Abstract
We have developed a table game named Innovation Game that supports users for thinking up ideas with social creativity. There are two types of players in the Innovation Game, innovators and consumers. While the innovators think up ideas and propose them to the consumers, the consumers criticize the ideas and make decisions whether they buy the ideas or not. In the Innovation Games, the innovators do not only propose their ideas to the consumers, but also improve the ideas using consumer’s comments that represent negative impression to the ideas. Therefore, it is considered that ideas with social creativity are related to the negative comments from the consumers. However, the relation between them has not been cleared. In this paper, we analyze discourse texts of communication generating social creativity. The analysis method focuses on the negative comments obtained from the consumers. We analyzed discourse texts of the Innovation Game using the method, and it was verified that the more negative comments the innovators accept, the more ideas with social creativity are obtained.
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Nishihara, Y., Takahashi, Y., Ohsawa, Y. (2009). Discourse Analysis of Communication Generating Social Creativity. In: Velásquez, J.D., Ríos, S.A., Howlett, R.J., Jain, L.C. (eds) Knowledge-Based and Intelligent Information and Engineering Systems. KES 2009. Lecture Notes in Computer Science(), vol 5712. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04592-9_1
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DOI: https://doi.org/10.1007/978-3-642-04592-9_1
Publisher Name: Springer, Berlin, Heidelberg
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