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Computer Games and Technical Communication
  • Language: en
  • Pages: 335

Computer Games and Technical Communication

  • Type: Book
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  • Published: 2016-05-23
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  • Publisher: Routledge

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.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
  • Language: en
  • Pages: 339

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Rhetoric and the Digital Humanities
  • Language: en
  • Pages: 337

Rhetoric and the Digital Humanities

Within the digital humanities, rhetoric has emerged as a nexus of incredible innovation, and "Rhetoric and the Digital Humanities" provides extensive and much-needed guidance on how the theories and methodologies of rhetorical studies can be marshaled in highly successful ways to enhance all work in digital humanities. In addition to an insightful introduction from the editors, the book offers essays from leading scholars in a variety of disciplines, organized into three tightly focused sections. The first consists of seven chapters that define field connections between rhetoric and the digital humanities. The second section offers six chapters focused on research methodology. And the third presents ten chapters offering forward-looking recommendations on pathways for exploring interdisciplinary trajectories between rhetorical studies and the digital humanities. This timely edited collection will do much to promote and strengthen interdisciplinary collaborations in the digital humanities.

Multimodal Literacies and Emerging Genres
  • Language: en
  • Pages: 370

Multimodal Literacies and Emerging Genres

A student’s avatar navigates a virtual world and communicates the desires, emotions, and fears of its creator. Yet, how can her writing instructor interpret this form of meaningmaking? Today, multiple modes of communication and information technology are challenging pedagogies in composition and across the disciplines. Writing instructors grapple with incorporating new forms into their curriculums and relating them to established literary practices. Administrators confront the application of new technologies to the restructuring of courses and the classroom itself. Multimodal Literacies and Emerging Genres examines the possibilities, challenges, and realities of mutimodal composition as an...

Multimodal Composing and Writing Transfer
  • Language: en
  • Pages: 267

Multimodal Composing and Writing Transfer

Multimodal Composing and Writing Transfer explores transfer across various contexts of multimodal composing, extending the early conversations connecting multimodality to writing. Contributors address how writing transfer theories intersect with multimodal composing and present methods for facilitating transfer across modes and media, offering insight into how writers can learn to compose when they encounter familiar modes in new contexts. Over the past two decades the concepts of multimodal composing and writing transfer have grown and reshaped the nature of writing studies, but rarely have the ways in which these areas overlap been studied. This collection shows how this shift in writing s...

Escaping Boredom in the Classroom
  • Language: en
  • Pages: 360

Escaping Boredom in the Classroom

Gamification is an entertaining, fun, and educational way to teach and learn English as a second or foreign language and escape boredom in the classroom. This volume presents the general premises of applying gamification to the learning experience and the advantages of implementing escape rooms, breakouts, and breakout boxes in the classroom. It also considers a wide range of practical proposals in varied subject areas, easily adaptable to any education level and perfect for the practice of lexical and grammatical content for students learning English.

Teaching History in the Digital Age
  • Language: en
  • Pages: 182

Teaching History in the Digital Age

A practical guide on how one professor employs the transformative changes of digital media in the research, writing, and teaching of history

The Material Culture of Writing
  • Language: en
  • Pages: 264

The Material Culture of Writing

The Material Culture of Writing opens up avenues for understanding writing through scholarship in material culture studies. Contributors to this volume each interrogate an object, set of objects, or writing environment to reveal the sociomaterial contexts from which writing emerges. The artifacts studied are both contemporary and historical, including ink, a Victorian hotel visitors’ book, Moleskine notebooks, museum conservators’ files, an early twentieth-century baby book, and a college campus makerspace. Close study of such artifacts not only enriches understanding of what counts as writing but also offers up the potential for rich current and historical inquiry into writing artifacts...

Solving Problems in Technical Communication
  • Language: en
  • Pages: 531

Solving Problems in Technical Communication

The field of technical communication is rapidly expanding in both the academic world and the private sector, yet a problematic divide remains between theory and practice. Here Stuart A. Selber and Johndan Johnson-Eilola, both respected scholars and teachers of technical communication, effectively bridge that gap. Solving Problems in Technical Communication collects the latest research and theory in the field and applies it to real-world problems faced by practitioners—problems involving ethics, intercultural communication, new media, and other areas that determine the boundaries of the discipline. The book is structured in four parts, offering an overview of the field, situating it historically and culturally, reviewing various theoretical approaches to technical communication, and examining how the field can be advanced by drawing on diverse perspectives. Timely, informed, and practical, Solving Problems in Technical Communication will be an essential tool for undergraduates and graduate students as they begin the transition from classroom to career.

The Post-9/11 Video Game
  • Language: en
  • Pages: 201

The Post-9/11 Video Game

  • Type: Book
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  • Published: 2017-03-22
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  • Publisher: McFarland

This critical study of video games since 9/11 shows how a distinct genre emerged following the terrorist attacks and their aftermath. Comparisons of pre and post-9/11 titles of popular game franchises--Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter--reveal reshaped notions of identity, urban and suburban spaces and the citizen's role as both a producer and consumer of culture: New York represents America; the mall embodies American values; zombies symbolize foreign invasion. By revisiting a national trauma, these games offer a therapeutic solution to the geopolitical upheaval of 9/11 and, along with film and television, help redefine American identity and masculinity in a time of conflict.