Reflective Communication

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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

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

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

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Coordination, Social Roles

Can Modulate

Multiplayer Games, Negotiation

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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