Using Digital Games in the Classroom

look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game;

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Acquiring Learning Skills With Digital Technology

in which traditional learning and digital technology can complement each other. This will improve learning while communicating a program of skill;

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