Abstract
The notion of critical thinking (CT) has attracted intensive research interest over the years in a number of scientific fields. 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. 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. In order to compensate for this oversight, the current work draws on the insights of relevance theory, securing a unifying framework of pragmatic analysis.