通过设计游戏创造组织信息:一个意义制造的视角

IF 2.4 3区 管理学 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE
J. Tuomas Harviainen , Runo Melkko
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引用次数: 2

摘要

信息创造发生在使用组织设计卡牌游戏,Topaasia®进行讨论。研究人员使用了18段录像,分析了玩家根据牌提出建议、提高分数或在组织中进一步发展的方式,并讨论了环境因素。会议通过专题轮换和使用系统智能清单进行分析。通过这些过程,本研究揭示了打破组织沟通类型惯例对于揭示隐性信息和创造新信息的重要性。因此,本研究有助于组织信息创造和意义建构的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Organizational information creation through a design game: A sensemaking perspective

Information creation taking place in the use of an organizational design card game, Topaasia® is discussed. Using 18 video-recorded play sessions, the researchers analyzed the ways in which players make propositions based on cards and raise points or further development in the organization, as well as discuss contextual factors. The sessions were analyzed on topical turn-taking and by using the Systems Intelligence Inventory. Through these processes, the study shows the importance of breaking organizational communication genre conventions for the goal of revealing tacit information and for the creation of new information. The research thereby contributes to studies of organizational information creation and sensemaking.

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来源期刊
Library & Information Science Research
Library & Information Science Research INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
4.60
自引率
6.90%
发文量
51
期刊介绍: Library & Information Science Research, a cross-disciplinary and refereed journal, focuses on the research process in library and information science as well as research findings and, where applicable, their practical applications and significance. All papers are subject to a double-blind reviewing process.
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