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Computer Games and Technical Communication
Computer Games and Technical Communication
★★★★★
★★★★★
Regular price
€198.40
A01=Jennifer deWinter
A01=Ryan M. Moeller
Author_Jennifer deWinter
Author_Ryan M. Moeller
B09=Dr. Miles A. Kimball
Cargile Cook
Category1=Non-Fiction
Category=NL-UG
Category=UGG
classroom
coin
Coin Op Computer Games
Computer Gaming
COP=United Kingdom
design
digital literacy
document
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Format=BB
Game Design Documents
Game Developer
game studies
Gamified Class
Genre Ecology
Grand Theft Auto
HMM=234
IMPN=Routledge
instructional design
ISBN13=9781472426406
Johndan Johnson Eilola
Language_English
Non-player Characters
PA=Available
PD=20141028
POP=London
Price=€100 to €200
procedural
Procedural Literacy
procedural rhetoric
Professional Writing Classes
professional writing pedagogy
Professional Writing Students
PS=Active
PUB=Taylor & Francis Ltd
Puzzle Maker
quarterly
Release Candidate
rhetoric
Shattered Sky
Side Quests
social
Subject=Graphical & Digital Media Applications
Technical Communication
Technical Communication Classroom
technical communication in gaming education
Technical Communication Pedagogies
Technical Communication Quarterly
Technical Communication Scholars
Vice Versa
video
WG=748
WMM=156
workplace simulation
WoW Player
writing
Young Men
Product details
- ISBN 9781472426406
- Weight: 748g
- Dimensions: 156 x 234mm
- Publication Date: 28 Oct 2014
- Publisher: Taylor & Francis Ltd
- Publication City/Country: London, GB
- Product Form: Hardback
- Language: English
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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.
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