Difference between revisions of "Reflective Communication"

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(Using the pattern)
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
[[Roleplaying]]
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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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!!!Add links to patterns listed here!!!
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== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
[[Negotiation]]  
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[[Negotiation]],
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[[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].

Examples

Left 4 Dead series? Pandemic

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

Coordination, Social Roles

Can Be Instantiated By

Asymmetric Gameplay, Asymmetric Abilities, Asymmetric Goals, Asymmetric Information Collaborative Actions, Cooperation

Can Be Modulated By

Communication Channels

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

Symbiotic Player Relations

Can Instantiate

Coordination, Social Roles

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

Communication Channels

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

  1. Schön, D.A. (1984). The Reflective Practitioner: How Professionals Think In Action. Basic Books; 1 edition
  2. 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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