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…