𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

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

✍ Scribed by Jennifer deWinter, Ryan M. Moeller


Publisher
Ashgate
Year
2014
Tongue
English
Leaves
335
Series
Ashgate Studies in Technical Communication, Rhetoric, and Culture
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


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.

✦ Table of Contents


Cover......Page 1
Contents......Page 6
List of Figures and Tables......Page 10
Notes on Contributors......Page 12
Foreword......Page 18
Acknowledgments......Page 20
Introduction
......Page 22
Part I Connecting Professional and Technical Communication and Game Studies......Page 36
1 It’s All Fun and Games Until Someone Pulls Out a Manual
......Page 38
2 Come Out Playing
......Page 56
Part II Industry Documentation and Procedural Guides......Page 74
3 Rendering Novelty Mundane
......Page 76
4 Just Playing Around
......Page 90
5 β€œIt Wasn’t Intended to be an Instruction Manual”
......Page 108
Part III Getting the Player Involved......Page 128
6 Game Design Documents
......Page 130
7 Developing a Testing Method for Dynamic Narrative......Page 146
8 Psyche and Eros
......Page 162
9 Patching as Design Rhetoric
......Page 178
10 β€œYou Are How You Play”
......Page 192
11 Working at Play
......Page 210
Part IV Games in the Professional and Technical Communication Classroom......Page 230
12 Inhabiting Professional Writing
......Page 232
13 How World of Warcraft Could Save Your Classroom
......Page 254
14 The Three D’s of Procedural Literacy
......Page 268
15 Questing through Class
......Page 286
16 From Realism to Reality
......Page 304
Index......Page 328
Games Index......Page 334


πŸ“œ SIMILAR VOLUMES


Rhetorical Accessability: At the Interse
✍ Lisa Meloncon (ed.) πŸ“‚ Library πŸ“… 2013 πŸ› Baywood Publishing 🌐 English

Rhetorical Accessability is the first text to bring the fields of technical communication and disability studies into conversation. The two fields also share a pragmatic foundation in their concern with accommodation and accessibility, that is, the material practice of making social and technical en

Algorithms, Methods, and Applications in
✍ Agustinus Borgy Waluyo πŸ“‚ Library πŸ“… 2019 πŸ› Engineering Science Reference 🌐 English

"This book presents the most recent state-of-the-art theories, methods and techniques in various aspects of mobile computing and communications across engineering, business and organizational perspectives. It gives insights on the recent advancements in various aspects of mobile computing and commun

Computer-Human Interaction Research and
✍ Maria Jose Escalona (editor), Andres Jimenez Ramirez (editor), Hugo PlΓ‘cido Silv πŸ“‚ Library πŸ“… 2021 πŸ› Springer 🌐 English

<span>This book constitutes selected papers of the Second International Conference on Computer-Human Interaction Research and Applications, CHIRA 2018, held in Seville, Spain, in September 2018, and Third International Conference on Computer-Human Interaction Research and Applications, CHIRA 2019, h

Computers and technical communication: p
✍ Stuart A. Selber πŸ“‚ Library πŸ“… 1997 πŸ› Ablex Pub. Corp. 🌐 English

The essays collected in this volume address the full range of pedagogical and programmatic issues specifically facing technical communication teachers and programme directors in the computer age. The authors locate computers and computing activities within the richly-textured cultural contexts of a

Computational Fluid-Structure Interactio
✍ Yuri Bazilevs, Kenji Takizawa, Tayfun E. Tezduyar(auth.) πŸ“‚ Library 🌐 English

Content: <br>Chapter 1 Governing Equations of Fluid and Structural Mechanics (pages 1–35): <br>Chapter 2 Basics of the Finite Element Method for Nonmoving?Domain Problems (pages 37–72): <br>Chapter 3 Basics of the Isogeometric Analysis (pages 73–81): <br>Chapter 4 ALE and Space–Time Methods for Movi