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Computer Games and Technical Communication

Critical Methods and Applications at the Intersection
Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Computer Games and Technical Communication explores the intricate links between computer games and the field of technical and professional writing. This collection examines how games function as both technical artefacts and symbolic systems, offering insights into workplace communities, industry documentation, gameplay ethics, training simulations, and gamification of work. The book highlights the diverse communicative modes games use—written, verbal, visual, algorithmic, audio, and kinesthetic—and applies technical communication scholarship to understand these multifaceted interactions.
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Format: Hardback
$37600
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This work is ideal for scholars and practitioners in technical and professional communication, game studies researchers, and educators interested in integrating gaming into pedagogy or workplace contexts.

Book Hero thinking about your next read

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Contributors engage with questions related to workplace communities and gamic simulations.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing.

Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work.

In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex.

The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Series: Routledge Studies in Technical Communication, Rhetoric, and Culture

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Book Hero Magic summarised reviews for this book. While it's new and still learning, it may not be perfect - your feedback is welcome! HOW HAS THIS BEEN REVIEWED?

Barry Maid from Arizona State University praises the book for engaging even non-gamers and emphasises its value for technical communication professionals and educators. The journal Technical Communication notes that the book fills an academic void while providing practical advice for those seeking to explore the expanding gaming market.

Book Hero reading reviews

Book Details

INFORMATION

ISBN: 9781472426406

Publisher: Taylor & Francis Ltd

Format: Hardback

Date Published: 28 October 2014

Country: United Kingdom

Imprint: Routledge

Audience: Tertiary education

DIMENSIONS

Width: 156.0mm

Height: 234.0mm

Weight: 748g

Pages: 334

About the Author

Jennifer deWinter is Assistant Professor of Rhetoric and associated faculty in the Interactive Media and Game Development program at Worcester Polytechnic Institute, USA, and Ryan M. Moeller is Associate Professor of English at Utah State University, USA.

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