This manual covers the critical methods and applications at the intersection of computer games and technical communication. It explores how games function as both technical and symbolic systems, drawing on the analytic tools of technical and professional writing. The collection investigates various aspects, including workplace communities and simulations, industry documentation, manuals, gameplay ethics, training, testing, and the gamification of work.
The purpose of this manual is to provide a comprehensive resource for understanding the complex interplay between written, verbal, visual, algorithmic, audio, and kinesthetic communication within computer games. It aims to equip scholars and practitioners with the insights needed to analyze the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
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.
Author: deWinter, Jennifer
Author: Moeller, Ryan M.
Publisher: Routledge
Illustration: n
Language: ENG
Title: Computer Games and Technical Communication: Critical Methods and Applications at the Intersection
Pages: 00334 (Encrypted EPUB) / 00334 (Encrypted PDF)
On Sale: 2016-05-23
SKU-13/ISBN: 9781472426406
Category: Language Arts & Disciplines : Rhetoric
Category: GAMES & ACTIVITIES / Video & Electronic
Category: Language Arts & Disciplines : Communication Studies
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.
Author: deWinter, Jennifer
Author: Moeller, Ryan M.
Publisher: Routledge
Illustration: n
Language: ENG
Title: Computer Games and Technical Communication: Critical Methods and Applications at the Intersection
Pages: 00334 (Encrypted EPUB) / 00334 (Encrypted PDF)
On Sale: 2016-05-23
SKU-13/ISBN: 9781472426406
Category: Language Arts & Disciplines : Rhetoric
Category: GAMES & ACTIVITIES / Video & Electronic
Category: Language Arts & Disciplines : Communication Studies