It takes the average reader 5 hours and 39 minutes to read Computer Games and Technical Communication by Jennifer deWinter
Assuming a reading speed of 250 words per minute. Learn more
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...
Computer Games and Technical Communication by Jennifer deWinter is 334 pages long, and a total of 84,836 words.
This makes it 113% the length of the average book. It also has 104% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 7 hours and 43 minutes to read Computer Games and Technical Communication aloud.
Computer Games and Technical Communication is suitable for students ages 12 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
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