Difference between revisions of "Reflective Communication"

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(Relations)
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This pattern is a still a stub.
 
This pattern is a still a stub.
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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 ==
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[[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>
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<ref name="Engeström87">Engeström, Y. (1987):Learning by Expanding:  An activity-theoreticalapproach to developmental research,Helsinki: Orienta–Konsultit Oy.</ref>
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<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].

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

Coordination, Social Roles

Can Modulate

Multiplayer Games, Negotiation

Can Be Instantiated By

Asymmetric Gameplay, 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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