Abstract
Based on cases of Innovators Market Game (IMG), a gamified workshop where each participant plays the role of an inventor who creates and proposes actions in business, or of a consumer who evaluates the quality of those proposals, we investigated how proposed ideas can be, or can be revised to be, acceptable via the workshop. The analysis in this paper has been conducted on the data of players’ log of argumentation - indirectly observable on the game-board where demands of consumers and proposed solutions of inventors are written reflecting the arguments in the workshop. We regard such an argumentation as a process to set the granularity of an argument suitable for putting into action. Based on the original constraint-based representation of classification of conflicts between a consumer and an inventor, that reflects the positions of latent constraints and intentions, we analyzed players’ “written” log of argumentation in order to learn strategies for manipulating intentions and constraints of participants toward the creation of acceptable solutions.
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Ohsawa, Y., Kido, H., Hayashi, T., Akimoto, M., Fujimoto, M., Tamada, M. (2013). Strategies for Creative Argumentation: Learned from Logs of Innovators Market Game. In: Imamura, K., Usui, S., Shirao, T., Kasamatsu, T., Schwabe, L., Zhong, N. (eds) Brain and Health Informatics. BHI 2013. Lecture Notes in Computer Science(), vol 8211. Springer, Cham. https://doi.org/10.1007/978-3-319-02753-1_37
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DOI: https://doi.org/10.1007/978-3-319-02753-1_37
Publisher Name: Springer, Cham
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