Video Games and the Mind: Essays on Cognition, Affect and Emotion, Bernard Perron, Felix Schroter
Автор: Lilly Eliott J. Название: Big Bad World of Concept Art for Video Games: An Insider`s Guide for Students ISBN: 1624650201 ISBN-13(EAN): 9781624650208 Издательство: Hachette Book Group Рейтинг: Цена: 26390.00 T Наличие на складе: Поставка под заказ. Описание: Do you aspire to become a concept artist in the video game industry but don't know where to start? The Big Bad World of Concept Art for Video Games: An Insider's Guide for Students is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to do just that. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice. With his firsthand knowledge about the ins and outs of the video game industry, Eliott Lilly is an exceptional guide who can help prepare you for the long journey toward realizing your ambitions.
Автор: Christianson Sven-Ake Название: The Handbook of Emotion and Memory: Research and Theory ISBN: 1138989401 ISBN-13(EAN): 9781138989405 Издательство: Taylor&Francis Рейтинг: Цена: 47970.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This important volume defines the state of the art in the field of emotion and memory by offering a blend of research review, unpublished findings, and theory on topics related to its study. As the first contemporary reference source in this area, it summarizes findings on implicit and explicit aspects of emotion and memory, addresses conceptual and methodological difficulties associated with different paradigms and current procedures, and presents broad theoretical perspectives to guide further research. This volume articulates the accomplishments of the field and the points of disagreement, and gives the brain, clinical, and cognitive sciences an invaluable resource for 21st-century researchers. Citing and analyzing the results of experiments as well as field and case studies, the chapters are organized around methodological approaches, biological-evolutionary perspectives, and clinical perspectives, and bring together experts in neuroscience, and both cognitive and clinical psychology. Questions addressed include: * What is the nature of emotional events and what do we retain from them? * Is there something about emotional events that causes them to be processed differently in memory? * Do emotional memories have special characteristics that differ from those produced by "ordinary" memory mechanisms or systems? * Do people with emotional disturbances remember differently than normal people? * Which factors play the most crucial role in functional amnesia?
Автор: Buck Название: Emotion ISBN: 1316635600 ISBN-13(EAN): 9781316635605 Издательство: Cambridge Academ Рейтинг: Цена: 46470.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book presents an integrated developmental-interactionist theory of emotion showing how biologically-based primary emotions relate to higher-level social, cognitive/linguistic, and moral emotions. It will appeal to scholars and students in social, behavioral, and life sciences interested in the nature and communication of emotion, particularly the general theory of emotion.
Автор: Buck Название: Emotion ISBN: 0521813166 ISBN-13(EAN): 9780521813167 Издательство: Cambridge Academ Рейтинг: Цена: 132000.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book presents an integrated developmental-interactionist theory of emotion showing how biologically-based primary emotions relate to higher-level social, cognitive/linguistic, and moral emotions. It will appeal to scholars and students in social, behavioral, and life sciences interested in the nature and communication of emotion, particularly the general theory of emotion.
Автор: Garrelts Nate Название: Responding to Call of Duty: Critical Essays on the Game Franchise ISBN: 1476668752 ISBN-13(EAN): 9781476668758 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 22170.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Call of Duty is the most culturally significant video game franchise of the 21st century. Since the first game was released for PC in 2003, the franchise has sold over 250 million copies and been complemented by merchandise ranging from toys and comic books to a special edition Jeep Wrangler. The top players can even compete for millions in prize money in tournaments sanctioned by the Call of Duty World League.While the gaming community has reported on and debated over each development, there has not been much formal scholarship on Call of Duty games. This collection fills that void by examining the ideologically charged campaign mode of major franchise releases, with a special focus on militarism, realism, and gender. After reading this book, you will never just play Call of Duty again.
Автор: Rachel Sing-Kiat Ting; Louise Sundararajan Название: Culture, Cognition, and Emotion in China`s Religious Ethnic Minorities ISBN: 3319660586 ISBN-13(EAN): 9783319660585 Издательство: Springer Рейтинг: Цена: 102480.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This study examines the suffering narratives of two religious communities-Bimo and Christian-of the Yi minority who reside in the remote mountains of Sichuan and Yunnan, China, respectively.
Автор: Michelle Maiese Название: Embodiment, Emotion, and Cognition ISBN: 134936679X ISBN-13(EAN): 9781349366798 Издательство: Springer Рейтинг: Цена: 81050.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Beginning with the view that human consciousness is essentially embodied and that the way we consciously experience the world is structured by our bodily dynamics and surroundings, the book argues that emotions are a fundamental manifestation of our embodiment, and play a crucial role in self-consciousness, moral evaluation, and social cognition.
Автор: Eisenberg Название: Altruistic Emotion, Cognition, and Behavior (PLE: Emotion) ISBN: 1138815497 ISBN-13(EAN): 9781138815490 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Originally published in 1986, this book was an effort to integrate thinking and research concerning the role of emotion and cognition in altruistic behaviour. This book focusses primarily on a specific set of intrapsychic factors involved in prosocial responding, especially emotions and cognitions believed to play a major role in altruistic behaviour.
Автор: Henthorn Jamie, Kulak Andrew, Purzycki Kristopher Название: The Pokemon Go Phenomenon: Essays on Public Play in Contested Spaces ISBN: 1476674132 ISBN-13(EAN): 9781476674131 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 44350.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles.
Автор: Aubrey Anable Название: Playing with Feelings: Video Games and Affect ISBN: 1517900247 ISBN-13(EAN): 9781517900243 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 83600.00 T Наличие на складе: Невозможна поставка. Описание:
How gaming intersects with systems like history, bodies, and code
Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us "rehearse" feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games--their narratives, aesthetics, and histories--have been intimately tied to our emotional landscape since the emergence of digital computers.
Looking at a wide variety of video games--including mobile games, indie games, art games, and games that have been traditionally neglected by academia--Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.
Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.
This volume presents a rare occasion where scholars from Europe, North Africa and North America share their research programs and findings revolving around an important theme: integration. Despite different research foci and methodologies, there is a strong consensus that we need to understand a psychological phenomenon in all its complexity, involving its neural, psychological, and social dimensions, involving perception and conception, and decision processes, involving motivation, emotion, and cognition - all in complex interaction.
This volume is intended to reach out to basic and applied psychological researchers, cognitive and affective scientists, learning scientists, biologists, sociologists, neuropsychological researchers, and philosophers, who have an interest in an integrated understanding of the mind at work, particularly pertaining to explanations of real-life phenomena that have social and practical significance. A distinct feature of this volume is that most research involved is heavily built on neuropsychological evidence, while loyal to the experimental tradition with its focus on functional behavior in various situations and conditions that mimic or resemble real life. The viability of this approach to doing cutting-edge research that is relevant and applicable to many real-life phenomena should also make this body of research useful for a wide range of human endeavor, from religion, education, to industrial and organizational psychology.
Автор: Isbister Katherine Название: How Games Move Us: Emotion by Design ISBN: 0262034263 ISBN-13(EAN): 9780262034265 Издательство: MIT Press Рейтинг: Цена: 14590.00 T Наличие на складе: Нет в наличии. Описание:
This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In " How Games Move Us," Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.
Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's "Little Big Planet" to the much-praised indie game "Journey "to art games like Brenda Romero's "Train."
Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
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