Schedule
The Technical Communication of Video Games
This schedule is subject to revision. The official syllabus lives in Canvas. Deadlines are 11:59 PM Orlando, Florida (Eastern) time, with an 8-hour grace period until 8:00 AM the next morning for technical difficulties. Course weeks run Monday through Sunday; drafts are due Thursday and peer reviews and final versions are due Sunday.
Quick links: Major assignments · Weekly exercise menu
Weekly Schedule
Week 1. Welcome, player! (August 24-30)
- Read: Sweeney, M. (2012, June 20). How to read for grad school. https://miriamsweeney.net/2012/06/20/readforgradschool/ (Sunday, August 30)
- Complete: Academic Activity Verification (Friday, August 28)
Week 2. What counts as technical communication? (August 31-September 6)
- Read: Johnson, E. K. (forthcoming). First contact: Onboarding, agency, adaptability. In Game update: Video games as technical communication innovators. SUNY Press.
- Read: Slack, J. D., Miller, D. J., & Doak, J. (1993). The technical communicator as author: Meaning, power, authority. Journal of Business and Technical Communication, 7(1), 12–36. https://doi.org/10.1177/1050651993007001002
- Read: Fullerton, T., & Farber, M. (2025). Introduction. In The well-read game: On playing thoughtfully. MIT Press.
- Complete: Weekly Exercise 1 (Sunday, September 6)
- Explore
- Opening sequences Spider-Man 2 (to 7:45)
- 10 worst video game tutorials (at least 4 minutes of the 11 minute video)
- Baldur’s Gate 3 (long playthrough; just watch a few snippets of the game preferences setup)
- The Elder Scrolls V: Skyrim (feel free to stop before 6:27 when it gets gory)
- Minecraft with commentary from a brand new player (1-2 minutes to get the idea)
- Minecraft Tutorial (1-2 minutes to get the idea)
Week 3. Procedural rhetoric and interaction (September 7-13)
- Read: Bogost, I. (2021). Persuasive games, a decade later. In T. de la Hera, J. Jansz, J. Raessens, & B. Schouten (Eds.), Persuasive gaming in context (1st ed., pp. 29–39). Routledge. https://doi.org/10.5117/9789463728805_CH02
- Read: deWinter, J. (2014). Just playing around: From procedural manuals to in-game training. In Computer games and technical communication (pp. 69–85). Ashgate.
- Read: Sundaram, S., & Steeds, M. (2025). Frustration, engagement, and adaptation: Analyzing player emotions and behaviors in Ori and the Blind Forest. Companion proceedings of the annual symposium on computer-human interaction in play, 88–95. https://doi.org/10.1145/3744736.3749340
- Complete: Weekly Exercise 2 (Sunday, September 13)
- Explore
Week 4. Genre and expectations (September 14-20)
- Read: Johnson, E. K. (forthcoming). Genre expectations. In Game update: Video games as technical communication innovators. SUNY Press.
- Read: Spinuzzi, C. (2003). Compound mediation in software development: Using genre ecologies to study textual artifacts. In Writing selves and writing societies (pp. 97–124). The WAC Clearinghouse. https://doi.org/10.37514/PER-B.2003.2317
- Read: Gee, J. P. (2003). Telling and doing: Why doesn’t Lara Croft obey Professor Von Croy? In What video games have to teach us about learning and literacy (pp. 113–138). Palgrave Macmillan.
- Read: Fullerton, T., & Farber, M. (2025). Learning to play closely. In The well-read game: On playing thoughtfully. MIT Press.
- Complete: Principles in action, post draft (Thursday, September 17)
- Complete: Principles in action, peer review (Sunday, September 20)
- Explore
Week 5. Text and visuals (September 21-27)
- Read: Johnson, E. K. (forthcoming). Text and visuals. In Game update: Video games as technical communication innovators. SUNY Press.
- Read: McCloud, S. (1993). The vocabulary of comics. In Understanding comics: The invisible art (pp. 24–59). HarperPerennial.
- Read: Killingsworth, M. J., & Rosenberg, M. E. (1995). The icon as a problem in cognition and social construction: Complexity and consensual domains in technical rhetoric. IEEE Transactions on Professional Communication, 38(4), 216–227. https://doi.org/10.1109/47.475593
- Complete: Principles in action (final draft) (Sunday, September 27)
- Explore
- Half-Life: Alyx (gravity glove tutorial, starts at 38:29)
- Pokémon Legends: Arceus (1-2 minutes where the player goes over their team)
- World of Warcraft: User interface new player guide (1-2 minutes from the link start to get the idea)
- Marvel’s Spider-Man 2 (swinging mechanics, watch 1-2 minutes from where link starts)
Week 6. Visual rhetoric and signaling (September 28-October 4)
- Read: Amare, N., & Manning, A. (2007). The language of visuals: Text plus graphics equals visual rhetoric tutorial. IEEE Transactions on Professional Communication, 50(1), 57–70. https://doi.org/10.1109/TPC.2006.890851
- Read: Rose, G. (2023). Semiology: Making sense of signs. In Visual methodologies: An introduction to researching with visual materials (5th ed., pp. 170–213). SAGE.
- Complete: Weekly Exercise 3 (Sunday, October 4)
- Explore
Week 7. Sound and aural communication (October 5-11)
- Read: Johnson, E. K. (forthcoming). Sounds. In Game update: Video games as technical communication innovators. SUNY Press.
- Read: Johnson, E. K. (2021). The aural-visual rhetoric in video game tutorials. Technical Communication Quarterly, 31(4), 374–394. https://doi.org/10.1080/10572252.2021.2021452
- Read: Collins, K. (2008). Gameplay, genre, and the functions of game audio. In Game sound: An introduction to the history, theory, and practice of video game music and sound design (pp. 123–138). MIT Press. https://doi.org/10.7551/mitpress/7909.003.0008
- Complete: Weekly Exercise 4 (Sunday, October 11)
- Explore
Week 8. Research methods: Heuristics and usability (October 12-18)
- Read: Nielsen, J. (1994). Heuristic evaluation. In Usability inspection methods (pp. 25–62). Wiley.
- Read: Hayhoe, G. F., & Brewer, P. E. (2020). Conducting a qualitative study. In A research primer for technical communication (2nd ed., Chapter 5). Routledge. https://doi.org/10.4324/9781003080688
- Read: Hayhoe, G. F., & Brewer, P. E. (2020). Conducting usability studies. In A research primer for technical communication (2nd ed., Chapter 7). Routledge. https://doi.org/10.4324/9781003080688
- Complete: Heuristic evaluation or usability study, post draft (Thursday, October 15)
- Complete: Heuristic evaluation or usability study, peer review (Sunday, October 18)
- Explore
Week 9. Multimodal combination and redundancy (October 19-25)
- Read: Johnson, E. K. (forthcoming). Combo moves: Multimodal magic. In Game update: Video games as technical communication innovators. SUNY Press.
- Read: Gaver, W. W. (1986). Auditory icons: Using sound in computer interfaces. Human-Computer Interaction, 2(2), 167–177. https://doi.org/10.1207/s15327051hci0202_3
- Read: Blattner, M. M., Sumikawa, D. A., & Greenberg, R. M. (1989). Earcons and icons: Their structure and common design principles. Human-Computer Interaction, 4(1), 11–44. https://doi.org/10.1207/s15327051hci0401_1
- Complete: Heuristic evaluation or usability study (final draft) (Sunday, October 25)
- Explore
Week 10. Teaching users what to ignore (October 26-November 1)
- Read: Kalyuga, S., Chandler, P., & Sweller, J. (1999). Managing split-attention and redundancy in multimedia instruction. Applied Cognitive Psychology, 13(4), 351–371.
- Read: Goodwin, C. (1994). Professional vision. American Anthropologist, 96(3), 606–633. https://doi.org/10.1525/aa.1994.96.3.02a00100
- Complete: Weekly Exercise 5 (Sunday, November 1)
- Explore
Week 11. Embodied interaction (November 2-8)
- Read: Johnson, E. K. (forthcoming). Reality check: Communicating across realities. In Game update: Video games as technical communication innovators. SUNY Press.
- Read: Shivener, R., & Tham, J. (2025). Capturing the experiences of simulated writing for novice virtual reality users. IEEE Transactions on Professional Communication, 68(1), 118–134. https://doi.org/10.1109/TPC.2025.3529095
- Read: van Dijk, J., van der Lugt, R., & Hummels, C. (2014). Beyond distributed representation: Embodied cognition design supporting socio-sensorimotor couplings. Proceedings of TEI ‘14, 181–188. https://doi.org/10.1145/2540930.2540934
- Complete: Weekly Exercise 6 (Sunday, November 8)
- Explore
Week 12. AI and emerging interfaces (November 9-15)
- Read: Weisz, J. D., He, J., Muller, M., Hoefer, G., Miles, R., & Geyer, W. (2024). Design principles for generative AI applications. Proceedings of the CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3613904.3642466
- Read: Masters-Wheeler, C., & Bay, J. (2025). Methodologies for studying artificial intelligence in technical and professional communication. Journal of Business and Technical Communication. https://doi.org/10.1177/10506519241280647
- Read: Tham, J. (2018). Interactivity in an age of immersive media: Seven dimensions for wearable technology, Internet of Things, and technical communication. Technical Communication, 65(1), 46–65. https://www.ingentaconnect.com/content/stc/tc/2018/00000065/00000001/art00006
- Read: Howard, J. (2024, September 3). The /llms.txt file. llms-txt. https://llmstxt.org/
- Complete: Principle Paper, post draft (Thursday, November 12)
- Complete: Principle Paper, optional peer review (Sunday, November 15)
- Explore
- AI-powered characters in video games
- AI, voice-driven vampire game
- Optional additional exploration
Week 13. Futures of the field (November 16-22)
- Read: Johnson, E. K. (forthcoming). Conclusion. In Game update: Video games as technical communication innovators. SUNY Press.
- Complete: Principle Paper (final draft) (Sunday, November 22)
- Explore
Week 14. Break week (November 23-29)
- UCF is closed the full week, November 23 to 27; nothing due this week.
Finals week (November 30-December 6)
- Read: No assigned reading.
- Complete: Final Reflection Paper (Sunday, December 6)
Schedule subject to revision. Confirm all dates and requirements against the official syllabus in Canvas.