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  1. Computer Games and Technical Communication
    Critical Methods and Applications at the Intersection
    Erschienen: 2014
    Verlag:  Ashgate Publishing Ltd, Farnham

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781472426413; 147242641X
    Schriftenreihe: Ashgate studies in technical communication, rhetoric, and culture
    Schlagworte: COMPUTERS / General; Communication of technical information; Computer games / Social aspects; Electronic games; Technical writing; Gesellschaft; Computer games; Communication of technical information; Electronic games; Technical writing; Computerspiel; Kommunikation
    Umfang: 335 pages
    Bemerkung(en):

    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