Computer games and technical communication critical methods & applications at the intersection

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...

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Detalles Bibliográficos
Otros Autores: deWinter, Jennifer, author (author), DeWinter, Jennifer, editor (editor), Moeller, Ryan M., editor
Formato: Libro electrónico
Idioma:Inglés
Publicado: Surrey, England ; Burlington, Vermont : Ashgate 2014.
Edición:1st edition
Colección:Ashgate Studies in Technical Communication, Rhetoric, and Culture
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629202606719
Tabla de Contenidos:
  • Cover; Contents; List of Figures and Tables; Notes on Contributors; Foreword; Acknowledgments; Introduction; Part I Connecting Professional and Technical Communication and Game Studies; 1 It's All Fun and Games Until Someone Pulls Out a Manual; 2 Come Out Playing; Part II Industry Documentation and Procedural Guides; 3 Rendering Novelty Mundane; 4 Just Playing Around; 5 "It Wasn't Intended to be an Instruction Manual"; Part III Getting the Player Involved; 6 Game Design Documents; 7 Developing a Testing Method for Dynamic Narrative; 8 Psyche and Eros; 9 Patching as Design Rhetoric
  • 10 "You Are How You Play"11 Working at Play; Part IV Games in the Professional and Technical Communication Classroom ; 12 Inhabiting Professional Writing; 13 How World of Warcraft Could Save Your Classroom; 14 The Three D's of Procedural Literacy; 15 Questing through Class; 16 From Realism to Reality; Index; Games Index