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

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Daniel Reardon The Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red
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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; BioWare in Edmonton, Alberta, 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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The Digital Role-Playing Game and Technical Communication The Digital - photo 1

The Digital Role-Playing Game and Technical Communication

The Digital Role-Playing Game and Technical Communication

A History of Bethesda, BioWare, and CD Projekt Red

Daniel Reardon and David Wright

BLOOMSBURY ACADEMIC Bloomsbury Publishing Inc 1385 Broadway New York NY - photo 2

BLOOMSBURY ACADEMIC

Bloomsbury Publishing Inc

1385 Broadway, New York, NY 10018, USA

50 Bedford Square, London, WC1B 3DP, UK

29 Earlsfort Terrace, Dublin 2, Ireland

BLOOMSBURY, BLOOMSBURY ACADEMIC and the Diana logo are trademarks of Bloomsbury Publishing Plc

First published in the United States of America 2021

Copyright Daniel Reardon and David Wright, 2021

Cover design: Namkwan Cho

Cover image Ekkaphan Chimpalee/Shutterstock.com

All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers.

Bloomsbury Publishing Inc does not have any control over, or responsibility for, any third-party websites referred to or in this book. All internet addresses given in this book were correct at the time of going to press. The author and publisher regret any inconvenience caused if addresses have changed or sites have ceased to exist, but can accept no responsibility for any such changes.

Library of Congress Cataloging-in-Publication Data

Names: Reardon, Daniel (English professor), author. | Wright, David

(Associate professor of technical communication), author.

Title: The digital role-playing game and technical communication :

a history of Bethesda, BioWare, and CD Projekt Red /

Daniel Reardon and David Wright.

Description: New York : Bloomsbury Academic, 2021. |

Includes bibliographical references and index.

Identifiers: LCCN 2021000622 (print) | LCCN 2021000623 (ebook) |

ISBN 9781501352546 (hardback) | ISBN 9781501352553 (ebook) |

ISBN 9781501352560 (pdf)

Subjects: LCSH: Electronic games industryHistory. |

Computer gamesSocial aspects. | Fantasy gamesSocial aspects. |

Fantasy gamers. | Video gamers. | Communication of technical informationHistory.

Classification: LCC HD9993.E452 R43 2021 (print) |

LCC HD9993.E452 (ebook) | DDC 338.7/6179484--dc23

LC record available at https://lccn.loc.gov/2021000622

LC ebook record available at https://lccn.loc.gov/2021000623

ISBN: HB: 978-1-5013-5254-6

ePDF: 978-1-5013-5256-0

eBook: 978-1-5013-5255-3

To find out more about our authors and books visit www.bloomsbury.com and sign up for our newsletters .

Contents

Your authors, Daniel Reardon and David Wright, consider the emergence and development of digital role-playing games (DRPG) in the late twentieth and early twenty-first century. This book can be associated with a growing wave of criticism and commentary concerned with the history of video games. Some noteworthy works in this movement include Carly A. Kocureks Coin-Operated Americans: Rebooting Boyhood in the Video Game Arcade (2015), Timothy J. Welshs Mixed Realism: Videogames and the Violence of Fiction (2016), and Michael Z. Newmans Atari Age: The Emergence of Videogames in America (2017). Dan and David contribute to the field by establishing a bright line trajectory for the DRPGs development across several decades. Their effort is informative and uncovers new ground for broader considerations of video games as objects that shape and are shaped by social developments.

This text is a thoroughly accomplished contribution to scholarly considerations of video games. Dan and Davids arguments can be used to consider and reconsider scholarship on games and gaming, and they can also be used as models for future work. This book has exceptional relevance, for example, for what at this writing looks like an approaching stormfront on the disciplines horizon: namely, the question of how the history of gaming might be aligned with productive considerations of identity and its significance to the players acts of play.

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