Skip to Main Content
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 16From Realism to Reality: A Postmortem of a Game Design Project in a Client-Based Technical Communication Course

Christopher Ritter, Sameer Ansari, Scott Daner,Sean Murray, and Ryan Reeves

On the surface, technical communication and computer games seem to be at odds with each other. There is, of course, the fun versus serious dichotomy: Gameplay is supposed to be fun whereas technical communication is supposed to be serious because its artifacts are typically from and related to the workplace. Which brings up the second apparent dichotomy: technical communication seems to be about practicality, work, and productivity while games seem to be about just the opposite. According to foundational ludologist Caillois, play is antithetical to ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Read Me First! A Style Guide for the Computer Industry, Third Edition

Read Me First! A Style Guide for the Computer Industry, Third Edition

Sun Technical Publications

Publisher Resources

ISBN: 9781317162605