Adapted from GameChangers–Improvisation for Business in the Networked World, by Mike Bonifer:
Heighten–To build emotional involvement and energy in a scene
Improv–See ‘Improvisation‘
Improvisation–spontaneous communication designed to generate positive outcomes from unforeseen circumstances; interpersonal and group communication that is instinctive and informed by experience, knowledge, serendipity and respect for environment; improv, as performed in theaters, such as with improv comedy; a conversation with the community; the pedagogy, philosophy and process defined by Viola Spolin in her 1963 book, Improvisation for the Theater; a games-based methodology for generating communication, learning and transformation
Initiation–The first meaningful words or lines spoken during a scene; in this case, ‘meaningful’ refers to anything that directly involves the group’s progress toward achieving the scene’s objective(s).
Interrogation–A performance-related issue, often arising in interviews or employee reviews, that arises when one player only asks questions and never acts on the information revealed by the answers;
Invention–A performance-related issue that occurs when players work with speculative or subjective information instead of the reality of the scene.
Invocation–An exercise that lets players examine a subject from the third-person (“It is”), second-person (“You are”) and first-person (“I am”) perspectives in order to identify themes for a performance.
Issue–Any performance-related problem which can be remedied by better execution of GameChangers business communication techniques.
Judging–A performance-related problem that occurs when a player subjectively assesses a scene while the scene is taking place.
Justifying–A performance-related problem that occurs when a player self-consciously explains his or her (or their team’s) actions in a scene, especially when the behavior does not align with the GameChangers principles.
Liminal–relating to the threshold of perception that players break through by participating in a game; relates to perceptions of one’s own abilities and to what one’s perceptions of what is generally possible; transcending the status quo
Meta Communication/Meaning–A symbolic or allegorical representation of ideas and concerns that exist on a societal, cultural or archetypal scale; the symbolic representation of a macro trend, widely held belief, or aspect of the human condition; (See ‘Cosmetic Communication/Meaning‘ and ‘Emotional Communication/Meaning‘)
Monologue–A speech given by a single player in a scene; a speech shared amongst multiple players in the course of a scene or presentation.
Narrative–A flow of thematically-connected events that can be related after the fact as a story; organizational memory and vision of the future that inform scenes performed in the present; a purposeful alignment of ideas and events, such as for a brand.
Negativity–Traits, ideologies and behaviors that halt a scene’s progress through skepticism and a disagreeable inclination to oppose, deny and/or resist the ideas or involvement of other players; pessimism; the antithesis of the attitude required for productive collaborations.
Network–The communications matrix of an organization, brand or individual; those who are connected by a communications matrix or belong to an organization; defined by John Seely Brown, John Hagel et al as consisting of ‘core’ and ‘edge’
Networked World–The highly communicative, internet-supported global stage on which business gets conducted
Objective–The desired outcome of a scene; the stated purpose of playing a game; the business goal of a scene; one of the four elements that comprise a Game
Opening–An ‘overture’ prior to a scene or series of scenes in which a player or a group develops the themes for an upcoming performance; usually triggered by Suggestions From the Audience
Organization–The manifestation of a business or brand to its audience; the operational structure of a business or brand; a company or group with a shared mission and business objectives (see ‘Network‘)
TO BE CONTINUED…
Over the last five or six holes the tournament’s drama became palpable. None of the young guys were holding back, no one was playing not to lose, they were all winding up, letting it rip, and playing for the win, and it was riveting. The tournament came down to a tie between two players, Bubba and the German, Kaymer, with Johnson playing the final hole of the tournament with a chance to win it. He missed his par putt to win. We were looking at a three-player, three-hole playoff for the championship.
When he was working at Twelve Horses Interactive (now part of
Wieden+Kennedy’s client for the Old Spice brand, Procter & Gamble, “couldn’t be more pleased,” according to McBeth. “They see it as a new paradigm for brand marketing. We should be seeing numbers soon that will show tremendous results for both awareness and sales.” With the success of the Old Spice Guy campaign, Wieden+Kennedy’s other clients are, naturally, clamoring for viral brand mojo of their own. One thing is certain, the ability to improvise will be key.
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Leroy Stick authors the brilliant
If your brand has an ounce of artistry to it, an iota of creative mojo, you will see, as DHL-Africa and Special Olympics have seen,
FIFA WORLD CUP PRESENCE
2010′s sponsors have right of first refusal in their category for The Ball’s Journey from the birthplace of modern football, Battersea Park in London, through North America, to Rio de Janiero, site of the 2014 FIFA World Cup.
In a couple of recent blog posts, 
