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Posted 07/02/2022 in Online Events by HandicapMD

How Do Games Yank Us Into Imaginary Worlds?

Online event
$30
Start Date
08/06/2022
Start Time
2:00 PM
End Date
08/06/2022
End Time
3:00 PM
How Do Games Yank Us Into Imaginary Worlds?
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This lecture will examine a model of presence (or immersion) and examine what factors lead to being pulled into imaginary worlds

About this disability events

Upon completion of this training, the individual is awarded one (1) APA/NBCC/ACE/APT CE Hour of Completion.

One of the hallmarks of a great game is that it makes us feel like we have entered a new world of the designer’s creation. This feeling of immersion has been studied for decades in the context of other media like movies, television, and even books under the term “presence.” This lecture will examine a model of presence (or immersion, if you prefer) and examine what factors lead to being pulled into imaginary worlds.


Learning Objectives:

1. Identify the benefits of immersion to the media consumer.

2. Identify the characteristics of games and other media that lead to a sense of immersion.

3. Identify the individual differences that make people more or less prone to being immersed.


Disability Accommodations

It is the responsibility of the Individual to contact Geek Therapeutics to request disability accommodations at hello@geektherapeutics.com.

Geek Therapeutics is committed to helping each student reach his/her academic potential and to providing every student equal opportunity to participate in and engage with the course. In keeping with this commitment, effort has been made to develop accessible learning materials that provide equal access. Please contact Geek Therapeutics immediately if access to course materials is restricted due to a disability so the issue(s) can be resolved in a timely manner at hello@geektherapeutics.com.

Grievances

Please contact Geek Therapeutics for any grievances at hello@geektherapeutics.com.

Continuing Education Credits:

Psychologists: Clover Educational Consulting Group is approved by the American Psychological Association to sponsor continuing education for psychologists in the United States and Canada. Clover Educational Consulting Group maintains responsibility for this program and its content. Completion of the course(s) with a post-test score of 80% or better is required to receive continuing education credit; there is no partial credit.

Counselors: Geek Therapeutics has been approved by NBCC as an Approved Continuing Education Provider, ACEP No. 7042. Programs that do not qualify for NBCC credit are clearly identified. Geek Therapeutics is solely responsible for all aspects of the programs.

Social Workers: Geek Therapeutics, #1769, is approved to offer social work continuing education by the Association of Social Work Boards (ASWB)Approved Continuing Education (ACE) program. Organizations, not individual courses, are approved as ACE providers. State and provincial regulatory boards have the final authority to determine whether an individual course may be accepted for continuing education credit. Geek Therapeutics maintains responsibility for this course. ACE provider approval period: 05/19/2022 – 05/19/2025. Social workers completing this course receive 1 continuing education credits.

Play Therapists: Geek Therapeutics has been approved by APT as an Approved Continuing Education Provider, No. 21-649. Programs that do not qualify for APT credit are clearly identified. Geek Therapeutics is solely responsible for all aspects of the programs.

Other Professions: This activity qualifies for the specified number of hours of instructional content as required by many licensing boards and professional organizations. Save your course outline and certificate of completion, and contact your board or organization for specific requirements. Completion of the course(s) with a post-test score of 80% or better is required to receive continuing education credit; there is no partial credit.

Course Instructor:

Jamie Madigan Ph.D. has become an expert on the psychology of video games and seeks to popularize an understanding of how various aspects of psychology can be used to understand why games are made how they are and why their players behave as they do. Dr. Madigan has written extensively on the subject for magazines, websites, his own site at http://www.psychologyofgames.com, and in two books: Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them and The Engagement Game: Why Your WorkPlace Culture Should Look More Like A Video Game. He has also appeared as an expert on the psychology of video games in outlets such as Good Morning America, The Wall Street Journal, USA Today, The Washington Post, Time Magazine, Wired Magazine, The Atlantic, and others.


Other Information

Registration Deadline is 2pm CST August 6th, 2022.

Eventbrite's nonrefundable fee is $4.67.

Access is provided to the course via email after registration and payment is made.

System Requirements: A computer and a stable internet connection or phone to dial in.

Target Audience: Psychologists, Social Workers, Counselors, Mental Health Professionals.

Content Level: Beginner

Course Completion Requirements: Signing into the presentation on time, signing out after the presentation has been completed thus being in full attendance, and completing the evaluation of the event. Evaluations are given via email and are submitted by clicking the finish button at the end of the evaluation. The certificate will then be generated immediately after evaluation submission has been completed.

Participants have 30 days to complete the course evaluation and if not completed in that time they must go back through the course again to obtain credit.


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