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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 12Inhabiting Professional Writing:Exploring Rhetoric, Play, and Community in Second Life

Jennifer L. Bay and Samantha Blackmon

Virtual worlds are often touted in the popular press as the new way to communicate globally and efficiently, making virtual world literacy a key skill for success in the global economy. In 2011 virtual worlds gained 214 million new users (Korolov). But while adults are more likely to participate in virtual worlds such as Second Life, less evidence exists on how educators should best approach such online simulations to teach Business and Technical communication. Despite this lack of discussion, virtual worlds are still rhetorically rich sites for exploring what it means to communicate and participate in a workplace ...

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Publisher Resources

ISBN: 9781317162605