Article published In: Internet Pragmatics
Vol. 8:1 (2025) ► pp.113–140
The pragmatics of critical thinking
The case of adventure games
Published online: 28 January 2025
https://doi.org/10.1075/ip.00118.bar
https://doi.org/10.1075/ip.00118.bar
Abstract
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, John. 1981. Critical
Thinking and Education. New York: St. Martin’s.). 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
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