Computer Games and Technical Communication Book

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Computer Games and Technical Communication

By Jennifer deWinter,Ryan M. Moeller
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1317162609
  • Pages : 334
  • Category : Language Arts & Disciplines
  • Reads : 418
  • File Pdf: computer-games-and-technical-communication.pdf

Book Summary:

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.

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  • File Pdf: technical-communication-today.pdf

Book Summary:

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Book Summary:

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Book Summary:

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  • File Pdf: networking-and-online-games.pdf

Book Summary:

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  • File Pdf: how-computer-games-help-children-learn.pdf

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Book Summary:

We live in an age of electronic interconnectivity, with co-workers across the hall and across the ocean, and managing meetings can be a challenge across multiple time zones and cultures. This makes documenting your projects more important than ever. In Technical Documentation and Process, Jerry Whitaker and Bob Mancini provide the background and structure to help you document your projects more effectively. With more than 60 years of combined experience in successfully documenting complex engineering projects, the authors guide you in developing appropriate process and documentation tools that address the particular needs of your organization. Features Strategies for documenting a project, product, or facility A sample style guide template—the foundation on which you can build documents of various types A selection of document templates Ideas for managing complex processes and improving competitiveness using systems engineering and concurrent engineering practices Basic writing standards and helpful references Major considerations for disaster planning Discussion of standardization to show how it can help reduce costs Helpful tips to manage remote meetings and other communications First-hand examples from the authors’ own experience Throughout, the authors offer practical guidelines, suggestions, and lessons that can be applied across a wide variety of project types and organizational structures. Comprehensive yet to the point, this book helps you define the process, document the plan, and manage your projects more confidently.

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  • File Pdf: reimagining-communication.pdf

Book Summary:

Reimagining Communication: Mediation explores information and media technologies across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions in this unique interdisciplinary resource offers perspectives on digital games, social media, photography, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports experiential, project-based learning in addition to a course’s traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume synthesizes the complex relationship of communication to media technologies and its forms in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.

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  • Format : Pdf, ePub, Mobi, Kindle
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  • File Pdf: game-theory-in-communication-networks.pdf

Book Summary:

A mathematical tool for scientists and researchers who work with computer and communication networks, Game Theory in Communication Networks: Cooperative Resolution of Interactive Networking Scenarios addresses the question of how to promote cooperative behavior in interactive situations between heterogeneous entities in communication networking scenarios. It explores network design and management from a theoretical perspective, using game theory and graph theory to analyze strategic situations and demonstrate profitable behaviors of the cooperative entities. The book promotes the use of Game Theory to address important resource management and security issues found in next generation communications networks, particularly heterogeneous networks, for cases where cooperative interactive networking scenarios can be formulated. It provides solutions for representative mechanisms that need improvement by presenting a theoretical step-by-step approach. The text begins with a presentation of theory that can be used to promote cooperation for the entities in a particular interactive situation. Next, it examines two-player interaction as well as interactions between multiple players. The final chapter presents and examines a performance evaluation framework based on MATLAB®. Each chapter begins by introducing basic theory for dealing with a particular interactive situation and illustrating how particular aspects of game theory can be used to formulate and solve interactive situations that appear in communication networks regularly. The second part of each chapter presents example scenarios that demonstrate the applicability and power of the theory—illustrating a number of cooperative interactions and discussing how they could be addressed within the theoretical framework presented in the first part of the chapter. The book also includes simulation code that can be downloaded so you can use some or all of the proposed models to improve your own network designs. Specific topics covered include network selection, user-network interaction, network synthesis, and context-aware security provisioning.

Handbook of Technical Communication

By Alexander Mehler,Laurent Romary
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  • Pages : 858
  • Category : Language Arts & Disciplines
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  • File Pdf: handbook-of-technical-communication.pdf

Book Summary:

The Handbook of Technical Communication brings together a variety of topics which range from the role of technical media in human communication to the linguistic, multimodal enhancement of present-day technologies. It covers the area of computer-mediated text, voice and multimedia communication as well as of technical documentation. In doing so, the handbook takes professional and private communication into account. Special emphasis is put on technical communication by means of web 2.0 technologies and its standardization in system development. In summary, the handbook deals with theoretical issues of technical communication and its practical impact on the development and usage of text and speech technologies.

Design Thinking in Technical Communication

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  • Pages : 168
  • Category : Technology & Engineering
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  • File Pdf: design-thinking-in-technical-communication.pdf

Book Summary:

This book explicates the relationships between design thinking, critical making, and socially responsive technical communication. It leverages the recent technology-powered DIY culture called "the Maker Movement" to identify how citizen innovation can inform cutting-edge social innovation that advocates for equitable change and progress on today’s "wicked" problems. After offering a succinct account of the origin and recent history of design thinking, along with its connections to the design paradigm in writing studies, the book analyzes maker culture and its influences on innovation and education through an ethnographic study of three academic makerspaces. It offers opportunities to cultivate a sense of critical changemaking in technical communication students and practitioners, showcasing examples of socially responsive innovation and expert interviews that urge a disciplinary attention to social justice advocacy and an embrace of the design-thinking principle of radical collaboration. The value of design thinking methodologies for teaching and practicing socially responsible technical communication are demonstrated as the author argues for a future in the field that sees its constituents as leaders in radical innovation to solve wicked social problems. This book is essential reading for instructors, students, and practitioners of technical communication, and can be used as a supplemental text for graduate and undergraduate courses in usability and user-centered design and research.

Engaging Virtual Meetings

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  • Pages : 320
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Book Summary:

Build a cohesive and high-performing virtual team with this fantastic resource full of actionable advice and practical tips Engaging Virtual Meetings: Openers, Games, and Activities for Communication, Morale, and Trust offers concrete strategies and practical tips for bringing teams together across the digital divide. While many struggle to build teams in a virtual environment, accomplished author John Chen has found ways to create team cohesion, promote engagement, and increase virtual participation. In Engaging Virtual Meetings, he shares these methods with you, and also: Describes virtual tools for promoting effective teamwork, like the Participant Map Teaches you to optimize your teleconference setup for ideal audio and video Illustrates ways to apply these methods in any virtual environment, including Zoom, Microsoft Teams, and more Explores how to debrief your participants to improve your methods over time Perfect for anyone working in or with the increasingly prevalent virtual environment, Engaging Virtual Meetings is a great addition to the bookshelves of anyone interested in how to create and build engagement in team settings of all kinds.

Advances in Computer Games

By H. Jaap van den Herik,Hiroyuki Iida,Ernst A. Heinz
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  • Publisher : Springer
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  • Pages : 383
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  • File Pdf: advances-in-computer-games.pdf

Book Summary:

1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.

Toys, Games, and Media

By Jeffrey Goldstein,David Buckingham,Gilles Brougere
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1135614547
  • Pages : 264
  • Category : Psychology
  • Reads : 409
  • File Pdf: toys-games-and-media.pdf

Book Summary:

This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.

Reimagining Communication: Action

By Michael Filimowicz,Veronika Tzankova
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1351015222
  • Pages : 360
  • Category : Computers
  • Reads : 604
  • File Pdf: reimagining-communication.pdf

Book Summary:

As a part of an extensive exploration, Reimagining Communication: Action investigates the practical implications of communication as a cultural industry, media ecology, and a complex social activity integral to all domains of life. The Reimagining Communication series develops a new information architecture for the field of communications studies, grounded in its interdisciplinary origins and looking ahead to emerging trends as researchers take into account new media technologies and their impacts on society and culture. The diverse and comprehensive body of contributions in this unique interdisciplinary resource explore communication as a form of action within a mix of social, cultural, political, and economic contexts. They emphasize the continuously expanding horizons of the field by engaging with the latest trends in practical inquiry within communication studies. Reflecting on the truly diverse implications of communicative processes and representations, Reimagining Communication: Action covers key practical developments of concern to the field. It integrates diverse theoretical and practice-based perspectives to emphasize the purpose and significance of communication to human experience at individual and social levels in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students, along with scholars of communication, broadcast media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.

Handbook of Research on Effective Electronic Gaming in Education

By Ferdig, Richard E.
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  • Publisher : IGI Global
  • Isbn : 1599048116
  • Pages : 1762
  • Category : Technology & Engineering
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  • File Pdf: handbook-of-research-on-effective-electronic-gaming-in-education.pdf

Book Summary:

"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Key Theoretical Frameworks

By Angela M. Haas,Michelle F. Eble
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : University Press of Colorado
  • Isbn : 1607327589
  • Pages : 336
  • Category : Language Arts & Disciplines
  • Reads : 868
  • File Pdf: key-theoretical-frameworks.pdf

Book Summary:

Drawing on social justice methodologies and cultural studies scholarship, Key Theoretical Frameworks offers new curricular and pedagogical approaches to teaching technical communication. Including original essays by emerging and established scholars, the volume educates students, teachers, and practitioners on identifying and assessing issues of social justice and globalization. The collection provides a valuable resource for teachers new to translating social justice theories to the classroom by presenting concrete examples related to technical communication. Each contribution adopts a particular theoretical approach, explains the theory, situates it within disciplinary scholarship, contextualizes the approach from the author’s experience, and offers additional teaching applications. The first volume of its kind, Key Theoretical Frameworks links the theoretical with the pedagogical in order to articulate, use, and assess social justice frameworks for designing and teaching courses in technical communication. Contributors: Godwin Y. Agboka, Matthew Cox, Marcos Del Hierro, Jessica Edwards, Erin A. Frost, Elise Verzosa Hurley, Natasha N. Jones, Cruz Medina, Marie E. Moeller, Kristen R. Moore, Donnie Johnson Sackey, Gerald Savage, J. Blake Scott, Barbi Smyser-Fauble, Kenneth Walker, Rebecca Walton

Playing with the Past

By Matthew Wilhelm Kapell,Andrew B.R. Elliott
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Bloomsbury Publishing USA
  • Isbn : 1623568242
  • Pages : 400
  • Category : Social Science
  • Reads : 722
  • File Pdf: playing-with-the-past.pdf

Book Summary:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Reimagining Communication: Experience

By Michael Filimowicz,Veronika Tzankova
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Routledge
  • Isbn : 1351015338
  • Pages : 270
  • Category : Language Arts & Disciplines
  • Reads : 558
  • File Pdf: reimagining-communication.pdf

Book Summary:

Reimagining Communication: Experience explores the embodied and experiential aspects of media forms across a variety of contemporary platforms, uses, content variations, audiences, and professional roles. A diverse body of contributions offer a broad range of perspectives on memory, embodiment, time, and more. The volume is organized to reflect a pedagogical approach of carefully laddered and sequenced topics, which supports meaningful, project-based learning in addition to a course’s traditional writing requirements. As the field of Communication Studies has been continuously growing and reaching new horizons, this volume presents a survey of the foundational theoretical and methodological approaches that continue to shape the discipline, synthesizing the complex relationship of communication to forms of experience in a uniquely accessible and engaging way. This is an essential introductory text for advanced undergraduate and graduate students and scholars of communication, media, and interactive technologies, with an interdisciplinary focus and an emphasis on the integration of new technologies.

Writing for Multimedia and the Web

By Timothy Garrand
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Isbn : 113613445X
  • Pages : 520
  • Category : Art
  • Reads : 128
  • File Pdf: writing-for-multimedia-and-the-web.pdf

Book Summary:

Learning how to write for just one type of interactive media, such as web sites or games, is not enough! To be truly successful as an interactive writer or designer, you need to understand how to create content for all types of new media. Writing for Multimedia and the Web is the most comprehensive guide available for interactive writing. It covers web sites, computer games, e-learning courses, training programs, immersive exhibits, and much more. Earlier editions have garnered rave reviews as a writing handbook for multimedia and web professionals, as well as a classroom text for interactive writing and design. New Sections and Completely Updated Chapters: *Writing a corporate web site: T. Rowe Price *Creating blogs and podcasts *Web writing tips from usability experts *Optimizing text for web search engines *Defining the user with use cases and user scenarios *Dealing with web editors *Software for organizing and writing interactive media content *Script formats for all types of multimedia and web projects *Writing careers

Rhetoric/Composition/Play through Video Games

By R. Colby,M. Johnson
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Isbn : 1137307676
  • Pages : 239
  • Category : Education
  • Reads : 410
  • File Pdf: rhetoric-composition-play-through-video-games.pdf

Book Summary:

An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Intersections in Simulation and Gaming

By Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Isbn : 3319787950
  • Pages : 412
  • Category : Computers
  • Reads : 350
  • File Pdf: intersections-in-simulation-and-gaming.pdf

Book Summary:

This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.

Shigeru Miyamoto

By Jennifer deWinter
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Bloomsbury Publishing USA
  • Isbn : 1628923873
  • Pages : 200
  • Category : Games & Activities
  • Reads : 284
  • File Pdf: shigeru-miyamoto.pdf

Book Summary:

Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen. You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong-games so ubiquitous that Miyamoto was named one of TIME's 100 Most Influential People in 2007. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.

The Formation of Gaming Culture

By G. Kirkpatrick
  • Format : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Isbn : 113730510X
  • Pages : 139
  • Category : Social Science
  • Reads : 537
  • File Pdf: the-formation-of-gaming-culture.pdf

Book Summary:

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.