Computer Games and Technical Communication
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Computer Games and Technical Communication
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?
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.
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
View allBook 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 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.
Also by Jennifer deWinter
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