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Computer Games And Technical Communication



This book is about the ways in which computer games and technical communication intersect. It discusses topics such as workplace communities, industry documentation, manuals, gameplay, and ethics, training, testing, and number crunching. The book is divided into five parts and each part deals with a different topic. more details
Key Features:
  • Discusses the ways computer games and technical communication intersect
  • Partitioned into five parts
  • Each part deals with a different topic


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Description
This book is about the ways in which computer games and technical communication intersect. It discusses topics such as workplace communities, industry documentation, manuals, gameplay, and ethics, training, testing, and number crunching. The book is divided into five parts and each part deals with a different topic.

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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