2015
DOI: 10.1108/jd-11-2013-0152
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Knowledge creation and play – a phenomenological approach

Abstract: Purpose -The purpose of this paper is to examine the experiential nature of knowledge creating interaction and to introduce a framework to explore it theoretically coherently with hermeneutic phenomenology and Hans-Georg Gadamer's concept of play. Design/methodology/approach -This paper presents a literature-based conceptual analysis of the concept of play. Gadamerian conception is related with the descriptions of knowledge creating interaction in the research of knowledge management and with the uses of the c… Show more

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Cited by 19 publications
(28 citation statements)
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References 66 publications
(153 reference statements)
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“…Over the past 15 years, phenomenological approaches to studying information phenomena have been gaining popularity in information studies (Alexandersson and Limberg, 2003;Dalbello, 2005aDalbello, , 2005bGorichanaz, 2019;Gorichanaz and Latham, 2016;Introna and Ilharco, 2004;Keilty and Leazer, 2018;Savolainen, 2008;Soursa, 2015;Suorsa and Huotari, 2014;VanScoy and Evenstad, 2015). Because of its focus on subjective, lived experience, phenomenology offers concepts and methods for analyzing the embodied dimensions of people engaging with VR.…”
Section: Archival Phenomenologymentioning
confidence: 99%
“…Over the past 15 years, phenomenological approaches to studying information phenomena have been gaining popularity in information studies (Alexandersson and Limberg, 2003;Dalbello, 2005aDalbello, , 2005bGorichanaz, 2019;Gorichanaz and Latham, 2016;Introna and Ilharco, 2004;Keilty and Leazer, 2018;Savolainen, 2008;Soursa, 2015;Suorsa and Huotari, 2014;VanScoy and Evenstad, 2015). Because of its focus on subjective, lived experience, phenomenology offers concepts and methods for analyzing the embodied dimensions of people engaging with VR.…”
Section: Archival Phenomenologymentioning
confidence: 99%
“…Still in the domain of the stages of the knowledge management process and gamification, but concerning the creation and acquisition of knowledge, fewer studies were detected when compared to knowledge transfer, 11% vs 22%. However, the work by Suorsa (2015) is important, analyzing the relationship between knowledge creation and play, as well as Vallat, Bayart and Bertezene (2016), who discuss the impact of gamification on organizational learning.…”
Section: Research Purposesmentioning
confidence: 99%
“…Knowledge management processes can be defined as all of the activities that are related to knowledge and carried in the organisations by internal or external parties. Knowledge management processes differ from one organisation to another and the number of these processes is not agreed upon among scientists (Liu et al, 2013;Wee & Chua, 2013;Obeidat et al, 2014;Ranjbarfard et al, 2014;Al Saifi, 2015;Chang & Lin, 2015;Sangari et al, 2015;Schenk et al, 2015;Suorsa, 2015;Tongo, 2015;Wahba, 2015;Kianto et al, 2016;Lee et al, 2016;Little & Deokar, 2016;Känsäkoski, 2017;Matoskova & Smesna, 2017;Pandey et al, 2018;Raudeliūnienė et al, 2018). Many researchers have studied different knowledge management processes, the most recent of them are classified according to (Table 1): creation, generation; sharing, transfer, distribution, dis-semination, conversion; application, reuse, interpretation; storage, codification, retention; acquisition, capture.…”
Section: Knowledge Management Processesmentioning
confidence: 99%