The Fourth Principle of GameChangers is that Game Explores Theme. The way we we ensure outcomes that matter when we design an ERGO (game) is through the conscious exploration of a Theme. A theme is a guiding idea. A good theme is both expansive and specific. It is the glue that holds together a narrative, as […]

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The Third GameChangers Principle is that there are infinite games. Simply put, there is no situation, scenario, or engagement for which a productive game cannot be designed. A good illustration of this came to me in my Facebook feed this morning, via Henk van der Steen, a brilliant improviser friend from Amsterdam. He posted this […]

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The second principle of GameChangers is that game is infinite. By this we mean that a good game has infinite capacity to  “unfold, unfurl and evolve” (in the parlance of the great improvisation teacher, David Razowsky) so that through the playing of the game we can generate lots of productive outcomes. What we’re really saying when […]

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The first principle of GameChangers is that there is always a game. It may be a good game. It may be a bad one. It may be visible and apparent to everyone, or hidden to all but a few. The only certainty is that there is a game. Always. The ability to see the game, […]

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