Attention Games
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Author |
: Barbara Sher |
Publisher |
: John Wiley & Sons |
Total Pages |
: 200 |
Release |
: 2010-12-17 |
ISBN-10 |
: 9781118040515 |
ISBN-13 |
: 1118040511 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Attention Games by : Barbara Sher
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.
Author |
: Nicholas David Bowman |
Publisher |
: Routledge |
Total Pages |
: 318 |
Release |
: 2018-07-16 |
ISBN-10 |
: 9781351235242 |
ISBN-13 |
: 1351235249 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Video Games by : Nicholas David Bowman
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.
Author |
: Christopher J. Ferguson |
Publisher |
: Springer |
Total Pages |
: 205 |
Release |
: 2018-08-21 |
ISBN-10 |
: 9783319954950 |
ISBN-13 |
: 3319954954 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Video Game Influences on Aggression, Cognition, and Attention by : Christopher J. Ferguson
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.
Author |
: Flora |
Publisher |
: Key Education Publishing |
Total Pages |
: 65 |
Release |
: 2010-05-18 |
ISBN-10 |
: 9781602688865 |
ISBN-13 |
: 1602688869 |
Rating |
: 4/5 (65 Downloads) |
Synopsis “Pay Attention, Please!”, Ages 4 - 11 by : Flora
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.
Author |
: |
Publisher |
: |
Total Pages |
: 25 |
Release |
: 2008 |
ISBN-10 |
: 0760608172 |
ISBN-13 |
: 9780760608173 |
Rating |
: 4/5 (72 Downloads) |
Author |
: Steven Johnson |
Publisher |
: Penguin |
Total Pages |
: 274 |
Release |
: 2006-05-02 |
ISBN-10 |
: 9781101158012 |
ISBN-13 |
: 1101158018 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Everything Bad is Good for You by : Steven Johnson
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.
Author |
: Ralph Hemphill |
Publisher |
: Page Publishing, Inc |
Total Pages |
: 173 |
Release |
: 2020-09-01 |
ISBN-10 |
: 9781645840794 |
ISBN-13 |
: 1645840794 |
Rating |
: 4/5 (94 Downloads) |
Synopsis How to Beat A Woman at Her Own Games by : Ralph Hemphill
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.
Author |
: Sherrill B. Flora, M.S. |
Publisher |
: Key Education Publishing |
Total Pages |
: 65 |
Release |
: 2010-01-04 |
ISBN-10 |
: 9781602680722 |
ISBN-13 |
: 1602680728 |
Rating |
: 4/5 (22 Downloads) |
Synopsis ÒPay Attention, Please!Ó, Ages 4 - 11 by : Sherrill B. Flora, M.S.
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
Author |
: Magy Seif El-Nasr |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 792 |
Release |
: 2013-03-30 |
ISBN-10 |
: 9781447147695 |
ISBN-13 |
: 1447147693 |
Rating |
: 4/5 (95 Downloads) |
Synopsis Game Analytics by : Magy Seif El-Nasr
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.
Author |
: Dubbels, Brock R. |
Publisher |
: IGI Global |
Total Pages |
: 357 |
Release |
: 2018-10-19 |
ISBN-10 |
: 9781522574620 |
ISBN-13 |
: 152257462X |
Rating |
: 4/5 (20 Downloads) |
Synopsis Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations by : Dubbels, Brock R.
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.