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020 _a9783319299044
024 7 _a10.1007/978-3-319-29904-4
_2doi
040 _aES-MaUEC
050 4 _aGV1469.3
_b.G36 2016 EB
082 0 4 _a005.437
082 0 4 _a4.019
245 0 0 _aGamer Psychology and Behavior
_cedited by Barbaros Bostan
264 1 _aCham
_bSpringer International Publishing
_c2016
300 _a1 recurso en línea (XIV, 153 p.)
_b29 ilustraciones, 25 ilustraciones en color
336 _aTexto (visual)
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 1 _aInternational Series on Computer Entertainment and Media Technology
_x2364-947X
505 0 _aViolent Video Games and Cognitive Processes: A Neuro-Psychological Approach -- Why Games Are Fun? The Reward System in the Human Brain -- Pleasure in Pain: How Accumulation in Gaming Systems can Lead to Grief -- Goal-Directed Player Behavior in Computer Games -- Designing and Playing to Protest: Looking Back to Gezi Games -- Psychological Player Profiling with Action Patterns -- Game Design and Gamer Psychology -- Self-Determination Theory in Game Contexts -- Explorations in Player Motivations: Gamer Profiles.
520 3 _aThis book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more. This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.
710 2 _aSpringerLink (Online service)
_0Local
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942 _2lcc
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988 _aEBOOK, EBSPRINGER
650 7 _aVideojuegos
_0comprobar BNE19900997623
_2embne
_9141365
650 7 _aPsicología
_0comprobar BNE19900954851
_2embne
_9138046
700 1 _aBostan, Barbaros
_0local
_eeditor literario
_998750
_0Local
830 0 _aInternational Series on Computer Entertainment and Media Technology
_x2364-947X
_9134199
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-29904-4
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
901 _ai9783319299044
907 _a.b12949164
_b04-11-17
_c21-11-16
998 _am
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_b04-11-17
_cm
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_feng
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945 _aGV1469.3 .G36 2016 EB
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