The Digital Role-Playing Game and Technical Communication
Bloomsbury Academic USA (Verlag)
978-1-5013-5254-6 (ISBN)
Each company has used social media and technical content in the games to promote players’ belief that players control the companies’ game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
DANIEL REARDON currently serves as Interim Vice Provost of Undergraduate Education at Missouri University of Science and Technology, USA, where he also is on the faculty in the Department of English & Technical Communication. He teaches Science Fiction, Fantasy Literature, technical communication, and courses in the teaching of reading and writing. He has published articles about digital games, higher education administration, and the teaching of reading and writing. DAVID WRIGHT is the Professor of Technical Communication at Missouri University of Science and Technology, USA. His teaching and research interests include technology diffusion, digital communication, game studies, and usability studies. He has published articles on technical communication and digital communication.
List of Illustrations
Foreword by Adam Crowley
Introduction: RPGs and the Explosion of Technical Content
1: Birth of the DRPG
2: New Century, New Technologies, New Challenges
3: Crowdsourcing -- The Game Changer
4: At the Top of Their Games
5: A Cocreative Game World, for Better or for Worse
6: The Social Media Imperium
7: Bigger, More, Better
8: The Wheels Fall Off
Notes
Index
Erscheinungsdatum | 21.05.2021 |
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Zusatzinfo | 63 bw illus |
Verlagsort | New York |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 621 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Mathematik / Informatik ► Mathematik ► Angewandte Mathematik | |
Mathematik / Informatik ► Mathematik ► Finanz- / Wirtschaftsmathematik | |
ISBN-10 | 1-5013-5254-7 / 1501352547 |
ISBN-13 | 978-1-5013-5254-6 / 9781501352546 |
Zustand | Neuware |
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