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E-grāmata: Computer Games and Technical Communication: Critical Methods and Applications at the Intersection

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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.

Recenzijas

'This collection will capture the attention of even those scholars who are non-gamers. The chapters show the importance of gaming to technical communication professionals as well as how the pedagogy of gaming might benefit the technical communication classroom.' Barry Maid, Arizona State University, USA 'Computer Games and Technical Communication: Critical Methods and Applications at the Intersection successfully fills the gap in the academic scholarship while also offering practitioners suggestions to tap into this booming market.' Technical Communication

List of Figures and Tables
ix
Notes on Contributors xi
Foreword xvii
Judd Ethan Ruggill
Ken S. McAllister
Acknowledgments xix
Introduction: Playing the Field: Technical Communication for Technical Games 1(16)
Jennifer de Winter
Ryan M. Moeller
Part I Connecting Professional and Technical Communication and Game Studies
1 It's All Fun and Games Until Someone Pulls Out a Manual: Finding a Role for Technical Communicators in the Game Industry
17(18)
Jeff Greene
Laura Palmer
2 Come Out Playing: Computer Games and the Discursive Practices of Gender, Sex, and Sexuality
35(20)
Marc Ouellette
Part II Industry Documentation and Procedural Guides
3 Rendering Novelty Mundane: Technical Manuals in the Golden Age of Coin-Op Computer Games
55(14)
Carly A. Kocurek
4 Just Playing Around: From Procedural Manuals to In-Game Training
69(18)
Jennifer deWinter
5 "It Wasn't Intended to be an Instruction Manual": Revisiting Ethics of "Objective" Technical Communication in Gaming Manuals
87(22)
A. V. Luce
Part III Getting the Player Involved
6 Game Design Documents: Changing Production Models, Changing Demands
109(16)
Anthony T. Sansone
7 Developing a Testing Method for Dynamic Narrative
125(16)
Alex Tilley
Carmen Blandino
Jennifer deWinter
8 Psyche and Eros: Rhetorics of Secrecy and Disclosure in Game Developer--Fan Relations
141(16)
Josh Zimmerman
9 Patching as Design Rhetoric: Tracing the Framing and Delivery of Iterative Content Documentation in Online Games
157(14)
Lee Sherlock
10 "You Are How You Play": Privacy Policies and Data Mining in Social Networking Games
171(18)
Stephanie Vie
11 Working at Play: Modding, Revelation, and Transformation in the Technical Communication Classroom
189(22)
Kevin Moberly
Ryan M. Moeller
Part IV Games in the Professional and Technical Communication Classroom
12 Inhabiting Professional Writing: Exploring Rhetoric, Play, and Community in Second Life
211(22)
Jennifer L. Bay
Samantha Blackmon
13 How World of Warcraft Could Save Your Classroom: Teaching Technical Communication through the Social Practices of MMORPGs
233(14)
Melissa Bianchi
Kyle Bohunicky
14 The Three D's of Procedural Literacy: Developing, Demonstrating, and Documenting Layered Literacies with Valve's Steam for Schools
247(18)
Jason Custer
15 Questing through Class: Gamification in the Professional Writing Classroom
265(18)
Jennifer Grouling
Stephanie Hedge
Alyssa Schweigert
Eva Grouling Snider
16 From Realism to Reality: A Postmortem of a Game Design Project in a Client-Based Technical Communication Course
283(24)
Christopher Ritter
Sameer Ansari
Scott Daner
Sean Murray
Ryan Reeves
Index 307(6)
Games Index 313
Jennifer deWinter is Assistant Professor of Rhetoric and associated faculty in the Interactive Media and Game Development program at Worcester Polytechnic Institute, USA, and Ryan M. Moeller is Associate Professor of English at Utah State University, USA.