Difference between revisions of "Reflective Communication"
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+ | 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''<ref name="Schön"/>), 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<ref name="Engeström87"/>. | ''Note: this pattern is modeled upon the concept of ''Reflective Communication'' first described by Engeström in 1987<ref name="Engeström87"/>. | ||
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== Relations == | == Relations == | ||
+ | [[Reflective Communication]] can emerge in any game | ||
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+ | Two main routes | ||
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+ | Asymmetric Abilities, Asymmetric Goals, Asymmetric Information | ||
=== Can Instantiate === | === Can Instantiate === | ||
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== References == | == References == | ||
<references> | <references> | ||
− | <ref name="Engeström87">Engeström, Y. (1987):Learning by Expanding: An activity-theoreticalapproach to developmental research,Helsinki: Orienta–Konsultit Oy..</ref> | + | <ref name="Engeström87">Engeström, Y. (1987):Learning by Expanding: An activity-theoreticalapproach to developmental research,Helsinki: Orienta–Konsultit Oy.</ref> |
+ | <ref name="Schön">Schön, D.A. (1984). The Reflective Practitioner: How Professionals Think In Action. Basic Books; 1 edition</ref> | ||
</references> | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 09:10, 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
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Reflective Communication can emerge in any game
Two main routes
Asymmetric Abilities, Asymmetric Goals, Asymmetric Information
Can Instantiate
Can Modulate
Multiplayer Games, Negotiation
Can Be Instantiated By
Asymmetric Gameplay, 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
-