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The Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red

Autor Daniel Reardon, David Wright
en Limba Engleză Hardback – 19 mai 2021
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. 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.
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Specificații

ISBN-13: 9781501352546
ISBN-10: 1501352547
Pagini: 344
Ilustrații: 63 bw illus
Dimensiuni: 152 x 229 x 27 mm
Greutate: 0.62 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Locul publicării:New York, United States

Caracteristici

Illuminates the history of three companies that changed the way technical content and social media are used to create and promote digital games

Notă biografică

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.

Cuprins

List of IllustrationsForeword by Adam CrowleyIntroduction: RPGs and the Explosion of Technical Content1: Birth of the DRPG2: New Century, New Technologies, New Challenges3: Crowdsourcing -- The Game Changer4: At the Top of Their Games5: A Cocreative Game World, for Better or for Worse6: The Social Media Imperium7: Bigger, More, Better8: The Wheels Fall OffNotesIndex

Recenzii

A timely and meticulously researched analysis of major game studios, important and influential video games, and emerging areas of practice and opportunity for technical communication. Written in an accessible and engaging style, the book is highly recommended for those interested in games and writing as well as those considering the future of our profession.
Reardon and Wright offer a comprehensive, compelling, and complex take on 3 love stories between digital role-playing game development companies and the fan-based communities they wooed with varying degrees of effectiveness. Technical Communication plays a prominent role in each of these love stories as the primary means by which developers and fans influenced one another in remarkably expansive co-creative game worlds, for better and for worse.