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Gaming and Cognition: Theories and Practice from the Learning Sciences

Gaming and Cognition: Theories and Practice from the Learning Sciences
Author: Van Eck, Richard
Publisher: IGI Global
Total Pages: 405
Release: 2010-05-31
Genre: Computers
ISBN: 161520718X

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"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.


Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention
Author: Christopher J. Ferguson
Publisher: Springer
Total Pages: 203
Release: 2018-08-21
Genre: Psychology
ISBN: 3319954954

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This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.


Video Games and the Mind

Video Games and the Mind
Author: Bernard Perron
Publisher: McFarland
Total Pages: 225
Release: 2016-06-30
Genre: Games & Activities
ISBN: 0786499095

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Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.


Video Games as Tools to Achieve Insight into Cognitive Processes

Video Games as Tools to Achieve Insight into Cognitive Processes
Author: Walter R. Boot
Publisher: Frontiers Media SA
Total Pages: 89
Release: 2015-06-04
Genre: Cognition
ISBN: 2889195538

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Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.


Learning by Playing

Learning by Playing
Author: Fran Blumberg
Publisher: Oxford University Press, USA
Total Pages: 386
Release: 2014
Genre: Education
ISBN: 019989664X

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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.


Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations

Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
Author: Dubbels, Brock R.
Publisher: IGI Global
Total Pages: 333
Release: 2018-10-19
Genre: Computers
ISBN: 152257462X

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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.


Gaming and Cognition

Gaming and Cognition
Author: Richard Van Eck
Publisher:
Total Pages:
Release: 2010
Genre:
ISBN:

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"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.


The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio
Author: Karen Collins
Publisher: Oxford Handbooks
Total Pages: 625
Release: 2014
Genre: Computers
ISBN: 0199797226

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What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.


Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference

Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference
Author: Marco Temperini
Publisher: Springer
Total Pages: 0
Release: 2022-11-24
Genre: Technology & Engineering
ISBN: 9783031206160

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The 12th International Conference in Methodologies and Intelligent Systems for Technology Enhanced Learning was hosted by the University of L'Aquila and was held in L'Aquila (Italy) from July 13 to 15, 2022. The conference has established itself as a consolidated fertile forum where scholars and professionals from the international community, with a broad range of expertise in the TEL field, share results and compare experiences Technologies in TEL are capable of delivering smart, personalized, tailored, and motivating learning solutions. Methods are coming from different fields, such as education, psychology, medicine, computer science, and from diverse communities, where collaboration and co-working are used.


Cognition and Addiction

Cognition and Addiction
Author: Antonio Verdejo García
Publisher: Academic Press
Total Pages: 442
Release: 2019-09-29
Genre: Psychology
ISBN: 0128152990

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Cognition and Addiction: A Researcher’s Guide from Mechanisms Towards Interventions provides researchers with a guide to recent cognitive neuroscience advances in addiction theory, phenotyping, treatments and new vistas, including both substance and behavioral addictions. This book focuses on “what to know and “how to apply information, prioritizing novel principles and delineating cutting-edge assessment, phenotyping and treatment tools. Written by world renowned researcher Antonio Verdejo-Garcia, this resource will become a go-to guide for researchers in the field of cognitive neuroscience and addiction. Examines cognitive neuroscience advances in addiction theory, including both substance and behavioral addictions Discusses primary principles of cutting-edge assessment, phenotyping and treatment tools Includes detailed chapters on neuro-epidemiology and genetic imaging