Computer Games and Technical Communication: Critical Methods & Applications at the Intersection
250-Word Abstract of Proposal Due: September 12, 2012
Full Drafts of Accepted Chapters Due: March 15, 2013
This book collection of essays investigates the multiple intersections between the study of computer games and the discipline of Technical and Professional Writing for both research and pedagogical purposes. At the most basic level of this intersection is the simple observation that games are both technical and symbolic. The gaming industry pushes technological innovation through complex dialectics amongst large and small game developers, hardware developers, distributors, consumers, hackers, congress people, journalists, ESRB raters, parents, IP lawyers, and many others besides. Further, computer games are symbolically ommunicative, relying on written, verbal, visual, algorithmic, audio, and kinesthetic information to convey information. Technical and Professional Writing scholars are uniquely poised to investigate this intersection between the technical and symbolic aspects of the computer game complex.
To add to this observation is recent research in the ways in which computer games proceduralize learning and processes. In his book Persuasive Games, Ian Bogost writes “Procedurality refers to a way of creating, explaining, or understanding processes. And Processes define the way things work: the methods, techniques, and logics that drive the operation of systems from mechanical systems like engines to organizational systems like high schools to conceptual systems like religious faith. Rhetoric refers to the effective and persuasive expression. Procedural rhetoric, then, is a practice of using processes persuasively” (2-3). The idea that processes are rhetorical is nothing new in the field of technical and professional writing. However, with this emphasis on procedurality in games studies comes an ethical critique as articulated by Sicart’s “Against Procedurality.” Sicart’s argument calls attention to the formalist understanding of games as oppressive systems, and he suggests that game studies as a whole would be better served by remembering players as heterogeneous interlocutors in complex processes. At this intersection, we see a struggle between the ideology of rules (static expressions) and play (free expressions).
In addition to these primary intersections, there are a number of other intersections that this book will explore, including the following:
Questions that authors might consider:
Production
Pedagogy
User Testing and Playtesting
Research Methods & Ethics
Please provide the editors with a 250-word abstract of your proposal by September 12th, 2012. Full drafts of accepted chapters will be required by March 15th, 2013. If you have any questions, please feel free to contact the editors: Jennifer deWinter at jdewinter@wpi.edu and Ryan Moeller at rylish.moeller@usu.edu.
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