Difference between revisions of "Reflective Communication"
Line 21: | Line 21: | ||
==== Anti-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 == | == Using the pattern == | ||
+ | [[Reflective Communication]] can emerge in any game | ||
+ | |||
+ | Two main routes | ||
+ | |||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Coordination]], | ||
+ | [[Social Roles]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Multiplayer Games]], | ||
+ | [[Negotiation]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Asymmetric Gameplay]], | ||
+ | [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Information]] | ||
+ | [[Collaborative Actions]], | ||
+ | [[Cooperation]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Communication Channels]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 34: | Line 55: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
Line 50: | Line 65: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Asymmetric Abilities]], | ||
[[Asymmetric Gameplay]], | [[Asymmetric Gameplay]], | ||
+ | [[Asymmetric Goals]], | ||
+ | [[Asymmetric Information]], | ||
[[Collaborative Actions]], | [[Collaborative Actions]], | ||
− | [[Cooperation]] | + | [[Cooperation]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:14, 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
Two main routes
Can Instantiate
Can Modulate
Multiplayer Games, Negotiation
Can Be Instantiated By
Asymmetric Gameplay, Asymmetric Abilities, Asymmetric Goals, Asymmetric Information Collaborative Actions, Cooperation
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Multiplayer Games, Negotiation
Can Be Instantiated By
Asymmetric Abilities, Asymmetric Gameplay, Asymmetric Goals, Asymmetric Information, Collaborative Actions, Cooperation
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
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
-