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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.
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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