Computer Games And Technical Communication
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Author | : Jennifer deWinter |
Publisher | : Routledge |
Total Pages | : 352 |
Release | : 2016-05-23 |
Genre | : Language Arts & Disciplines |
ISBN | : 1317162609 |
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.
Author | : Johndan Johnson-Eilola |
Publisher | : University of Chicago Press |
Total Pages | : 531 |
Release | : 2012-12-26 |
Genre | : Language Arts & Disciplines |
ISBN | : 0226924084 |
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.
Author | : Daniel Reardon |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 315 |
Release | : 2021-04-22 |
Genre | : Games & Activities |
ISBN | : 1501352555 |
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.
Author | : Robert R. Johnson |
Publisher | : SUNY Press |
Total Pages | : 218 |
Release | : 1998-01-01 |
Genre | : Computers |
ISBN | : 9780791439319 |
Presents a theoretical model for examining technology through a user perspective.
Author | : Mike Markel |
Publisher | : Macmillan |
Total Pages | : 804 |
Release | : 2009-02-03 |
Genre | : Language Arts & Disciplines |
ISBN | : 9780312485979 |
Comprehensive and truly accessible, Technical Communication guides students through planning, drafting, and designing the documents that will matter in their professional lives. Known for his student-friendly voice and eye for technology trends, Mike Markel addresses the realities of the digital workplace through fresh samples and cases, practical writing advice, and a companion Web site — TechComm Web — that continues to set the standard with content developed and maintained by the author. The text is also available in a convenient, affordable e-book format.
Author | : Anne Eisenberg |
Publisher | : |
Total Pages | : 400 |
Release | : 1993 |
Genre | : Communication of technical information |
ISBN | : 9780071127561 |
Author | : Nancy L. Hoft |
Publisher | : |
Total Pages | : 410 |
Release | : 1995-05 |
Genre | : Computers |
ISBN | : |
A complete guide to planning, writing and designing documentation for distribution to an international audience. Shows publication departments and design teams how to create one document for world-wide distribution; covers all forms of documentation; carefully describes the do's and taboos of page layout, color, example choices and much more.
Author | : C. Thi Nguyen |
Publisher | : |
Total Pages | : 253 |
Release | : 2020 |
Genre | : Games & Activities |
ISBN | : 0190052082 |
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.
Author | : Thomas N. Huckin |
Publisher | : McGraw-Hill Humanities, Social Sciences & World Languages |
Total Pages | : 776 |
Release | : 1991 |
Genre | : Business & Economics |
ISBN | : |
Developed for use by non-native speakers of English enrolled in Technical Writing and Communication courses. Technical Writing and Professional Communication, 2/e, places technical writing in its context, showing students how to consider their purpose and their audience when writing reports, memos, and correspondence. Formerly titled Technical Writing and Professional Communication: A Handbook for Nonnative Speakers, the new edition features a case running throughout seven chapters, dynamically illustrating the writing process. The revision also provides complete coverage of the new computer technologies and the new attention to the intercultural concerns in today's business world.
Author | : Richard Johnson-Sheehan |
Publisher | : Pearson |
Total Pages | : 658 |
Release | : 2014-11-03 |
Genre | : Language Arts & Disciplines |
ISBN | : 0133852199 |
ALERT: Before you purchase, check with your instructor or review your course syllabus to ensure that you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, including customized versions for individual schools, and registrations are not transferable. In addition, you may need a CourseID, provided by your instructor, to register for and use Pearson's MyLab & Mastering products. Packages Access codes for Pearson's MyLab & Mastering products may not be included when purchasing or renting from companies other than Pearson; check with the seller before completing your purchase. Used or rental books If you rent or purchase a used book with an access code, the access code may have been redeemed previously and you may have to purchase a new access code. Access codes Access codes that are purchased from sellers other than Pearson carry a higher risk of being either the wrong ISBN or a previously redeemed code. Check with the seller prior to purchase. T echnical Communication Today was written for introduction to technical communication or technical writing courses taught most often in English Departments. Technical Communication Today remains the only text to fully centralize the computer in the technical workplace, presenting how writers use computers throughout their communication process. Writers use their computers to help them think, research, compose, design, and edit. Not only is Technical Communication Today firmly rooted in core rhetorical principles, but the text also presents computers as thinking tools that powerfully influence how we develop, produce, design, and deliver technical documents and presentations. Technical Communication Today speaks to today's students and how they expect to learn information. Instructional narrative is “chunked,” so that readable portions of text are combined with graphics. This presentation facilitate learning, and models the way today’s technical documents should be designed. Additionally, the chunked presentation integrates an awareness of how documents are read—often “raided” by readers seeking the information they need. By mirroring these processes in its content and structure, Technical Communication Today offers readers a higher level of accessibility.