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Computer Games and Technical Communication : Critical Methods and Applications at the Intersection

By: (Author) Jennifer deWinter , (Author) Ryan M. Moeller

Manufacture on Demand

Ksh 28,800.00

Format: Hardback or Cased Book

ISBN-10: 1472426401

ISBN-13: 9781472426406

Series: Routledge Studies in Technical Communication, Rhetoric, and Culture

Publisher: Taylor & Francis Ltd

Imprint: Routledge

Country of Manufacture: GB

Country of Publication: GB

Publication Date: Oct 28th, 2014

Print length: 334 Pages

Weight: 772 grams

Dimensions (height x width x thickness): 16.50 x 24.10 x 2.70 cms

Product Classification: None

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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. Contributors engage with questions related to workplace communities and gamic simulations.
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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