Computer Games and Technical Communication

Computer Games and Technical Communication
Author: Jennifer deWinter,Ryan M. Moeller
Publsiher: Routledge
Total Pages: 352
Release: 2016-05-23
Genre: Language Arts & Disciplines
ISBN: 9781317162605

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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.

Computer Games and Technical Communication

Computer Games and Technical Communication
Author: Jennifer deWinter,Ryan M. Moeller
Publsiher: Routledge
Total Pages: 334
Release: 2016-05-23
Genre: Language Arts & Disciplines
ISBN: 9781317162612

Download Computer Games and Technical Communication Book in PDF, Epub and Kindle

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.

The Digital Role Playing Game and Technical Communication

The Digital Role Playing Game and Technical Communication
Author: Daniel Reardon,David Wright
Publsiher: Bloomsbury Publishing USA
Total Pages: 344
Release: 2021-04-22
Genre: Computers
ISBN: 9781501352560

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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

The Digital Role Playing Game and Technical Communication

The Digital Role Playing Game and Technical Communication
Author: Daniel Reardon,David Wright
Publsiher: Bloomsbury Publishing USA
Total Pages: 315
Release: 2021-04-22
Genre: Games & Activities
ISBN: 9781501352553

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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Solving Problems in Technical Communication

Solving Problems in Technical Communication
Author: Johndan Johnson-Eilola,Stuart A. Selber
Publsiher: University of Chicago Press
Total Pages: 512
Release: 2012-12-26
Genre: Reference
ISBN: 9780226924083

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The field of technical communication is rapidly expanding in both the academic world and the private sector, yet a problematic divide remains between theory and practice. Here Stuart A. Selber and Johndan Johnson-Eilola, both respected scholars and teachers of technical communication, effectively bridge that gap. Solving Problems in Technical Communication collects the latest research and theory in the field and applies it to real-world problems faced by practitioners—problems involving ethics, intercultural communication, new media, and other areas that determine the boundaries of the discipline. The book is structured in four parts, offering an overview of the field, situating it historically and culturally, reviewing various theoretical approaches to technical communication, and examining how the field can be advanced by drawing on diverse perspectives. Timely, informed, and practical, Solving Problems in Technical Communication will be an essential tool for undergraduates and graduate students as they begin the transition from classroom to career.

Citizenship and Advocacy in Technical Communication

Citizenship and Advocacy in Technical Communication
Author: Godwin Y. Agboka,Natalia Matveeva
Publsiher: Routledge
Total Pages: 344
Release: 2018-06-22
Genre: Language Arts & Disciplines
ISBN: 9781351360326

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In Citizenship and Advocacy in Technical Communication, teachers, researchers, and practitioners will find a variety of theoretical frameworks, empirical studies, and teaching approaches to advocacy and citizenship. Specifically, the collection is organized around three main themes or sections: considerations for understanding and defining advocacy and citizenship locally and globally, engaging with the local and global community, and introducing advocacy in a classroom. The collection covers an expansive breadth of issues and topics that speak to the complexities of undertaking advocacy work in TPC, including local grant writing activities, cosmopolitanism and global transnational rhetoric, digital citizenship and social media use, strategic and tactical communication, and diversity and social justice. The contributors themselves, representing fifteen academic institutions and occupying various academic ranks, offer nuanced definitions, frameworks, examples, and strategies for students, scholars, practitioners, and educators who want to or are already engaged in a variegated range of advocacy work. More so, they reinforce the inherent humanistic values of our field and discuss effective rhetorical and current technological tools at our disposal. Finally, they show us how, through pedagogical approaches and everyday mundane activities and practices, we (can) advocate either actively or passively.

Game Usability

Game Usability
Author: Katherine Isbister,Celia Hodent
Publsiher: CRC Press
Total Pages: 452
Release: 2022-03-14
Genre: Art
ISBN: 9781000523485

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This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

User Centered Technology

User Centered Technology
Author: Robert R. Johnson
Publsiher: SUNY Press
Total Pages: 218
Release: 1998-01-01
Genre: Computers
ISBN: 0791439313

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Presents a theoretical model for examining technology through a user perspective.