Analysis of intellectual resonance (or synchronization) using a card game (ii) comparison between three kinds of trials

Author: Kurita M
Affiliation:
The Second Department of Internal Medicine, Faculty of Medicine, University of Tokyo (Tokyo, Japan)
Conference/Journal: J Intl Soc Life Info Science
Date published: 1998
Other: Volume ID: 16 , Issue ID: 1 , Pages: 83-114 , Word Count: 228


In our previous study, we proposed a method to quantitatively analyze intellectual resonance based on a concrete message. This method allows us to analyze how and to what extent intellectual resonance occurs in a group through the use of digital information such as numbers and characters. In this method, participants take their seats and fill out special cards according to instructions. The degree of coincidence among neighboring participants is then examined and scores are assigned to the results. The scores are evaluated by mathematical tools within a framework of probability theory. In this study, we analyzed the data of 530 participants (12 groups) who carried out three trials on the same day for the first time, one trial'), with an aim for resonance ('positive trial'), one with an aim for no resonance ('negative trial'), and the other without any aim toward resonance ('neutral trial'). In three trials, the degree of resonance of the digital information fell into the theoretically expected degree range. The degree of resonance in the positive trials was higher than that in the neutral trials. The degree of resonance in the negative trials was not significantly different from that in the neutral trials. These results support the evaluation in our previous study that participants changed the heterogeneity of the probability distribution of information selection mainly in the range of respective groups, thereby increasing the degree of coincidence.

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