Computer Games and Technical Communication (Critical Methods and Applications at the Intersection)
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Product Details
Author:
Jennifer deWinter, Ryan M. Moeller
Format:
Paperback
Pages:
334
Publisher:
Taylor & Francis (February 7, 2017)
Language:
English
ISBN-13:
9781138710207
Weight:
21.875oz
Dimensions:
6.125" x 9.1875"
File:
TAYLORFRANCIS-TayFran_260825152814355-20260825.xml
Folder:
TAYLORFRANCIS
List Price:
$64.99
Series:
Routledge Studies in Technical Communication, Rhetoric, and Culture
Case Pack:
55
As low as:
$61.74
Publisher Identifier:
P-CRC
Discount Code:
H
Pub Discount:
30
Imprint:
Routledge
Audience:
College/higher education
Country of Origin:
United States
Overview
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.








