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	<title>GameChangers &#187; Gamers</title>
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	<description>Improvisation for Business in the Networked World</description>
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		<title>Serious Games</title>
		<link>http://www.gamechangers.com/index.html/archives/533</link>
		<comments>http://www.gamechangers.com/index.html/archives/533#comments</comments>
		<pubDate>Tue, 09 Sep 2008 17:22:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Communication]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Networked World]]></category>
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		<category><![CDATA[GameChangers]]></category>
		<category><![CDATA[Gamers]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Good]]></category>
		<category><![CDATA[Procter & Gamble]]></category>
		<category><![CDATA[Spolin]]></category>
		<category><![CDATA[Superstruct]]></category>
		<category><![CDATA[Worlds of Warcraft]]></category>
		<category><![CDATA[Yin and Yang]]></category>

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One of my favorite metaphors for the Networked World comes from a source I can&#8217;t attribute.   I believe I came across it in Wired Magazine in the late 1990s.  In the article, the writer cited a sci-fi story that describes a future in which game kiosks have been installed on busy street [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><img src="http://www.gamechangers.com/index.html/wp-content/uploads/2008/09/superstruct.jpg" alt="Superstruct1" height="260" width="519" /></p>
<p>One of my favorite metaphors for the Networked World comes from a source I can&#8217;t attribute.   I believe I came across it in <em>Wired</em> Magazine in the late 1990s.  In the article, the writer cited a sci-fi story that describes a future in which game kiosks have been installed on busy street corners. The kiosks alert passersby when there&#8217;s some kind of rotten thing happening to the human organism &#8212; a famine, a war, a currency devaluation, a water shortage, etc.  When the alert is issued, pedestrians take to the kiosks and play a massively multplayer game designed so that the playing generates whatever kind of energy or economies are needed to correct the imbalance in the world.<span id="more-533"></span></p>
<p>If anyone remembers the <em>Wired</em> article or the original sci-fi story cited by the article&#8217;s author, please let me know.  I&#8217;d like to give proper credit.  (Thus correcting an imbalance : )</p>
<p>I am reminded of this article/scenario a lot these days, because we are seeing it happen for real.  As a generation of gamers enters the workforce, <a href="http://en.wikipedia.org/wiki/Serious_game" target="_blank">gaming is getting more serious</a>.   In the next five years, the levels of participation and consequences of game play will be one of the most profound changes we will see in the networked economy.</p>
<p>As games and gamers have matured and evolved, the culture of gaming has gotten more sophisticated, and the levels of engagement have become more meaningful. Flight simulators are an example of a serious game that have gotten much more realistic in the 3o+ years their existence. The guilds in <em>Worlds of Warcraft</em> can be like family to their members.  Facebook&#8217;s cause-related apps, Procter &amp; Gamble&#8217;s online innovation lab, and the massively multiplayer game <em><a href="http://discovermagazine.com/2008/sep/05-forecasting-the-future-may-be-a-matter-of-fun-and-games" target="_blank">Superstruct</a>,</em> which the <a href="http://www.iftf.org/" target="_blank">Institute for the Future</a> launches later this month, are examples of games with a serious purpose.   Procter &amp; Gamble wants to externalize more of its creative engineering and in the process expand the pool of productive ideas entering its network. <em> Superstruct</em> is designed to forecast and positively impact a future that will improve the lives of cerebral palsy victims around the world.   Serious games, those.  Backed by serious money and talent.</p>
<p>Of course the serious consequences of games are not going to be 100% beneficial.   The dark destruction of Yin always accompanies the bright optimism of Yang.   The line between playing a war simulation game and actually killing other human beings is perilously thin, if it even exists any more at all.</p>
<p>So what purpose should games serve?    What objectives should the playing of games achieve?  The sci-fi story cited above expressed an idea about it. Post-Apocalyptic MMORPG games like <em>Fallout</em> set players in gloomier futures.   Microsoft has one take on the question, the Pentagon another, Electronic Arts another.  Here&#8217;s how an improviser sees it: <em>We play games to solve problems.<br />
</em></p>
<p>Modern improvisation began in the 1930s, with theater games devised by two schoolteachers, Viola Spolin and Neva Boyd, to help children from multi-cultural backgrounds on Chicago&#8217;s South Side &#8212; first generation Serbs and Croats and Poles and Germans and Jews and Blacks and  Czechs &#8212; find ways to communicate and learn from one another instead of beating each other over the head with bowling pins.  For Spolin and Boyd and their students, improvisation became a way to transcend fear, ego and ethnic differences so that productive collaborations could occur. Improvisation was the conduit to learning, and games were the basis of improvisation.</p>
<p>The improvisation required by the playing of games &#8212; the spontaneous interactions between players &#8212; lets players collaboratively discover innovative solutions to problems.  It&#8217;s true in theater, true in business.  True for children, and for grown-ups, too.</p>
<p>Improvisation as conceived by Viola Spolin and Neva Boyd holds that the playing of games equates with doing some good in the world.  Games are a means of supporting one another, and connecting with our communities.</p>
<p>The founding teachers believed in no uncertain terms that our interactions should arise from a spirit of hopefulness instead of being necessitated by our fears, and that the choice is always ours to make.</p>
<p>Obama &#8216;08.</p>
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