Computer Games and Technical Communication

Regular price €52.99
A01=Jennifer deWinter
A01=Ryan M. Moeller
Author_Jennifer deWinter
Author_Ryan M. Moeller
Cargile Cook
Category=GTC
Category=JBCT1
Category=PDX
Category=UDX
classroom
coin
Coin Op Computer Games
Computer Gaming
design
digital literacy
document
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_science
eq_society-politics
Game Design Documents
Game Developer
game studies
Gamified Class
Genre Ecology
Grand Theft Auto
instructional design
Johndan Johnson Eilola
Non-player Characters
procedural
Procedural Literacy
procedural rhetoric
Professional Writing Classes
professional writing pedagogy
Professional Writing Students
Puzzle Maker
quarterly
Release Candidate
rhetoric
Shattered Sky
Side Quests
social
Technical Communication
Technical Communication Classroom
technical communication in gaming education
Technical Communication Pedagogies
Technical Communication Quarterly
Technical Communication Scholars
Vice Versa
video
workplace simulation
WoW Player
writing
Young Men

Product details

  • ISBN 9781138710207
  • Weight: 620g
  • Dimensions: 156 x 234mm
  • Publication Date: 07 Feb 2017
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.
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.