Article In:
Internet Pragmatics: Online-First ArticlesThe pragmatics of critical thinking
The case of adventure games
The notion of critical thinking (CT) has attracted intensive research interest over the years in a number of
scientific fields, i.e., education, psychology, logic, rhetoric, to mention but a few. However, due to its multidirectional
orientation, it has proven hard to pin down. More recently, it has realistically been viewed as a notion that can be organized
into types or sub-skills, each of which can be duly considered relative to the distinctive details of a specific subject (McPeck 1981). The current work observes the type of CT exercised in playing adventure
games, particularly in solving puzzles. Importantly, the obvious link of CT to inferential reasoning notwithstanding, the prospect
of a pragmatic description of the notion at hand is overlooked in the relevant literature, as is the prospect of a pragmatic
description of videogaming. In order to compensate for this double oversight, the current work draws on the insights of relevance
theory, securing a unifying framework of pragmatic analysis. More specifically, as will be shown, playing an adventure game
engages the player in exercising a type of critical thinking that is oriented towards the task of solving a problem or puzzle. In
this light, a puzzle is composed of a series of mental challenges, addressing which contributes to the construction of a
relevance-driven syllogistic process; a type of process that is geared towards the derivation of contextual effects that are
relevant to the aim of solving the puzzle.
Keywords: critical thinking, video games, relevance theory, problem-solving, pragmatics
Article outline
- 1.Introduction
- 2.Adventure games and the digital setting
- 2.1Digital setting as a source of information
- 3.Critical thinking: The case of problem-solving
- 4.Relevance theory and problem-solving
- 5.Puzzles and the relevance of syllogistic reasoning
- 6.Application of relevance theory
- 7.Conclusion
- Notes
- Author queries
-
References
This content is being prepared for publication; it may be subject to changes.
References (43)
Alessi, Stephen, Stanley Trollip. 1985. Computer-based
Instruction: Methods and Development. New Jersey: Prentice Hall.
Apperley, Thomas. 2006. “Genre
and game studies: Toward a critical approach to video game genres.” Simulation &
Gaming 37(1): 6–23.
Baldry, Antony, Paul Thibault. 2006. Multimodal
Transcription and Text Analysis: A Multimodal Toolkit and
Coursebook. London: Equinox.
Bardzokas, Valandis. 2023. “Creative
metaphors and non-propositional effects: An
experiment.” Pragmatics: 1–28.
Barthes, Roland. 1967. Writing
Degree Zero & Elements of Semiology (translated from French by Annette Lavers and Colin Smith). London: Cape Editions.
Bernal-Merino, Miguel. 2016 “Creating
felicitous gaming experiences: Semiotics and pragmatics as tools for video game
localisation.” Signata
7
: 231–253.
Desilla, Louisa 2012. “Implicatures
in film: Construal and functions in Bridget Jones romantic comedies.” Journal of
Pragmatics 441: 30–53.
Ennis, Robert. 1985. “Critical
thinking and the curriculum.” National Forum: Phi Kappa Phi
Journal 65(1): 28–31.
Ermi, Laura, and Frans Mäyrä. 2005. “Fundamental
components of the gameplay experience: Analysing immersion.”DiGRA ‘05: Proceedings of the 2005
DiGRA International Conference: Changing Views: Worlds in Play. [URL] (accessed 20 March 2022).
Facione, Peter. 1990. Critical
Thinking: A Statement of Expert Consensus for Purposes of Educational Assessment and Instruction-The Delphi
Report. Millbrae, CA: California Academic Press.
. 2011.
Critical
Thinking: What It Is and Why It Counts
. Millbrae, CA: The California Academic Press.
Facione, Peter, and Noreen Facione. 2007. Thinking
and Reasoning in Human Decision Making: The Method of Argument and Heuristic
Analysis. Millbrae, CA: The California Academic Press.
Fisher, Alec, and Michael Scriven. 1997. “Critical
thinking: Its definition and
assessment.” Argumentation 6(2):247–251.
Gibson, David, and Aldrich Clark. 2006. Games
and Simulations in Online Learning: Research and Development
Frameworks. Hershey: Information Science Publishing.
Glaser, Edward. 1941.An
Experiment in the Development of Critical Thinking. New York: Teachers College, Columbia University.
Ifantidou, Elly. 2014. Pragmatic
Competence and Relevance. Amsterdam: John Benjamins.
Jenicek, Milos, and David Hitchcock. 2005. Evidence-based
Practice: Logic and Critical Thinking in
Medicine. Chicago: AMA Press.
Kitis, Eliza. 1997. “Ads
— part of our lives: linguistic awareness of powerful advertising.” Word &
Image 13(3): 304–313.
Kromhout, Roelf, and Charles Forceville. 2013. “Life
is a journey: Source-path-goal structure in the videogames ‘Half-Life 2’, ‘Heavy rain’, and ‘Grim
Fandago’.” Metaphor and the Social
World 3(1): 100–116.
Lewis, J. P., Morgan McGuire, and Pamela Fox. 2007. “Mapping
the mental space of game genres.”
Sandbox ‘07: Proceedings of the 2007 ACM
SIGGRAPH Symposium on Video
Games
, 103–108. New York: Association for Computing Machinery.
Rollings, Andrew, and Adams Earnest. 2003. Andrew
Rollings and Earnest Adams on Game
Design. Indianapolis: New Riders Publishing.
Searle, John. 1979. Expression
and Meaning: Studies in the Theory of Speech
Acts. Cambridge: Cambridge University Press.
Sloane, Sarah. 2000. Digital
Fictions: Storytelling in a Material
World. Stamford: Ablex Publishing Corporation.
Sperber, Dan. 2021. “Intuitive
and reflective beliefs.” In Implicit vs. Explicit
Beliefs, ed. by Julien Musolino, Joseph Sommer, and Pernille Hemmer, 153–171. Cambridge: Cambridge University Press.
Sperber, Dan, and Deirdre Wilson. 1995. Relevance:
Communication and Cognition (2nd
edn.). Oxford: Blackwell.
Sperber, Dan, Fabrice Clement, Christophe Heintz, Olivier Mascaro, Hugo Mercie, Gloria Origgi, and Deirdre Wilson. 2010. “Epistemic
vigilance.” Mind and
Language 25(4): 359–393.
Sternberg, Robert, F. Diane, F. Halpern (eds.). 2019. Critical
Thinking in Psychology (2nd
edn.). Cambridge: Cambridge University Press.
Vasilikaris, Georgios. 2022. “The
aesthetics of grief: Exploring sorrow in the paradigm of Gris
.” Ex-centric
Narratives: Journal of Anglophone Literature, Culture and
Media 61: 150–167.
Wilson, Deirdre. 2004. “Relevance
theory.” In The Handbook of Pragmatics, ed.
by Larry Horn, and Ward Gregory, 607–632. Oxford: Blackwell.