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ARTICLES

Video Games as Technical Communication Ecology

Pages 219-236 | Published online: 15 Apr 2013

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Read on this site (8)

Rebekah Shultz Colby. (2023) Embodying empathy: using game design as a maker pedagogy to teach design thinking. Technical Communication Quarterly 32:2, pages 181-195.
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Emily K. Johnson. (2022) The Aural-Visual Rhetoric in Video Game Tutorials. Technical Communication Quarterly 31:4, pages 374-384.
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Luke Thominet. (2021) Open Video Game Development and Participatory Design. Technical Communication Quarterly 30:4, pages 359-374.
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Katie Lynn Walkup & Peter Cannon. (2018) Health Ecologies in Addiction Treatment: Rhetoric of Health and Medicine and Conceptualizing Care. Technical Communication Quarterly 27:1, pages 108-120.
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Matthew Beale, Megan McKittrick & Daniel Richards. (2016) “Good” Grief: Subversion, Praxis, and the Unmasked Ethics of Griefing Guides. Technical Communication Quarterly 25:3, pages 191-201.
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Joy Robinson. (2016) Look Before You Lead: Seeing Virtual Teams Through the Lens of Games. Technical Communication Quarterly 25:3, pages 178-190.
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Luke Thominet. (2016) 10/10 Would Review Again: Variation in the Player Game Review Genre. Technical Communication Quarterly 25:3, pages 167-177.
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Jennifer deWinter & Stephanie Vie. (2016) Games in Technical Communication. Technical Communication Quarterly 25:3, pages 151-154.
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Articles from other publishers (11)

Chaitanya Solanki & Deepak John Mathew. 2023. Design in the Era of Industry 4.0, Volume 3. Design in the Era of Industry 4.0, Volume 3 799 811 .
Elizabeth Caravella, Rich Shivener & Nanditha Narayanamoorthy. (2023) Surveying the Effects of Remote Communication & Collaboration Practices on Game Developers Amid a Pandemic. Communication Design Quarterly 10:4, pages 5-15.
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Nancy B. Barr & Jaclyn E. Johnson. (2021) Trajectories in Turmoil: A Case Study of Engineering Students’ Reactions to Disruptions in Their Community of Practice. IEEE Transactions on Professional Communication 64:1, pages 38-51.
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Matthew T. Fontana. (2020) Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning. Journal of Chemical Education 97:9, pages 3358-3368.
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Stephen Carradini. (2020) A Comparison of Research Topics Associated With Technical Communication, Business Communication, and Professional Communication, 1963–2017. IEEE Transactions on Professional Communication 63:2, pages 118-138.
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Svenja Heuser, Béatrice Arend & Patrick Sunnen. 2020. HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence. HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence 117 134 .
Richard Colby & Rebekah Shultz Colby. (2019) Game design documentation. Communication Design Quarterly 7:3, pages 5-15.
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Luke Thominet. (2018) How to be open. Communication Design Quarterly 6:2, pages 70-82.
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Jan Švelch. 2016. Contemporary Research on Intertextuality in Video Games. Contemporary Research on Intertextuality in Video Games 297 315 .
Carly Finseth. (2015) Theorycrafting the Classroom. Journal of Technical Writing and Communication 45:3, pages 243-260.
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Joseph R. Fanfarelli. (2015) Bridging the gap between user and information: A case study of a serious game. Bridging the gap between user and information: A case study of a serious game.

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