4,213 research outputs found

    Interactivity: A review of the concept and a framework for analysis

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    The terms `interactivity' and `interactive media' became significant buzz-words during the late 1980s and early 1990s when the multi-media euphoria fascinated politicians, economists, and researchers alike. However, right from the beginning of the scientific debate, the inconsistent usage of the term `interactivity' massively complicated the comparability of numerous empirical studies. This is where this article joins the discussion. First, the article sheds light on the terminological origins of `interactivity' and distinguishes the term from cognate expressions. Further, it restructures and extends existing findings on the basis of a new analysis framework which considers three levels of interactive communication (action level, level of subjective situation evaluation, and level of meaning exchange). Finally, it delivers a systematic overview of specific criteria of interactive communication

    Inclusive Writing in Video Game Documentation: A Technical Communication Approach

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    This article examines the current conversation of inclusive writing in the technical communication field. Historically, the field of technical writing has been considered a straightforward and unbiased form of communication but I look to identify the pitfalls associated with these characteristics, specifically in the study of inclusive writing. By examining technical documentation through a traditionally gender-biased field of video game development, I present issues and suggest ways to implement inclusive writing through documentation. By envisioning and creating inclusive content in video games, we can expand these solutions to other areas of technical communication and strengthen the influence we have in our respective communities, ultimately benefitting the market, consumers, and communicators

    Yik Yak posts: A discourse analysis

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    Anonymity and geolocation create a unique environment for users to communicate with each other. Discourse analysis was conducted to study the posts made on Yik Yak, an anonymous social networking mobile application to understand the communication patterns on an anonymous platform and the posts about taboo topics. The posts were analyzed specifically for patterns on taboo topics and how students interact on the anonymous platform on a particular campus (Missouri S&T campus). Student research assistants coded the collected posts into the pre-defined taboo categories namely sexual activity, non-sexual bodily functions, sexual orientation, mental/emotional health, and other taboo topics. I found that users post about taboo topics on Yik Yak and they do it frequently and the most talked about taboo topic is sexual activity. Users on Missouri S&T campus use the anonymous app to communicate with peers on different topics including taboo topics --Abstract, page iii

    Yik Yak posts: A discourse analysis

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    Anonymity and geolocation create a unique environment for users to communicate with each other. Discourse analysis was conducted to study the posts made on Yik Yak, an anonymous social networking mobile application to understand the communication patterns on an anonymous platform and the posts about taboo topics. The posts were analyzed specifically for patterns on taboo topics and how students interact on the anonymous platform on a particular campus (Missouri S&T campus). Student research assistants coded the collected posts into the pre-defined taboo categories namely sexual activity, non-sexual bodily functions, sexual orientation, mental/emotional health, and other taboo topics. I found that users post about taboo topics on Yik Yak and they do it frequently and the most talked about taboo topic is sexual activity. Users on Missouri S&T campus use the anonymous app to communicate with peers on different topics including taboo topics --Abstract, page iii

    Xml Beyond The Tags

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    XML is quickly being utilized in the field of technical communication to transfer information from database to person and company to company. Often communicators will structure information without a second thought of how or why certain tags are used to mark up the information. Because the company or a manual says to use those tags, the communicator does so. However, if professionals want to unlock the true potential of XML for better sharing of information across platforms, they need to understand the effects the technology using XML as well as political and cultural factors have on the tags being used. This thesis reviewed literature from multiple fields utilizing XML to find how tag choices can be influenced. XML allows for the sharing of information across multiple platforms and databases. Because of this efficiency, XML is utilized by many technologies. Often communicators must tag information so that the technologies can find the marked up information; therefore, technologies like single sourcing, data mining, and knowledge management influence the types of tags created. Additionally, cultural and political influences are analyzed to see how they play a role in determining what tags are used and created for specific documents. The thesis concludes with predictions on the future of XML and the technological, political, and cultural influences associated with XML tag sets based on information found within the thesis

    Deep mapping for environmental communication design

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    This article shares lessons from designing EcoTour, a multimedia environmental advocacy project in a state park, and it describes theoretical, practical, and pedagogical connections between locative media and community-engaged design. While maps can help share information about places, people, and change, they also limit how we visualize complex stories. Using deep mapping, and blending augmented reality with digital maps, EcoTour helps people understand big problems like climate change within the context of their local community. This article demonstrates the rhetorical potential of community-engaged design strategies to affect users, prompt action, and create more democratic discourse in environmental communication

    Using Video Games to Develop Communication Skills in Higher Education

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    Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable ‘soft skills’ such as communication competence may be developed in higher education. The pilot was conducted over eight weeks, with a small group of undergraduate student volunteers asked to complete psychometric tests relating to communication skill in weeks one and eight. In the intervening period, students were asked to play selected commercial video games, for two hours per week. Each week, students were given loosely-defined tasks to carry out using the specified game. Games that rely upon some form of communication were selected with input from a panel of academic and industry experts and included Minecraft, Gone Home, Portal 2 and Never Alone. In Minecraft, for example, pairs of participants were asked to perform a number of loosely-defined collaborative tasks, such as building a home for both players. Portal 2, on the other hand, required participants to work together in order to solve a series of puzzles. All such in-game activities were thought to require some form of communication. Lab activities closed with a short group discussion, and participants were encouraged to blog about their experiences. It is possible that group discussions also had an effect on participants’ communication competence, and such discussions may form part of any future interventions. Few participants opted to blog about the project, so the impact of this activity on the communication skill measured here is considered to be slight. The Self-Perceived Communication Competence Scale (McCroskey & McCroskey, 1988) and the Communicative Adaptability Scale (Duran, 1992) were used to measure self-reported communication skill before and after volunteers had played the selected games. In addition, the Rosenberg Self Esteem Scale (Rosenberg, 1979), General Self-Efficacy Scale (Schwarzer & Jerusalem, 1995) and Big Five Inventory (John et al., 2008) were administered to gather data potentially related to communication skill. For each measure, the change in the associated test score was recorded, for each participant, over the course of the eight-week study. Mean values of both communication measures were observed to increase between testing sessions. 95% confidence intervals for change in mean communication scores did not cross zero, suggesting this was not a chance occurrence. While the lack of a control group means it is difficult to prove that the games played were the cause of gains in communication skill, this finding is consistent with such a hypothesis, and motivates a further, hypothesis-testing, controlled study. In addition to the calculated confidence intervals, the correlation coefficients between each measure were calculated using Pearson's r. Correlation between the two communication measures was moderately strong (r = 0.76), which, as they are intended to measure aspects of the same attribute, indicates good validity. The pilot proved instructive and highlighted a number of challenges and concerns that must be addressed in any subsequent study. In the absence of a control group, it is unclear how much of the effect is a result of the intervention. However, the pilot did provide some indication of the measures that should be employed in a subsequent study. A more robust approach to student recruitment must be taken if any study that builds on this work is to attract and maintain a large cohort of volunteers, and meaningful statistical analyses are to be performed on the data. Logistical concerns must also be addressed: a greater number of participants would place greater demands on limited hardware and software available for gaming sessions. Technical issues encountered during the pilot were infrequent and relatively slight. Researchers were familiar with the chosen platforms (PC and PlayStation 3) and most of the games. Where there were unknown factors, such as the restrictions imposed by the university’s IT infrastructure, extensive testing of configurations was undertaken in advance. Other issues related primarily to participants’ attitudes towards the selected games. For example, a small proportion of our volunteers were somewhat dismissive of Gone Home, as the experience did not align with their own personal definition of what constitutes a video game. While these players rushed to complete the game without pause for reflection, the majority of players did, however, appear to become engrossed in the game’s elusive narrative. This situation is illustrative of one of the problems that can arise when using a prescribed game within a formal learning environment: not every game is to every player’s taste. Squire, for example, has documented similar problems (2011, p.117), where some proportion of the class in question isn’t interested in playing video games, or fails to see the educational value in doing so. The limited data described here, however, do appear to warrant further investigation. These data, coupled with informal feedback from student participants, suggest that commercial video games may have a role to play in developing communication skills in our graduates. Based on a small sample size, the pilot’s highly promising results have motivated a further, hypothesis-testing, controlled study which is currently underway
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