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].
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
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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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