Computer Games and Technical Communication

Critical Methods and Applications at the Intersection

Nonfiction, Reference & Language, Language Arts, Public Speaking, Rhetoric, Communication, Entertainment, Games, Video & Electronic
Cover of the book Computer Games and Technical Communication by Jennifer deWinter, Ryan M. Moeller, Taylor and Francis
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Author: Jennifer deWinter, Ryan M. Moeller ISBN: 9781317162605
Publisher: Taylor and Francis Publication: May 23, 2016
Imprint: Routledge Language: English
Author: Jennifer deWinter, Ryan M. Moeller
ISBN: 9781317162605
Publisher: Taylor and Francis
Publication: May 23, 2016
Imprint: Routledge
Language: English

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.

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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.

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