Difference between revisions of "Reflective Communication"
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | [[Roleplaying]] | + | Gaming with both [[Reflective Communication]] and [[Roleplaying]] can make players reflect as how their [[Characters]] would, i.e. reflecting diegetically to the other players. If other players reply diegetically, then the whole [[Reflective Communication]] can in effect be between [[Characters]] as well as between players. |
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
− | [[Negotiation]] | + | [[Negotiation]], |
+ | [[Roleplaying]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 09:29, 31 May 2019
!!!Add links to patterns listed here!!!
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
While Reflective Communication is possible to consider for players operating on their own (in a sense similar to Schön's concept of The Reflective Practitioner[1]), this pattern assumes that the Reflective Communication is between players.
Note: this pattern is modeled upon the concept of Reflective Communication first described by Engeström in 1987[2].
Contents
Examples
Anti-Examples
Players of Hanabi may be enticed by the game design to engage in Reflective Communication, but this is typically cheating since much of the gameplay challenge in Hanabi relates to not knowing what other players know.
Using the pattern
Reflective Communication can emerge in any game Multiplayer Games but may be against players' best interest unless Cooperation is needed or wanted. While not necessarily implying Cooperation, games where players have Negotiation with each other can promote Reflective Communication although players engaging in it may use it as a way to manipulate other players rather than cooperating (so they may limit what the openly reflect upon and can led to Bluffing).
Encouraging Reflective Communication can be done in two main ways: one focusing on making players openly reflect on their own situations and possible actions and the other focusing on making players openly reflect on the other players situations and possible actions. The two ways are not contradictory, and providing one may encourage the other since players become more aware that performing Reflective Communication can be beneficial.
Can Instantiate
Can Be Instantiated By
Asymmetric Gameplay, Asymmetric Abilities, Asymmetric Goals, Asymmetric Information Collaborative Actions, Cooperation
Can Be Modulated By
Diegetic Aspects
Gaming with both Reflective Communication and Roleplaying can make players reflect as how their Characters would, i.e. reflecting diegetically to the other players. If other players reply diegetically, then the whole Reflective Communication can in effect be between Characters as well as between players.
Interface Aspects
Narration Aspects
Consequences
!!!Add links to patterns listed here!!!
Relations
Can Instantiate
Bluffing in games with Negotiation
Can Modulate
Multiplayer Games, Negotiation, Roleplaying
Can Be Instantiated By
Asymmetric Abilities, Asymmetric Gameplay, Asymmetric Goals, Asymmetric Information, Collaborative Actions, Cooperation
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki base upon the concept of Reflective Communication first described by Engeström in 1987[2].
References
- ↑ Schön, D.A. (1984). The Reflective Practitioner: How Professionals Think In Action. Basic Books; 1 edition
- ↑ 2.0 2.1 Engeström, Y. (1987):Learning by Expanding: An activity-theoreticalapproach to developmental research,Helsinki: Orienta–Konsultit Oy.
Acknowledgements
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