Archive for the ‘Group Mind’ Category

The Trapped Chilean Miner Game

Thursday, August 26th, 2010

Several years ago, in a Level One improv class at I.O. West, I did a scene with Parvesh Cheena where he and I were given the situation of being trapped together in an elevator.   I immediately began McGuyvering my way out of the situation.   (”You got a paper clip?  We’ll pick the lock on that panel and…blah blah blah.”)  Big rookie mistake.  Our teacher, Sarah Gee, said to me, “If you get out of the elevator the scene’s over.  Show us who you are to one another while you’re trapped!”

TrappedMiners1This broke today over CNN. The 33 men trapped in a Chilean copper mine have begun to assume different roles that will help them survive the time, estimated to be months, it will take rescuers to drill through 2300 feet of solid rock to rescue them.  This is brilliant.  They’re designing a game to help them get out alive without going batshit crazy while they’re waiting to be rescued.  This is going to give us all a good look at how a game works, and how it informs and inspires group strategies.  One thing is already clear:  There are some good improvisers trapped in that mine.

To review, here are the elements of a game: Environment, Roles, Rules, Objective(s).

Let’s begin with the Objective.  Simple:  ‘Get out of here alive without going crazy.’  Same as most survival strategies.

The Environment of the Trapped Chilean Miner Game could not be more starkly defined:  A pool of darkness deep beneath the surface of the earth, and the rest of the world watching up above.  The contrasts between the Down Below and the Up Above are extreme, an archetype embedded deep in every human’s subconscious.  The Well, the Fallen Rubble, the Cave, the Mine–all tap deep into our unconscious, where our memories of the womb are stored.   As my friend Richard Wynn Taylor says, “It will remind us of something we’ve never seen before.”

The Roles, as stated in the CNN story, are developing.  One of the miners has become a spiritual leader.  Another an entertainer who sings Elvis songs.  Expect that all or most of the miners will eventually define roles for themselves, some as group characters (’peacekeepers,’ ’storytellers,’ ’spokespeople,’ ‘mediators’ etc. etc.)  Some of the miners will play more than one role, depending on the scene they’re in.  Eventually some of them may trade roles, taking turns speaking to the media, for example.  What’s also interesting about the roles element of the game is that all 33 men trapped in the cave will, for the duration of their rescue, abandon the roles they were playing when they went Down Below: None of them will be playing the role of a miner.  Note also that ‘trapped miner’ is not a role.  It’s a circumstance.  Your circumstance does not define your role; it’s your behavior in your circumstance that defines your role.

Expect that in the coming weeks, we’ll be hearing about the Rules of the TCMG. These Rules will be designed to create agreement and establish ground rules for the miners’ interactions.  The rules will initially address the fundamentals such as sleeping, eating, sharing resources, communicating with Up Above etc., and then get more detailed.  The rules of a game will not be designed to create sameness or repetition, but to liberate performance, by empowering players to play their roles well.  The miners cannot afford to get weary of their roles.  It will be interesting to see how many rules will be set or influenced Up Above.

Unlike a reality TV show like Jersey Shore, where editors manipulate the juxtaposition of shots to create scenes and the sequence of events to construct a narrative, the ‘live-ness’ of this scene will demand improvisation, and that means the miners will be the primary architects of their narrative.

The intense focus on this particular scene by the world media, is going to make the elements of the game highly visible.  We will be able to track how well the trapped miners are doing by how focused and productive they are in playing their game.

What’s going to hold our interest about the Chilean Miner scene will not be the drama of whether or not they make it out alive.  The objective, the ‘Will they or won’t they’ aspect of the narrative, will only carry it so far.  What will hold our interest is how the miners behave in the meantime.  How well we get to know them.  Who they are to their families, and to one another.  What kind of character traits emerge. This is true of any narrative.  If you want to hold your audience’s interest, don’t focus on how you want it to end, but on how you want it to be.

When the miners’ survival becomes imminent, their game will transform from a survival strategy to a business strategy.  To the objective of ‘Get out of here alive without going crazy,’ they will undoubtedly add, ‘Make Money.’  When the miners finally walk into the light, the game may change, but it will not end.

Buena suerte, Mineros!

ChileanMiners2

GameChangers Glossary, A to G

Monday, August 23rd, 2010

Adapted from GameChangers–Improvisation for Business in the Networked World, by Mike Bonifer:

Addition–Entering a scene in progress for the purpose of contributing immediately to the team’s performance; contributing to a scene; giving a gift

Agreement, The Agreement Principle–A principle of improvisation, characterized by players’ openness towards each other and an organization or communications network’s openness at its edge; the group consensus around a game or theme that informs a scene

Audience–Those within and outside of an organization whose reactions and opinions will determine the success of a scene or performance

Audience, External–People outside an organization or network, including customers (and potential customers), competitors, bloggers, users, fans, viewers, etc. whose reactions ultimately determine the value of a performance or narrative

Audience, Internal–People inside an organization or network, whose judgment acts as a kind of filter on scenes and narratives before they reach the External Audience

Blocking–A performance-related problem that occurs when players impede the progress of a scene by refusing the gifts offered them by their teammates

Callback–The act of recalling information that was stated by a player earlier in a scene or in a previous scene.

Cast–Players who share the same business objective; also called a Group or Team; can also refer to the employees of an entire division or organization (Disney, for example, refers to all employees as ‘cast members’)

Casting–The process of selecting players who will comprise a business team

Character–Traits that make a player unique as an individual and consistently valuable to his or her team

Close, Del–Credited as one of the originators of longform improvisation, and one of its most influential teachers, Close (1934-1999) created ‘Harold,’ probably the most-performed structure for group improv theater performances; his proteges include Bill Murray, Dan Ackroyd, John Belushi, Amy Poehler and Tina Fey; legend has it that he willed his skull to the Goodman Theater in Chicago to be used in future productions of Hamlet, in which he was to be billed as playing the role of Yorick

Coach–A person who casts a team; an objective observer and critic of a team’s performance; one who establishes game-based strategies and standards of preparation and performance in directing a team toward its objectives; manager; director

Cosmetic Communication/Meaning–The surface level of communication within a scene, primarily through spoken dialogue; data; information. (See ‘Emotional Communication/Meaning‘ and ‘Meta Communication/Meaning‘)

Crazy Town–A performance-related problem that occurs when players indulge in fantasies, magical thinking, or egoistic behavior, until the scene becomes un-moored from any actionable reality.

Denying–A form of blocking in which a player repeatedly contradicts or ignores other players, confusing the audience and fellow players; refusing to recognize another player’s reality

Edit–The action of making an entrance for the purpose of shifting the scene’s focus, or to begin a new scene; edits usually occur in concert with other players exiting the scene

Emotional Communication/Meaning–The most dynamic and meaningful level of communication in a scene. conveying its players’ passions and desires, where reactions (both positive and negative), and reinforcements/alienation are strongest

Energy–The pitch at which a player or group performs (and modulates) its performance; an umbrella term for the level of activity and intensity the audience observes in the group, and that players in the group experience in one another

Entrance–A player’s first appearance in a scene

Environment–The setting in which members of team collaborate to achieve their objective; any place where players interact; more expansively, any place where an audience experiences a brand; the overall business climate in which an organization operates, shaped by factors such as regulatory agencies, competitors, geopolitical factors and the desires, attitudes and beliefs of customers

Exit–A player’s departure from a scene

Fantasizing–A performance-related issue that occurs when players build outlandish, or wildly fictitious scenarios that do not acknowledge or act on the real world environment or the businessa; magical thinking; (see ‘Crazy Town‘ and ‘Invention‘)

Flatlining–A performance-related problem that occurs when players show no energy or life, impeding or halting a scene’s progress

Game–Rules, roles, environment and objective(s) defined; an exploration of a theme; a strategy used to achieve a business-related objective; games fall into two broad categories – productive and unproductive

GameChanger–A player who has mastered the art and practical techniques of business improvisation; a manager/coach or player with the ability to identify and support productive games and quickly change or edit unproductive ones

Gift–A move that supports the scene and the players in it; ‘giving gifts’ is one of the most powerful and effective moves a player can make

Grandstanding–A performance-related issue that occurs when a player wastes time and effort trying to contribute something ‘heroic’ to a scene; holding back for effect instead of engaging in the moment; habitually swinging for the fences or reaching for the ‘Wow Factor’; going for a home run when a single would better serve the scene

Group Mind– The tangible web of connectivity between players that achieved through a shared focus on a game and the exploration of a theme; the collective unconscious; not the same as ‘Group Think

Group Think–Rubber-stamping; going along to get along; consensus for its own sake; agreement that does not involve a game or theme; behavior that is not intended to achieve the objective, but rather to reinforce status; uncritical or unquestioning support for a political agenda, ideology or hierarchy

TO BE CONTINUED….

Words From a Hopi Elder

Monday, April 19th, 2010

Painting by Bill Schenck  www.schencksouthwest.com

Painting by Bill Schenck www.schencksouthwest.com

You have been telling the people that this is the Eleventh Hour. Now you must go back and tell the people that this IS the Hour.  And there are things to be considered:  Where are you living?  What are you doing?  What are your relationships?  Are you in right relation?

“Where is your water?  Know your garden. It is time to speak your Truth.  Create your community.  Be good to each other. And do not look outside yourself for the leader.

“There is a river flowing now very fast. It is so great and swift that there are those who will be afraid.  They will try to hold on to the shore.  They will feel they are being torn apart and will suffer greatly. Know the river has its destination.  The elders say we must let go of the shore, push off into the middle of the river, keep our eyes open and our heads above the water.

“And I say, see who is in there with you and celebrate. At this time in history we are to take nothing personally, least of all, ourselves.  For the moment we do, our spiritual growth and journey comes to a halt.

“The time of the lone wolf is over.  Gather yourselves!!  Banish the word struggle from your attitude and your vocabulary.  All that we do now must be done in a sacred manner and in celebration.

“We are the ones we have been  waiting for.”

Then he clasped his hands together, smiled, and said,  “This could be a good time!”

What He Said

Saturday, April 17th, 2010
Tecumseh

Tecumseh

Live your life that the fear of death can never enter your heart.

Trouble no one about their religion; respect others in their views,and demand that they respect yours.

Love your life, perfect your life, beautify all things in your life.

Seek to make your life long and of service to your people.

Prepare a noble death song for the day when you go over the great divide.

Always give a word or sign of salute when meeting or passing a stranger if in a lonely place.

Show respect to all people, but grovel to none.

When you arise in the morning, give thanks for the light, for your life and strength.

Give thanks for your food and for the joy of living.  If you see no reason for giving thanks,the fault lies in yourself.

When your time comes to die, be not like those whose hearts are filled with fear of death,so that when their time comes they weep and pray for a little more time to live their lives over again in a different way.

Sing your death song, and die like a hero going home.

- Tecumseh of the Shawnee Nation, whose tribe hunted and lived on the land in Indiana where I grew up

Cyberhouse Rules

Monday, February 8th, 2010

I speak occasionally to Steven Lisberger, who directed the landmark motion picture, TRON.  Naturally enough, the conversation usually comes around to cyberspace and how, as Steven puts it, “TRON came true.”  Lately, we’ve been talking a lot about the role of story and storytellers in the networked world.   Steven has a way of boiling things down to their essence.  Sometimes I call him Obi-Wan.  Here’s some Jedi from our most recent conversation:

Lisberger and Me

Lisberger and Me

“For most of mankind’s existence, our subconscious mind has been hidden.  Now it’s on full display in the network.  Everything you can dream of is there and accessible instantly.  And the question is, what are we going to do with it?”

“People need a new way in.”

“If one aspect of work, access to information, has gotten infinitely easier, the laws of physics tell us that another aspect, one that maybe we don’t recognize yet, has gotten infinitely harder.  We expect things to always get easier, but that’s not necessarily true.”

“On one side of the equation you have the swarm, the hive mind, whatever you want to call it.  And on the other, you have all these tools, and this demand for productivity.  If you don’t know what you’re doing, it will get revealed quicker.  So you have to really know what you’re doing.  The swarm has to be grounded in capability.”

“The network and the tools are amazing.  If people learn how to use the network and the tools, they’ll be amazing, too.”

“One result of networks is the democratization of quality.  When all content is pumped out and made accessible, it creates a kind of middling format.  It leads to a common denominator effect.  This is why elitism matters.  Not just anyone can tell a good story, or create a good design.”

“Intellectual bullying perpetuates the wrong argument.”

“With improvisation, you can do a scene where one person plays the landlord and the other person plays the tenant who’s behind on the rent.  Then those two people reverse roles, and from that process, you learn how to go about resolving the problem.  In business, that never happens.  No one switches sides or changes roles.  If you play for the Blue Team, that’s the team you stay on.  If you’re on the Yellow Team, you stay on that team, and you argue for that side.  And you just keep on having the same argument, and it’s terrible, because nothing changes, and nothing ever gets resolved.”

“What you’re doing with GameChangers is fracturing and realigning the sides of the argument so that problems can get solved.”

“The subconscious mind doesn’t recognize time.  It exists in a permanent state of ‘now.’  In this sense the subconscious mind is like a child, who doesn’t know anything but ‘right now.’  When the subconscious mind makes itself visible and instantly accessible in the network, and everything exists in a state of now, it breeds immaturity.  We begin operating at the level of awareness of an 11 year old.  Maturity is something you can only get to over time.  It’s linear in that sense.  The ethics and perspective that come with time and maturity are what’s missing in this environment.”

“Maturity comes from mastery in the physical realm.”

We Will Be Brilliant

Wednesday, January 13th, 2010

Haiti2There is a terrible rip in the fabric of the planet. The Earth has buckled under Haiti. Hundreds of thousands of people are dead, suffering, homeless, hungry, helpless in the streets. The alarm ripples across networks in waves of emotion produced by a billion links and images knitted together by tens of thousands of stories. The global disaster relief game is on. We will play it brilliantly.

We will give money via mobile phones. We will send medical help and heavy equipment and food and tents and fuel. Some of us will catch a plane or a boat there ourselves. We will take time off from helping in New Orleans to give Haiti a hand. We will triage this awful wound that anyone who is truly attuned cannot help but feel. It is nature of networks that when people anywhere are hurting, we hurt, too. And so in helping the people of Port-au-Prince, we are also helping ourselves.

Disasters bring out the best in us. Neighborliness. Empathy. Selflessness. Soul. We will be focused and energetic. We will be purposeful. We will honor our instincts. Our differences will vanish, our collaborative natures take over, our shared destiny will be made, for a time, more clear.

And after the rubble no longer echoes with the cries of those it has buried alive, after those who have been hurt have been treated and those who are hungry have been fed and those on the streets have been sheltered…after the aid and energy we’ve sent toward the stricken parts have exhausted themselves and the survivors have settled into a freshly impoverished routine…we must remember this:

Our brilliance is always with us, and does not require a disaster like this one to make its presence known.

Obama the Improviser

Wednesday, January 21st, 2009

(This is a version of a piece I wrote for the Huffington Post early in 2008.  The context is even more appropriate today than it was then.)

ObamaImproviser1Barack Obama is an improviser.  His campaign, his platform, his history, draws on a spirit kindled in the same Chicago South Side neighborhoods where modern improv was born in the 1930s.

How does Barack Obama improvise?

He says “Yes and…” Like any good improviser, President Obama understands that agreement enables a scene to progress, and new, shared realities to emerge from it.  “I know that the hardening of lines, the embrace of fundamentalism and tribe, dooms us all,” he writes in the preface to Dreams From My Father.   As an improviser, Obama understands that erasing the lines that divide us–enabling “Your situation” and “My situation” to  become “Our situation”  is what makes any kind of progress possible. (more…)

GameChanger of the Month – November 2008

Tuesday, December 2nd, 2008

ObamaPoster1Our November GameChanger of the Month selection was a slam dunk. Barack Obama is going to be America’s first baller president, and he’s going to be its first Improviser-in-Chief.

His and his team’s ability to improvise their way to an election victory against rivals who were, initially, much better funded, more networked and more familiar brand names proved beyond any doubt how skillful improvisation can change the game. Obama is the epitome of what it means to be a gamechanger. (more…)

Pat Tillman’s Truth

Tuesday, November 11th, 2008

Rory Fanning served in the Army Rangers in Afghanistan with Pat Tillman. Today, Rory is in Tennessee, on an east-to-west walk across the U.S., to raise money for the Pat Tillman Foundation, and to honor one of his heroes. You can follow Rory’s long walk at walkforpat.org.

RoryFanning1

Here is an excerpt from a recent blog on Rory’s site, taken from a radio interview he’d done along his walk, in which he’d been asked by the interviewer to tell a Pat Tillman story: (more…)

Entrepreneurs Improvise

Tuesday, August 26th, 2008

To introduce her students to the concept of improvisation, Viola Spolin, the godmother of modern improv, used to summon half a dozen students onto the rehearsal stage, and then say nothing to them. Literally nothing. No direction. No reason for them to be there.

Nothing.

Nothing…

Still nothing… (more…)