Computer Games and Technical Communication: Critical Methods and Applications at the Intersection
Gespeichert in:
Format: | Elektronisch E-Book |
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Sprache: | English |
Veröffentlicht: |
Farnham
Ashgate Publishing Ltd
2014
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Schriftenreihe: | Ashgate studies in technical communication, rhetoric, and culture
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | 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 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 workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work |
Beschreibung: | 335 pages |
ISBN: | 9781472426413 147242641X |
Internformat
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500 | |a 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 | ||
500 | |a 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 workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work | ||
650 | 7 | |a COMPUTERS / General |2 bisacsh | |
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650 | 7 | |a Computer games / Social aspects |2 fast | |
650 | 7 | |a Electronic games |2 fast | |
650 | 7 | |a Technical writing |2 fast | |
650 | 4 | |a Gesellschaft | |
650 | 4 | |a Computer games |x Social aspects | |
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650 | 4 | |a Electronic games |v Handbooks, manuals, etc | |
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Datensatz im Suchindex
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building | Verbundindex |
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dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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indexdate | 2024-07-10T07:35:08Z |
institution | BVB |
isbn | 9781472426413 147242641X |
language | English |
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spelling | Computer Games and Technical Communication Critical Methods and Applications at the Intersection Farnham Ashgate Publishing Ltd 2014 335 pages txt rdacontent c rdamedia cr rdacarrier Ashgate studies in technical communication, rhetoric, and culture 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 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 workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work COMPUTERS / General bisacsh Communication of technical information fast Computer games / Social aspects fast Electronic games fast Technical writing fast Gesellschaft Computer games Social aspects Communication of technical information Electronic games Handbooks, manuals, etc Technical writing Computerspiel (DE-588)4010457-6 gnd rswk-swf Kommunikation (DE-588)4031883-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Kommunikation (DE-588)4031883-7 s 1\p DE-604 DeWinter, Jennifer Sonstige oth Moeller, Ryan M. Sonstige oth 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Computer Games and Technical Communication Critical Methods and Applications at the Intersection COMPUTERS / General bisacsh Communication of technical information fast Computer games / Social aspects fast Electronic games fast Technical writing fast Gesellschaft Computer games Social aspects Communication of technical information Electronic games Handbooks, manuals, etc Technical writing Computerspiel (DE-588)4010457-6 gnd Kommunikation (DE-588)4031883-7 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4031883-7 |
title | Computer Games and Technical Communication Critical Methods and Applications at the Intersection |
title_auth | Computer Games and Technical Communication Critical Methods and Applications at the Intersection |
title_exact_search | Computer Games and Technical Communication Critical Methods and Applications at the Intersection |
title_full | Computer Games and Technical Communication Critical Methods and Applications at the Intersection |
title_fullStr | Computer Games and Technical Communication Critical Methods and Applications at the Intersection |
title_full_unstemmed | Computer Games and Technical Communication Critical Methods and Applications at the Intersection |
title_short | Computer Games and Technical Communication |
title_sort | computer games and technical communication critical methods and applications at the intersection |
title_sub | Critical Methods and Applications at the Intersection |
topic | COMPUTERS / General bisacsh Communication of technical information fast Computer games / Social aspects fast Electronic games fast Technical writing fast Gesellschaft Computer games Social aspects Communication of technical information Electronic games Handbooks, manuals, etc Technical writing Computerspiel (DE-588)4010457-6 gnd Kommunikation (DE-588)4031883-7 gnd |
topic_facet | COMPUTERS / General Communication of technical information Computer games / Social aspects Electronic games Technical writing Gesellschaft Computer games Social aspects Electronic games Handbooks, manuals, etc Computerspiel Kommunikation |
work_keys_str_mv | AT dewinterjennifer computergamesandtechnicalcommunicationcriticalmethodsandapplicationsattheintersection AT moellerryanm computergamesandtechnicalcommunicationcriticalmethodsandapplicationsattheintersection |