Difference between revisions of "Reflective Communication"

From gdp3
Jump to: navigation, search
(Relations)
Line 27: Line 27:
  
 
== Using the pattern ==
 
== 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]]).
+
Engeström's concept of [[Reflective Communication]] builds upon the requirement that participants engage in five different types of activities. The first, that players recognize the perspective of other persons in a group, can be captured by the pattern [[Perspective Taking]]. The second, that players should participate as members of a group by constructively contributing knowledge, experience, and expertise, is in one sense given if one is playing a [[Category:Co-Op Games|Co-Op Game]] as intended but [[Togetherness]] encapsulates emotional aspects that arguably are connected to this activity. The third, that players recognize the need for other players and and manages them, can be expressed as that they take on the necessary [[Social Roles]] provided by a game. The fourth, that players work towards solving problems by identifying structures and procedures together, requires that the players engage in some form of [[Coordination]]. Finally, the fifth, that players build and develop knowledge and expertise, means that they either acquire [[Gameplay Mastery]] or [[Strategic Knowledge]]. Summarizing, the use of the patterns associated with the activities provide a basis for encouraging [[Reflective Communication]] to take place during gameplay but several other patterns can either encourage or modify how it can take shape.
  
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.  
+
For example, [[Reflective Communication]] can emerge in any game [[Multiplayer Games]] but may be against other 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]]).
  
 +
Looking more broadly, [[Reflective Communication]] can be encouraged 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.
 +
 +
!!!Add links to patterns listed here!!!
 +
[[Symbiotic Player Relations]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 57: Line 61:
  
 
== Relations ==
 
== Relations ==
[[Symbiotic Player Relations]]
+
!!!Add links to patterns listed here!!!
[[Perspective Taking]]
+
=== Can Instantiate ===
[[Gameplay Mastery]]
+
[[Strategic Knowledge]]
+
  
• recognise the perspective of other persons in a group ([[Perspective Taking]])
 
 
• participate as a member of the group by contributing their knowledge, experience and expertise in a constructive way (‘participation’ <- not gameplay mechanic)
 
 
• recognise the need for contributions and how to manage them (‘social regulation’ [[Social Roles]])
 
 
• identify structure and procedure involved in resolving a problem as a member of the collaborative group (‘task regulation’ [[Coordination]])
 
 
• build and develop knowledge and understanding (‘knowledge building’ [[Gameplay Mastery]], [[Strategic Knowledge]]).
 
 
=== Can Instantiate ===
 
 
[[Coordination]],  
 
[[Coordination]],  
 
[[Social Roles]]
 
[[Social Roles]]
Line 84: Line 75:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Coordination]], [[Perspective Taking]], [[Social Roles]], [[Togetherness]], and either [[Gameplay Mastery]] or [[Strategic Knowledge]]
 +
 
[[Asymmetric Abilities]],  
 
[[Asymmetric Abilities]],  
 
[[Asymmetric Gameplay]],
 
[[Asymmetric Gameplay]],
Line 89: Line 82:
 
[[Asymmetric Information]],  
 
[[Asymmetric Information]],  
 
[[Collaborative Actions]],  
 
[[Collaborative Actions]],  
[[Cooperation]]
+
[[Cooperation]],
 +
[[Symbiotic Player Relations]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 06:44, 17 July 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

Engeström's concept of Reflective Communication builds upon the requirement that participants engage in five different types of activities. The first, that players recognize the perspective of other persons in a group, can be captured by the pattern Perspective Taking. The second, that players should participate as members of a group by constructively contributing knowledge, experience, and expertise, is in one sense given if one is playing a as intended but Togetherness encapsulates emotional aspects that arguably are connected to this activity. The third, that players recognize the need for other players and and manages them, can be expressed as that they take on the necessary Social Roles provided by a game. The fourth, that players work towards solving problems by identifying structures and procedures together, requires that the players engage in some form of Coordination. Finally, the fifth, that players build and develop knowledge and expertise, means that they either acquire Gameplay Mastery or Strategic Knowledge. Summarizing, the use of the patterns associated with the activities provide a basis for encouraging Reflective Communication to take place during gameplay but several other patterns can either encourage or modify how it can take shape.

For example, Reflective Communication can emerge in any game Multiplayer Games but may be against other 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).

Looking more broadly, Reflective Communication can be encouraged 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.

!!!Add links to patterns listed here!!! Symbiotic Player Relations

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

!!!Add links to patterns listed here!!!

Can Instantiate

Coordination, Social Roles

Bluffing in games with Negotiation

Can Modulate

Multiplayer Games, Negotiation, Roleplaying

Can Be Instantiated By

Coordination, Perspective Taking, Social Roles, Togetherness, and either Gameplay Mastery or Strategic Knowledge

Asymmetric Abilities, Asymmetric Gameplay, Asymmetric Goals, Asymmetric Information, Collaborative Actions, Cooperation, Symbiotic Player Relations

Can Be Modulated By

Communication Channels

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

  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

-