000 06328nam a22004813i 4500
001 EBC3022352
003 MiAaPQ
005 20240729124158.0
006 m o d |
007 cr cnu||||||||
008 240724s2013 xx o ||||0 eng d
020 _a9781624175848
_q(electronic bk.)
020 _z9781624175770
035 _a(MiAaPQ)EBC3022352
035 _a(Au-PeEL)EBL3022352
035 _a(CaPaEBR)ebr10704320
035 _a(OCoLC)923668819
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aHB144 -- .P79 2013eb
082 0 _a519.3/2
100 1 _aBaek, Youngkyun.
245 1 0 _aPsychology of Gaming.
250 _a1st ed.
264 1 _aHauppauge :
_bNova Science Publishers, Incorporated,
_c2013.
264 4 _c©2013.
300 _a1 online resource (176 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aPsychology of Emotions, Motivations and Actions
505 0 _aIntro -- PSYCHOLOGY OF GAMING -- PSYCHOLOGY OF GAMING -- CONTENTS -- PREFACE -- 1. PSYCHOLOGY OF GAMING -- 2. RESEARCH IN THIS FIELD -- 4. CHAPTERS IN THIS BOOK -- 5. FUTURE RESEARCH IN PSYCHOLOGY OF GAMING -- REFERENCES -- PSYCHOLOGICAL GAME THEORY AND THE ROLE OF BELIEFS -- ABSTRACT -- 1. INTRODUCTION: WHAT PSYCHOLOGICAL GAME THEORY IS NOT -- 2. PSYCHOLOGICAL GAME THEORY AND THE "BRAVERY GAME" -- 3. A SINGLE-PERSON PSYCHOLOGICAL GAME -- 4. IMPLICATIONS FOR INDIVIDUAL CHOICE THEORY -- Example 1: Self-Perception of Honesty -- Example 2: Self-Assessment of Academic Merit -- Example 3: Reacting to Queue-Jumping -- CONCLUSION -- REFERENCES -- EMOTIONAL GAMING -- ABSTRACT -- INTRODUCTION -- WHAT IS EMOTION AND HOW CAN IT BE MEASURED? -- CLASSIFICATION OF EMOTIONS: DIMENSIONAL AND CATEGORICAL APPROACHES -- EMOTION-RELATED RESPONSES TO VIDEO GAME EVENTS -- ENJOYMENT IN GAMING -- VIDEO GAME CONTENT: EMOTIONAL EFFECTS AND INTERPERSONAL OUTCOMES -- CONCLUSION AND FUTURE DIRECTIONS -- REFERENCES -- THE TAXONOMY AND DESIGN CRITERIA FOR HEALTH GAME DESIGN IN THE ELDERLY -- ABSTRACT -- INTRODUCTION -- TAXONOMY -- Player -- Objective -- Procedures -- Rules -- Resources -- Boundaries -- Conflict -- Outcome -- Dimensions -- Game Design -- Domain -- Type -- Intervention Timing -- Prescribed Use -- Platform -- Realism Versus Abstraction -- Player -- Social Versus Individual -- Synchronous Versus Asynchronous -- Competitive Versus Collaborative -- Inclusiveness -- Ability Requirements -- Reporting -- Performance Variables -- Assessment -- External Reporting -- Adaptation -- Scaffolding -- Instruction Level -- Design Criteria Considerations -- Health Considerations -- Physical -- Mental -- Emotional -- Social -- Occupational -- Spiritual -- Software Considerations -- Hardware Considerations -- Main Console or Processing System -- Input Devices.
505 8 _aHow this Fits with Older Adults -- Pros and Cons to Older Adults -- Availability and Cost -- Policy Considerations -- FUTURE WORK -- CONCLUSION -- REFERENCES -- THE GLOBALED 2 GAME: DEVELOPING SCIENTIFIC LITERACY SKILLS THROUGH INTERDISCIPLINARY, TECHNOLOGY-BASED SIMULATIONS -- ABSTRACT -- Theory of Change -- How Globaled 2Works -- Empirical Support for the Intervention -- DISCUSSION -- CONCLUSION -- REFERENCES -- RETHINKING FANTASY AS A CONTRIBUTOR TO INTRINSIC MOTIVATION IN DIGITAL GAMEPLAY -- ABSTRACT -- INTRODUCTION -- FANTASY AND INTRINSIC MOTIVATION IN GAMES -- CONSTRUCT OF FANTASY -- METHOD -- Initial Item Development -- Participants and Procedures -- Measures -- RESULTS AND INTERPRETATIONS -- Exploratory Factor Analysis of the Fantasy in Gameplay -- CONCLUSION -- REFERENCES -- INDIGENOUS AUSTRALIAN GAMBLERS AND THEIR HELP-SEEKING BEHAVIOR -- ABSTRACT -- INTRODUCTION -- Problem Gambling -- Sources of Help for Gambling Problems -- Professional Treatment Services -- Informal Channels of Gambling Help -- Self Help Measures -- Cultural Influences on Help-Seeking for Gambling Problems -- Help-Seeking amongst Indigenous Australian Gamblers -- METHOD -- RESULTS -- Telephone and Face-To-Face Counselling -- Internet Counselling Services -- Mutual Support Groups -- Venue-Based Help -- General Help Services -- Motivators for Professional Help-Seeking -- Barriers to Professional Help-Seeking -- Informal Sources of Help -- Self-Help Strategies -- Suggestions to Improve Gambling Help-Seeking -- DISCUSSION -- Professional Help-Seeking -- Informal Help-Seeking Behavior -- Self-Help Gambling Strategies -- Motivators and Barriers for Help-Seeking -- Enhancing Gambling Help-Seeking -- CONCLUSION -- APPENDIX A -- Guiding Interview Questions -- ACKNOWLEDGMENTS -- REFERENCES -- PSYCHOLOGICAL FACTORS ON COLLABORATIVE GAMING -- ABSTRACT -- INTRODUCTION.
505 8 _a1. COLLABORATIVE GAME BASED LEARNING -- 2. COLLABORATIVE GBL REQUIREMENTS -- 2.1. Computer-Based Support for Collaborative GBL -- 2.2. Social Interaction Dynamics for Collaborative GBL -- 2.2.1. Cooperation towards a Common Goal -- 2.2.2. Inter-Individual Competition -- 2.2.3. Intragroup Cooperation and Intergroup Competition -- 3. COLLABORATIVE GBL DESIGN RECOMMENDATIONS -- CONCLUSION -- REFERENCES -- GAME CHANGING: DEVELOPING MEET THE EARTHWORKS BUILDERS -- ABSTRACT -- INTRODUCTION -- GAME DESIGNING FOR EMPATHY -- BACKGROUND AND CONTENTION -- DETERMINING CONTENT FOR THE GAME -- MAKING THE GAME -- Learning Objectives -- Primary Learning Objectives -- Secondary Learning Objectives -- Working Assumptions -- GAME PLAY -- FUTURE RESEARCH -- CONCLUSION -- NOTES -- REFERENCES -- INDEX.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aGame theory -- Psychological aspects.
650 0 _aGames -- Psychological aspects.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aBaek, Youngkyun
_tPsychology of Gaming
_dHauppauge : Nova Science Publishers, Incorporated,c2013
_z9781624175770
797 2 _aProQuest (Firm)
830 0 _aPsychology of Emotions, Motivations and Actions
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3022352
_zClick to View
999 _c61528
_d61528