Abstract

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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