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Newcomers, betweenness centrality, and creative success: A study of teams in the board game industry from 1951 to 2017
Poetics ( IF 2.0 ) Pub Date : 2021-02-12 , DOI: 10.1016/j.poetic.2021.101535
Mark Lutter , Linus Weidner

This study examines how network characteristics affect the creative success of teams in the board game industry. Based on prior research, we argue that the degree of newcomers within a team affects the creative success negatively, while betweenness centrality affects creative team success positively. We test these assumptions with unique data on teams in the board game industry using two different measures of creative success (awards as well as user- ratings). The data covers 12,731 teams over a timeframe from 1951 to 2017. Results indicate moderately curvilinear effects of betweenness centrality as well as negative effects of the number of newcomers per team on creative success, suggesting that creativity is not only driven by network diversity, but also by trust and experience. This paper contributes to a better understanding of team-based creativity which also validates and expands on the prior knowledge of network-based origins of creativity in an industry-setting that has rarely been studied.



中文翻译:

新人、中介中心性和创造性成功:对 1951 年至 2017 年棋盘游戏行业团队的研究

本研究考察了网络特征如何影响棋盘游戏行业团队的创造性成功。基于先前的研究,我们认为团队中新人的程度对创意成功产生负面影响,而中介中心性对创意团队成功产生积极影响。我们使用棋盘游戏行业团队的独特数据测试这些假设,使用两种不同的创造性成功衡量标准(奖项和用户评分)。数据涵盖 1951 年至 2017 年的时间范围内的 12,731 个团队。结果表明中间中心性的适度曲线效应以及每个团队的新成员数量对创造性成功的负面影响,表明创造力不仅受网络多样性驱动,而且通过信任和经验。

更新日期:2021-02-12
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