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	<title>Articles&gt;Communication&gt;Theory&gt;Games</title>	<link>http://tc.eserver.org/dir/Articles/Communication/Theory/Games</link>
	<description>A listing of the most recently indexed works about Articles and Communication and Theory and Games in the field of technical communication.</description>
	<language>en-us</language>
	<copyright>Copyright (c) 2005-08 by the EServer. All rights reserved.</copyright>
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		<title>Articles&gt;Communication&gt;Theory&gt;Games</title>
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		<title>Games: A Transactional Context</title>
		<link>http://tc.eserver.org/24103.html</link>
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		<description>Communication was not a theorized space until after World War II, it was just  something we did. Both Claude Shannon’s seminal model of communication and  Norbert Wiener’s model of feedback dealt with the technical transmission space  for communication. From the beginning of communication theory, attention  focused on technical aspects and broadcast models in which the recipient of the  communication was presumed to be passive. All that was necessary was to use  understandable codes (language, symbols, images) with which the recipient was  familiar. Since those early days, a wealth of communication models have been  developed that deal with various perspectives on communication including  discourse models that seek to establish rapport; gratification models that attempt  to sustain interest; innovation models that promote behavior change; and context  models that seek to recognize and plan for the specific conditions in which a  communication occurs. With these models the varieties of ways in which  communication was received and interpreted came to the foreground, but the  variables that influence any particular person’s interpretation remain daunting  and undiscoverable in their totality.</description>
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