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Computer Games and Technical Communication
book

Computer Games and Technical Communication

by Jennifer deWinter, Ryan M. Moeller
May 2016
Beginner content levelBeginner
334 pages
11h 20m
English
Routledge
Content preview from Computer Games and Technical Communication

Chapter 11Working at Play:Modding, Revelation, and Transformation in the Technical Communication Classroom

Kevin Moberly and Ryan M. Moeller

At first glance, technical communication seems especially appropriate to the procedural rhetorics that Ian Bogost and a number of other computer game scholars have popularized. Concerned with forms and outcomes and preoccupied with the rhetorical relationship between rules and discourse, technical communication seeks to instill in students many of the same values that James Gee celebrates as “good” in gamers: a fundamentally neoliberal, marketplace-oriented subjectivity in which earning power (or, in Gee’s case, learning power) is synonymous with self-surveillance and self-regulation. Understood in this ...

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Publisher Resources

ISBN: 9781317162605