LEADER 06184nam 2200565Ia 450 001 9910824880103321 005 20240410173328.0 010 $a1-62417-584-8 035 $a(CKB)2560000000103095 035 $a(EBL)3022352 035 $a(SSID)ssj0000886556 035 $a(PQKBManifestationID)11525250 035 $a(PQKBTitleCode)TC0000886556 035 $a(PQKBWorkID)10817899 035 $a(PQKB)11029367 035 $a(MiAaPQ)EBC3022352 035 $a(Au-PeEL)EBL3022352 035 $a(CaPaEBR)ebr10704320 035 $a(OCoLC)923668819 035 $a(EXLCZ)992560000000103095 100 $a20121210d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aPsychology of gaming$b[electronic resource] /$fYoungkyun Baek, editor 205 $a1st ed. 210 $aHauppauge, NY $cNova Science Publisher's, Inc.$d2013 215 $a1 online resource (176 p.) 225 0 $aPsychology of emotions, motivations and actions 300 $aDescription based upon print version of record. 311 $a1-62417-577-5 320 $aIncludes bibliographical references and index. 327 $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. 327 $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. 327 $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. 606 $aGame theory$xPsychological aspects 606 $aGames$xPsychological aspects 615 0$aGame theory$xPsychological aspects. 615 0$aGames$xPsychological aspects. 676 $a519.3/2 701 $aBaek$b Youngkyun$01680348 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910824880103321 996 $aPsychology of gaming$94049028 997 $aUNINA