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Book Attention Games

Download or read book Attention Games written by Barbara Sher and published by John Wiley & Sons. This book was released on 2010-12-17 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to focus children's attention, you first have to capture their interest. Attention Games is filled with interesting and child-tested activities that can help children of all ages become better at focusing and paying attention. By sharing the upbeat, joyful activities in Attention Games, you can enhance your child's intelligence, boost his confidence, increase his ability to concentrate on one thing for long periods, and show that you care. Developed by Barbara Sher—parent, teacher, play therapy specialist and pediatric occupational therapist—these activities are specially designed to encourage kids to expand their powers of attention in ways that will help them throughout their lives.

Book Video Games

Download or read book Video Games written by Nicholas David Bowman and published by Routledge. This book was released on 2018-07-16 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

Book    Pay Attention  Please      Ages 4   11

Download or read book Pay Attention Please Ages 4 11 written by Sherrill B. Flora and published by Key Education Publishing. This book was released on 2010-05-18 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Help students in grades PK–5 work out their wiggles using "Pay Attention, Please!" This 64-page book helps students with ADHD and students who are otherwise wiggly and overly busy learn how to pay better attention and focus for longer periods of time. It includes games and activities that strengthen listening, concentration, visual, and auditory memory skills; assist students in learning relaxation techniques; provide students healthy ways to burn excess energy; and help students discover ways to control overstimulation and impulsivity.

Book Video Game Influences on Aggression  Cognition  and Attention

Download or read book Video Game Influences on Aggression Cognition and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Book How to Beat A Woman at Her Own Games

Download or read book How to Beat A Woman at Her Own Games written by Ralph Hemphill and published by Page Publishing, Inc. This book was released on 2020-09-01 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today's world, much unlike the world of long ago, before the 1980s--where women probably and seemingly didn't play as many games and didn't scheme as much as the women of today--one can clearly see, witness, and attest to the ever-present and overwhelming amount of game playing and scheming ways of most of the females we know, know of, see, and interact with on a day-to-day basis. Most every man, at one point or some point in his life, has fallen victim to a game or scheme of a female whom he has either tried to get with or hook up with, and many guys get hit with games and schemes even with those that they are married to or in relationships with. Practically no man is exempt. We all at some point will find ourselves faced with a woman whose sole purpose is to either go for what's in our pockets or bank accounts, or to try to get us to do something for them for free or to get us to buy them stuff without them appreciating it and then turning around and buying us stuff too as well. That's a big part of the world we live in as far as men interacting with women, and the sole purpose of this book is to at least get guys to recognize when they are being played and to not fall for the simple games that women play twenty-four hours a day.

Book Cards

    Book Details:
  • Author :
  • Publisher :
  • Release : 2008
  • ISBN : 9780760608173
  • Pages : 25 pages

Download or read book Cards written by and published by . This book was released on 2008 with total page 25 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Analytics

    Book Details:
  • Author : Magy Seif El-Nasr
  • Publisher : Springer Science & Business Media
  • Release : 2013-03-30
  • ISBN : 1447147693
  • Pages : 792 pages

Download or read book Game Analytics written by Magy Seif El-Nasr and published by Springer Science & Business Media. This book was released on 2013-03-30 with total page 792 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Book Handbook of Children and the Media

Download or read book Handbook of Children and the Media written by Dorothy G. Singer and published by SAGE Publications. This book was released on 2011-07-25 with total page 824 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cyber-bullying, sexting, and the effects that violent video games have on children are widely discussed and debated. With a renowned international group of researchers and scholars, the Second Edition of the Handbook of Children and the Media covers these topics, is updated with cutting-edge research, and includes comprehensive analysis of the field for students and scholars. This revision examines the social and cognitive effects of new media, such as Facebook, Twitter, YouTube, Skype, iPads, and cell phones, and how children are using this new technology. This book summarizes the latest research on children and the media and suggests directions for future research. This book also attempts to provide students with a deliberate examination of how children use, enjoy, learn from, and are advantaged or disadvantaged by regular exposure to television, new technologies, and other electronic media.

Book   Pay Attention  Please     Ages 4   11

Download or read book Pay Attention Please Ages 4 11 written by Sherrill B. Flora, M.S. and published by Key Education Publishing. This book was released on 2010-01-04 with total page 65 pages. Available in PDF, EPUB and Kindle. Book excerpt: Help students in pre-kindergartenÐ5 work out their wiggles using "Pay Attention, Please!" This 64-page book helps students with ADHD and students who are otherwise wiggly and overly busy learn how to pay better attention and focus for longer periods of time. It includes games and activities that strengthen listening, concentration, visual, and auditory memory skills; assist students in learning relaxation techniques; provide students healthy ways to burn excess energy; and help students discover ways to control over stimulation and impulsivity. Key Education products are intended to engage and educate young and special learners, as well as assist teachers in building a strong and developmentally appropriate curriculum for these children. The product lineÑcomprised of teacher/parent resource books, photographic learning cards, and other activity- and game-oriented materialsÑis designed to assist in ÒUnlocking the Potential in Every Child.Ó

Book Serious Games

    Book Details:
  • Author : Carlos Vaz De Carvalho
  • Publisher : Frontiers Media SA
  • Release : 2021-06-28
  • ISBN : 2889669440
  • Pages : 132 pages

Download or read book Serious Games written by Carlos Vaz De Carvalho and published by Frontiers Media SA. This book was released on 2021-06-28 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Addiction

Download or read book Game Addiction written by Neils Clark and published by McFarland. This book was released on 2009-06-08 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.

Book Gamification for Human Factors Integration  Social  Education  and Psychological Issues

Download or read book Gamification for Human Factors Integration Social Education and Psychological Issues written by Bishop, Jonathan and published by IGI Global. This book was released on 2014-01-31 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

Book The Big Book of Brain Building Games  Fun Activities to Stimulate the Brain for Better Learning  Communication and Teamwork

Download or read book The Big Book of Brain Building Games Fun Activities to Stimulate the Brain for Better Learning Communication and Teamwork written by Edward E. Scannell and published by McGraw Hill Professional. This book was released on 2009-11-20 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games for better brains! Use the secrets of brain science to improve communication, interpersonal relations, and productivity in any team or group Jump-start any training session, workshop, or retreat with dozens of interactive games that build brain function in fun and engaging ways. The Big Book of Brain-Building Games offers all kinds of stimulating games to help your team improve information retention, camaraderie, and productivity--and requires few or no props. You'll learn what triggers to pull to help your group think and work better with these play-anywhere, crowd-pleasing interactive games. Can your brain handle the fun? Speakers and facilitators know that if you don't engage participants every five to seven minutes, you'll lose them! The Big Book of Brain-Building Games adds the spark you need for a successful meeting and keeps your team alert and connected, whatever the task. With just a handful of materials required, these brain-boosting games will help participants: develop leadership skills and build self-confidence enhance problem-solving strategies and boost creativity learn cooperation and effective teamwork dramatically improve communications skills--from public speaking to active listening Plus the icebreakers are guaranteed to grab--and hold--any group's attention! You'll find it all in this latest collection from the trusted Big Books series.

Book The Gamer s Brain

    Book Details:
  • Author : Celia Hodent
  • Publisher : CRC Press
  • Release : 2017-08-10
  • ISBN : 1351650769
  • Pages : 387 pages

Download or read book The Gamer s Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Book Computer Games and Instruction

Download or read book Computer Games and Instruction written by J. D. Fletcher and published by IAP. This book was released on 2011-05-01 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Book Computer Vision Systems

Download or read book Computer Vision Systems written by Antonios Gasteratos and published by Springer. This book was released on 2008-05-09 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past few years, with the advances in microelectronics and digital te- nology, cameras became a widespread media. This, along with the enduring increase in computing power boosted the development of computer vision s- tems. The International Conference on Computer Vision Systems (ICVS) covers the advances in this area. This is to say that ICVS is not and should not be yet another computer vision conference. The ?eld of computer vision is fully covered by many well-established and famous conferences and ICVS di?ers from these by covering the systems point of view. ICVS 2008 was the 6th International Conference dedicated to advanced research on computer vision systems. The conference, continuing a series of successful events in Las Palmas, Vancouver, Graz, New York and Bielefeld, in 2008 was held on Santorini. In all, 128 papers entered the review process and each was reviewed by three independent reviewers using the double-blind review method. Of these, 53 - pers were accepted (23 as oral and 30 as poster presentation). There were also two invited talks by P. Anandan and by Heinrich H. Bultho ̈ ?. The presented papers cover all aspects of computer vision systems, namely: cognitive vision, monitor and surveillance, computer vision architectures, calibration and reg- tration, object recognition and tracking, learning, human—machine interaction and cross-modal systems.