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	<description>Improvisation for Business in the Networked World</description>
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		<title>Los Mineros Part Three:  Yonni&#8217;s Waiting Party</title>
		<link>http://www.gamechangers.com/index.html/archives/2121</link>
		<comments>http://www.gamechangers.com/index.html/archives/2121#comments</comments>
		<pubDate>Thu, 02 Sep 2010 20:13:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Heightening]]></category>
		<category><![CDATA[Los Mineros]]></category>
		<category><![CDATA[Mistress]]></category>
		<category><![CDATA[Trapped Chilean Miners]]></category>
		<category><![CDATA[Wife]]></category>
		<category><![CDATA[Yonni Barrios]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2121</guid>
		<description><![CDATA[A serial analysis of the quest to rescue 33 miners trapped 2,300 feet underground in a copper mine outside Copiapo, Chile…

Predictably, the &#8216;Los Mineros&#8217; scene heightened emotionally yesterday, and in a dramatic way.  Near the mine entrance, two women spotted each other praying for the safety of the same miner, Yonni Barrios.  One of them [...]]]></description>
			<content:encoded><![CDATA[<p><em>A serial analysis of the quest to rescue 33 miners trapped 2,300 feet underground in a copper mine outside Copiapo, Chile…</em></p>
<p><img class="aligncenter size-medium wp-image-2123" title="LosMinerosGroup1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/09/LosMinerosGroup1-300x136.jpg" alt="LosMinerosGroup1" width="409" height="184" /></p>
<p>Predictably, the &#8216;Los Mineros&#8217; scene heightened emotionally yesterday, and in a dramatic way.  Near the mine entrance, two women spotted each other praying for the safety of the same miner, Yonni Barrios.  One of them is his wife.  The other is his mistress.  Now 32 of the miners are looking forward to getting rescued, <a href="http://www.aolnews.com/world/article/drama-above-ground-as-chilean-miners-await-rescue/19618730" target="_blank">one maybe not so much</a>.</p>
<div id="attachment_2122" class="wp-caption aligncenter" style="width: 224px"><img class="size-full wp-image-2122" title="YonniBarrios1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/09/YonniBarrios1.jpg" alt="Yonni looks a little like Javier Bardem." width="214" height="245" /><p class="wp-caption-text">Yonni Barrios</p></div>
]]></content:encoded>
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		<item>
		<title>Is Social Useless?</title>
		<link>http://www.gamechangers.com/index.html/archives/2116</link>
		<comments>http://www.gamechangers.com/index.html/archives/2116#comments</comments>
		<pubDate>Thu, 02 Sep 2010 16:05:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Communication]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Networked World]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Carbonmade]]></category>
		<category><![CDATA[Cosmetic]]></category>
		<category><![CDATA[Data]]></category>
		<category><![CDATA[Emotional]]></category>
		<category><![CDATA[Information]]></category>
		<category><![CDATA[Meaning]]></category>
		<category><![CDATA[Meta]]></category>
		<category><![CDATA[Narratology]]></category>
		<category><![CDATA[Newtonian Narrative]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[Quantum Narrative]]></category>
		<category><![CDATA[Relevance]]></category>
		<category><![CDATA[Resonance]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Spencer Fry]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2116</guid>
		<description><![CDATA[A response to Spencer Fry of Carbonmade, who recently posted a blog entry entitled: &#8220;Down With Social&#8211;Social is Immeasurable and a Waste of Time.&#8221;
Spencer, I agree to this extent:  The phrase &#8216;Social Media&#8217; is so amorphous as to be essentially meaningless.  In fact, all media are social.  It&#8217;s like saying Wooden Tree, or Feathered Bird.
The [...]]]></description>
			<content:encoded><![CDATA[<p><em>A response to Spencer Fry of <a href="http://carbonmade.com/" target="_blank">Carbonmade</a>, who recently posted a blog entry entitled: &#8220;<a href="http://spencerfry.com/down-with-social#" target="_blank">Down With Social&#8211;Social is Immeasurable and a Waste of Time.&#8221;</a></em></p>
<p><img class="alignright size-medium wp-image-2117" title="Quantum1A" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/09/Quantum1A-300x215.jpg" alt="Quantum1A" width="300" height="215" />Spencer, I agree to this extent:  The phrase &#8216;Social Media&#8217; is so amorphous as to be essentially meaningless.  In fact, all media are social.  It&#8217;s like saying Wooden Tree, or Feathered Bird.</p>
<p>The most social medium is sexual intimacy, followed (if we&#8217;re talking relevance; preceded if we&#8217;re talking chronology) by meaningful face-to-face conversations, scaling out from there, and eventually reaching the nebulous netherworld of thoughtless Likes, meaningless Tweets and snarky YouTube comments.  Noise.  Cosmetic data with no emotional or meta resonance.</p>
<p>What&#8217;s usually ignored in conversations about Social Media platforms is the Science of Narrative.  Narrative is the force that makes media meaningful.  Narrative may not make the world go round, but it describes for us why and how it does.  It provides context for information that would otherwise appear as random.  The reason social messaging echos and evaporates is that it&#8217;s not connecting with a narrative.  (A hashtag or a mention does not a narrative make!)</p>
<p>The most relevant aspect of Social Media will turn out to be the lens it afford us with which to perceive narratives.  We are, I believe, at a stage in the history of narratology that <a href="http://stefanomancini.df.unicam.it/index.php" target="_blank">parallels where physics was at the turn of the last century</a>, when the science moved from the Newtonian to the Quantum.</p>
<p>Marketers who use social media as you have described it, as a fashion statement, are doomed to keep firing blanks at a target they cannot see.  They are using Industrial Aged models to engage in a Networked environment.  It&#8217;s like trying to split an atom with a pendulum.</p>
<p>Those who use it as a lens on narrative, will be able to direct &#8216;particles of meaning&#8217; at the quantum narrative made visible by social technologies and capture the massive energy predictably released by these interactions.</p>
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		<item>
		<title>Los Mineros, Part Two</title>
		<link>http://www.gamechangers.com/index.html/archives/2105</link>
		<comments>http://www.gamechangers.com/index.html/archives/2105#comments</comments>
		<pubDate>Tue, 31 Aug 2010 23:31:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Character]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Catholic]]></category>
		<category><![CDATA[Chile]]></category>
		<category><![CDATA[Cosmetic]]></category>
		<category><![CDATA[Emotional]]></category>
		<category><![CDATA[Jesus]]></category>
		<category><![CDATA[Levels of Meaning]]></category>
		<category><![CDATA[Los Mineros]]></category>
		<category><![CDATA[Meaning]]></category>
		<category><![CDATA[Meta]]></category>
		<category><![CDATA[NASA]]></category>
		<category><![CDATA[Trapped Chilean Miners]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2105</guid>
		<description><![CDATA[A serial analysis of the quest to rescue 33 miners trapped 2,300 feet underground in a copper mine outside Copiapo, Chile&#8230;
Levels of Meaning

With the eyes of the news media fixed on one very specific location, everything about the Los Mineros narrative is tightly focused and vividly portrayed.  There&#8217;s no mystery to it, no hidden agenda [...]]]></description>
			<content:encoded><![CDATA[<p><em>A serial analysis of the quest to rescue 33 miners trapped 2,300 feet underground in a copper mine outside Copiapo, Chile&#8230;</em></p>
<p><strong><img class="alignright size-medium wp-image-2107" title="TCMG2" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/TCMG2-123x300.jpg" alt="TCMG2" width="187" height="455" />Levels of Meaning<br />
</strong></p>
<p>With the <a href="http://www.cnn.com/2010/WORLD/americas/08/31/chile.miners/index.html?hpt=T2" target="_blank">eyes of the news media</a> fixed on one very specific location, everything about the <em>Los Mineros</em> narrative is tightly focused and vividly portrayed.  There&#8217;s no mystery to it, no hidden agenda (with maybe the exception of a mining company looking to avoid liability, which itself would be no surprise).  With the focus so intense right now on the mine itself and the rescue efforts, almost every element of the narrative is visible even to a distant observer like me, who might check the story every day or two on the webs to see how the miners are doing.</p>
<p>It is extremely clear how the narrative is conveyed on three distinct Levels of Meaning.</p>
<p>All communication happens on three levels:  Cosmetic (data, information, quantification, surface descriptions, neutral language), Emotional (passion, mood, empathy, attitude, ups, downs) and Meta (symbolism, context, iconography, metaphor, perspective, interpretation, the subconscious connections).</p>
<p>Observe, and learn from, how the <em>Los Mineros</em> narrative is conveyed on these three levels:</p>
<p><em>Cosmetic:</em> <a href="http://www.google.com/search?q=trapped+chilean+miners&amp;hl=en&amp;rlz=1G1GGLQ_ENUS278&amp;prmd=n&amp;source=univ&amp;tbs=nws:1&amp;tbo=u&amp;ei=7JF9TKn9LIiWsgPj3ciCBw&amp;sa=X&amp;oi=news_group&amp;ct=title&amp;resnum=1&amp;ved=0CCcQsQQwAA" target="_blank">Tons of information here. </a> Plans and backup plans described in detail.  The three four-inch pipes that have become their lifeline.  The NASA psychologists who&#8217;ve arrived to help.  The number of calories they&#8217;re eating every day (2,000), and how much water they&#8217;re supposed to drink every day (5 litres).  We know about the &#8217;super drill&#8217; being brought in to bore through the rock.  This early in the story, there&#8217;s still a lot of cosmetic meaning to be conveyed, an abundance of factual information.  Expect that, at some point, this level of meaning will begin to lose steam, and that the tellers of the story will begin to place more emphasis on the other two levels.</p>
<p><em>Emotional: </em> As always, this is where the most meaning resides, where the story is most potent, and <a href="http://www.nydailynews.com/news/world/2010/08/30/2010-08-30_trapped_chilean_miner_sends_wedding_proposal_to_sweetheart.html" target="_blank">touches us most profoundly</a>.  We know that some of Los Mineros have been depressed.  We know that they have been able to communicate with their families.  They have shared their frustration.  We feel their claustrophobia.  They have begun to play roles, and these will rouse emotions, too.  Who will give the pep talks?  Who can get them to smile?  Keeping their emotions positive will be key to their mental health during their ordeal, and so, the longer the ordeal goes on, the more crucial the emotional content of the narrative will become.</p>
<p><em>Meta:</em> <a href="http://news.yahoo.com/s/ap/20100831/ap_on_bi_ge/lt_chile_mine_collapse" target="_blank">The video feed</a> is an existential lifeline.  &#8220;I video, therefore I am.&#8221;  For this reason, its very existence is a hopeful symbol.  The handsomer guys are getting more facetime on camera.  Stars of the narrative, those who can best hold our attention, will emerge as the Cosmetic flow slows.  <a href="http://www.myfoxhouston.com/dpp/news/local/100831-nasa-scientists-help-trapped-chile-miners" target="_blank">Bringing in the NASA psychologists </a>to deal with the miners&#8217; prolonged isolation is a recognition of the global significance of the narrative, and it ennobles Los Mineros by equating them with astronauts, Los Astronautas, and to the heroic qualities we ascribe them.  This blog post is, itself, meta communication about the rescue effort.</p>
<p>Sometimes uncovering the Meta language requires digging beneath the surface, because beneath the surface is where the Meta meaning works.  For example the number of miners, 33, has deep meta significance in the predominantly Catholic country of Chile, because 33 is commonly believed to be Jesus Christ&#8217;s age when he died on the cross.  When Los Mineros finally walk into the light, the date on the calendar will not matter, they&#8217;ll be celebrating Easter in Chile.</p>
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		</item>
		<item>
		<title>JetBlue Scene</title>
		<link>http://www.gamechangers.com/index.html/archives/2069</link>
		<comments>http://www.gamechangers.com/index.html/archives/2069#comments</comments>
		<pubDate>Mon, 30 Aug 2010 17:18:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Additions and Edits]]></category>
		<category><![CDATA[Agreement Principle]]></category>
		<category><![CDATA[Branding]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Dialogue]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gifts]]></category>
		<category><![CDATA[Initiations]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Listening]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Scenes]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[@martysg]]></category>
		<category><![CDATA[Agreement]]></category>
		<category><![CDATA[Blocking]]></category>
		<category><![CDATA[Denying]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Improvisation]]></category>
		<category><![CDATA[JetBlue]]></category>
		<category><![CDATA[OddJobNation]]></category>
		<category><![CDATA[Scene]]></category>
		<category><![CDATA[Yes And]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2069</guid>
		<description><![CDATA[Jeremy Redleaf, one of the new physicists of the narrative form and the creator of this brilliant siteinitated the scene when he sent me this email
about this JetBlue ad
which is anchored by copy that saysIn my role of Commentor On All Things About Improvisation in Business, I responded to Jeremy&#8217;s email with this GameChangers postin [...]]]></description>
			<content:encoded><![CDATA[<p>Jeremy Redleaf, one of the <a href="http://storify.com/">new physicists</a> of the <a href="http://www.getstoried.com/" target="_blank">narrative form</a> and the creator of this brilliant site<img class="aligncenter size-medium wp-image-2084" title="OJN1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/OJN1-300x41.jpg" alt="OJN1" width="374" height="51" />initated the scene when he sent me this email<img class="aligncenter size-medium wp-image-2076" title="JBJeremy1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBJeremy1-300x127.jpg" alt="JBJeremy1" width="300" height="127" /></p>
<p>about this JetBlue ad<img class="aligncenter size-medium wp-image-2081" title="JetBlue1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JetBlue11-300x173.jpg" alt="JetBlue1" width="300" height="173" /></p>
<p>which is anchored by copy that says<img class="aligncenter size-medium wp-image-2071" title="JBJeremy2" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBJeremy21-300x29.jpg" alt="JBJeremy2" width="300" height="29" />In my role of Commentor On All Things About Improvisation in Business, I responded to Jeremy&#8217;s email with <a href="http://www.gamechangers.com/index.html/archives/2064" target="_blank"><a href="http://www.gamechangers.com/index.html/archives/2064" target="_blank">this GameChangers post</a><img class="aligncenter size-medium wp-image-2086" title="JBGameChangers1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBGameChangers1-300x64.jpg" alt="JBGameChangers1" width="300" height="64" /></a>in which i point out that &#8216;the first rule of improv&#8217; if there even is such a thing, which itself is debatable, is not to say &#8216;yes&#8217; but to say &#8216;yes and.&#8217;   &#8216;Yes&#8217; is a state of mind.  &#8216;Yes and&#8217; is action.  The most fertile ground in the world is useless until it&#8217;s planted.  &#8216;Yes&#8217; is the ground.  &#8216;And&#8217; is the seed.  My blog post inspired Jeremy&#8230;<img class="aligncenter size-medium wp-image-2096" title="JBJeremy2C" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBJeremy2C-300x101.jpg" alt="JBJeremy2C" width="300" height="101" /></p>
<p>Posi-ffiti!  Yes!  I love threads like this.  As usual, I&#8217;d tweeted a link to my blog post. I decided to yes-and Jeremy by calling JetBlue&#8217;s attention to its error with a Tweet.  I was able to Google their CMO, Marty St. George and find his Twitter account.  <img class="aligncenter size-medium wp-image-2093" title="JBTweet2" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBTweet21-300x40.jpg" alt="JBTweet2" width="326" height="43" />To Marty&#8217;s credit, he tweeted back within 15 mins.  This already puts @martysg and JetBlue way ahead of most CMOs in brand narrative game.  It also tells me that this is one vigilant, sensitive cat.  Dude&#8217;s running it like Ochocinco<img class="aligncenter size-medium wp-image-2082" title="martysg1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/martysg1-300x41.jpg" alt="martysg1" width="296" height="39" /></p>
<p>here @martysg commits the improvisation error of denying.  He does this by being vague&#8211;what does &#8220;if you said &#8216;no quotation marks&#8217; I might be with you&#8221; mean, anyway?&#8211;and acting as if I&#8217;d accused him of misquoting &#8216;John&#8217;, and seems to be saying that the mistake is not theirs, but mine, for calling them out on the wrong thing.  I responded by suggesting the &#8216;Posi-ffiti&#8217; game<img class="aligncenter size-medium wp-image-2075" title="JBTweet3" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBTweet3-300x36.jpg" alt="JBTweet3" width="300" height="36" /></p>
<p>and further suggested how to initiate the game&#8230;<img class="aligncenter size-medium wp-image-2097" title="JBTweet11" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JBTweet11-300x58.jpg" alt="JBTweet11" width="300" height="58" /></p>
<p>@martysg blocks the game&#8230; <img class="aligncenter size-medium wp-image-2083" title="martysg2" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/martysg2-300x38.jpg" alt="martysg2" width="300" height="38" />By acting as if I&#8217;d said something I hadn&#8217;t&#8211;that &#8216;The Posi-ffiti Game&#8217; would have to be played without &#8216;John&#8217;s&#8217; permission&#8211;Marty kills the scene.  This was probably his intention.  He also implies that quoting people without their permission is MY style.  In one statement, he refuses my gift and pimps my character.  Nice.  This is classic old school management style, a familiar corporate game I call, &#8220;Parry and Thrust.&#8221;  It&#8217;s played  by stalling, and staying non-committal (&#8221;Hm&#8230;if&#8230;.I might&#8230;&#8221;) and then landing a knockout blow (&#8221;Do something unethical?  Not us.  YOU maybe.  Not us.&#8221;)</p>
<p>Look, everybody understands that a CMO like @martysg will not alter an ad campaign because some nitpicker tweets him about the word &#8216;and&#8217; in an ad.  Like I said, he gets credit for being open enough to have the conversation in the first place.  This is more responsiveness from a tweet than you&#8217;d get from 90% of all the CMOs in the world.  It is, however, <a href="http://www.gamechangers.com/index.html/archives/28" target="_blank">short of the kind of action a person would get from an improvisational brand like Southwest Airlines</a>.  Furthermore, what happened when @martysg did respond is precisely the point of my blog post.  The conversation didn&#8217;t go anywhere because Marty St. George &#8216;yessed&#8217; and he did not &#8216;and.&#8217;</p>
<p>How might Marty have yes-anded?  Anyone who&#8217;s gone through a GameChangers workshop can give you a dozen games that would be more productive than &#8216;Parry and Thrust.&#8217;</p>
<p>The good news coming out of this exchange is that all is not lost.  Jeremy Redleaf has a new job description for OddJobNation: &#8220;Posi-ffiti Artist.&#8221;</p>
<p>To an improviser, Lost is just the first step on the way to Found.</p>
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		<item>
		<title>Just Say Yes And</title>
		<link>http://www.gamechangers.com/index.html/archives/2064</link>
		<comments>http://www.gamechangers.com/index.html/archives/2064#comments</comments>
		<pubDate>Sat, 28 Aug 2010 06:24:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2064</guid>
		<description><![CDATA[Our friend, Jeremy Redleaf, founder and star of the brilliant website, OddJobNation, sent us a photo he took on what looks like a New York City subway train, with the question, &#8220;Has Jet Blue been GameChanged?&#8221;
Umm.  No.  It has not.  Here&#8217;s why:  There&#8217;s a mistake in the ad copy.  The first rule of improv is [...]]]></description>
			<content:encoded><![CDATA[<p>Our friend, Jeremy Redleaf, founder and star of the brilliant website, <a href="http://oddjobnation.com/index.html" target="_blank">OddJobNation</a>, sent us a photo he took on what looks like a New York City subway train, with the question, &#8220;Has Jet Blue been GameChanged?&#8221;<img class="aligncenter size-medium wp-image-2065" title="JetBlue1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/JetBlue1-300x173.jpg" alt="JetBlue1" width="489" height="281" /></p>
<p>Umm.  No.  It has not.  Here&#8217;s why:  There&#8217;s a mistake in the ad copy.  The first rule of improv is <em>not</em><em><em> </em></em>saying &#8216;Yes&#8217;&#8230;it&#8217;s saying &#8216;Yes <em>and.</em>&#8216;  &#8216;<em>Yes&#8217;</em> is only half a conversation, an agreement without an addition.  The word &#8216;<em>and&#8217;</em> holds the power, because it merges the realities of two players into a new reality that can be shared by both.</p>
<p>When two players &#8216;Yes and&#8217; one another, they&#8217;re not expressing different versions of reality, competing viewpoints, or two different versions of the truth&#8230;they&#8217;re co-creating a new reality.  This is why &#8216;Yes and&#8217; is such a powerful statement and &#8216;Yes&#8217; gives away power without generating any of its own.</p>
<p>While we support any move in the direction of improvisation as a professional practice&#8211;as this Jet Blue ad seems to want to do&#8211;it&#8217;s maddening when some ad copywriter misstates the practice like this does.</p>
<p>&#8216;Yes&#8217; without &#8216;and&#8217; ???</p>
<p>To an improviser, it&#8217;s like Macaroni without Cheese.</p>
<p>Like Woody without Buzz.</p>
<p>Like Yin without Yang.</p>
<p>And, unfortunately for <a href="http://en.wikipedia.org/wiki/JetBlue_Airways" target="_blank">the people who spent the money for this ad</a>, it&#8217;s like a Jet without Blue.</p>
<p>Walt Disney used to call it &#8216;plussing.&#8217;  Don&#8217;t just agree with me.  Tell me something I don&#8217;t know.  Add useful information.  Give gifts.  Move the scene forward.</p>
<p>John S., are you listening?</p>
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		<title>The Trapped Chilean Miner Game</title>
		<link>http://www.gamechangers.com/index.html/archives/2057</link>
		<comments>http://www.gamechangers.com/index.html/archives/2057#comments</comments>
		<pubDate>Fri, 27 Aug 2010 00:55:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Agreement Principle]]></category>
		<category><![CDATA[Casting]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Focus]]></category>
		<category><![CDATA[Fundamentals]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Group Mind]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Objectives]]></category>
		<category><![CDATA[Scenes]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Jersey Shore]]></category>
		<category><![CDATA[Objective]]></category>
		<category><![CDATA[Reality Shows]]></category>
		<category><![CDATA[Roles]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[television]]></category>
		<category><![CDATA[Trapped Childean Miner Game]]></category>
		<category><![CDATA[Trapped Childean Miners]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2057</guid>
		<description><![CDATA[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.   (&#8221;You got a paper clip?  We&#8217;ll pick the lock on [...]]]></description>
			<content:encoded><![CDATA[<p><em>Several years ago, in a Level One improv class at I.O. West, I did a scene with <a href="http://www.facebook.com/home.php?#!/parvesh?ref=ts" target="_blank">Parvesh Cheena</a> 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.   (&#8221;You got a paper clip?  We&#8217;ll pick the lock on that panel and&#8230;blah blah blah.&#8221;)  Big rookie mistake.  Our teacher, <a href="http://www.imdb.com/name/nm1817254/" target="_blank">Sarah Gee</a>, said to me, &#8220;If you get out of the elevator the scene&#8217;s over.  Show us who you are to one another while you&#8217;re trapped!&#8221;</em></p>
<p><a href="http://www.cnn.com/2010/WORLD/americas/08/26/chile.miners/index.html?hpt=C1" target="_blank"><img class="alignright size-medium wp-image-2059" title="TrappedMiners1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/TrappedMiners1-280x300.jpg" alt="TrappedMiners1" width="280" height="300" />This broke today over CNN.</a> 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&#8217;re designing a game to help them get out alive without going batshit crazy while they&#8217;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.</p>
<p>To review, here are the elements of a game: <em>Environment, Roles, Rules, Objective(s). </em></p>
<p>Let&#8217;s begin with the <em>Objective</em>.  Simple:  &#8216;Get out of here alive without going crazy.&#8217;  Same as most survival strategies.</p>
<p>The <em>Environment </em>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&#8217;s subconscious.  The Well, the Fallen Rubble, the Cave, the Mine&#8211;all tap deep into our unconscious, where our memories of the womb are stored.   As my friend <a href="http://www.richardtaylordesign.com/" target="_blank">Richard Wynn Taylor</a> says, &#8220;It will remind us of something we&#8217;ve never seen before.&#8221;</p>
<p>The <em>Roles</em>, 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 (&#8217;peacekeepers,&#8217; &#8217;storytellers,&#8217; &#8217;spokespeople,&#8217; &#8216;mediators&#8217; etc. etc.)  Some of the miners will play more than one role, depending on the scene they&#8217;re in.  Eventually some of them may trade roles, taking turns speaking to the media, for example.  What&#8217;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 &#8216;trapped miner&#8217; is not a role.  It&#8217;s a circumstance.  Your circumstance does not define your role; it&#8217;s your <em>behavior</em> in your circumstance that defines your role.</p>
<p>Expect that in the coming weeks, we&#8217;ll be hearing about the <em>Rules </em>of the TCMG. These Rules will be designed to create agreement and establish ground rules for the miners&#8217; 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.</p>
<p>Unlike a reality TV show like <em>Jersey Shore</em>, where <a href="http://www.wikihow.com/Create-a-Reality-Show" target="_blank">editors manipulate the juxtaposition of shots to create scenes and the sequence of events to construct a narrative</a>, the &#8216;live-ness&#8217; of this scene will demand improvisation, and that means the miners will be the primary architects of their narrative.</p>
<p>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.</p>
<p>What&#8217;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 &#8216;Will they or won&#8217;t they&#8217; 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&#8217;s interest, don&#8217;t focus on how you want it to end, but on how you want it to be.</p>
<p>When the miners&#8217; survival becomes imminent, their game will transform from a survival strategy to a business strategy.  To the objective of &#8216;Get out of here alive without going crazy,&#8217; they will undoubtedly add, &#8216;Make Money.&#8217;  When the miners finally walk into the light, the game may change, but it will not end.</p>
<p>Buena suerte, Mineros!</p>
<p><img class="aligncenter size-medium wp-image-2062" title="ChileanMiners2" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/ChileanMiners2-300x172.jpg" alt="ChileanMiners2" width="432" height="247" /></p>
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		<title>GameChangers Glossary, O to Z</title>
		<link>http://www.gamechangers.com/index.html/archives/2041</link>
		<comments>http://www.gamechangers.com/index.html/archives/2041#comments</comments>
		<pubDate>Wed, 25 Aug 2010 18:15:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Communication]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Networked World]]></category>
		<category><![CDATA[Objectives]]></category>
		<category><![CDATA[Problem Solving]]></category>
		<category><![CDATA[Scenes]]></category>
		<category><![CDATA[Themes]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2041</guid>
		<description><![CDATA[Adapted from GameChangers&#8211;Improvisation for Business in the Networked World, by Mike Bonifer:
Objective&#8211;The desired outcome of a scene; the focus of a scene; the business goal of a scene; one of the four elements of a Game
Opening&#8211;An ‘overture’ prior to a scene or series of scenes in which a player or a group develops the themes [...]]]></description>
			<content:encoded><![CDATA[<p>Adapted from <em>GameChangers&#8211;Improvisation for Business in the Networked World</em>, by Mike Bonifer:</p>
<p><em>Objective</em>&#8211;The desired outcome of a scene; the focus of a scene; the business goal of a scene; one of the four elements of a Game</p>
<p><em>Opening</em>&#8211;An ‘overture’ prior to a scene or series of scenes in which a player or a group develops the themes for a performance; usually begins with a suggestion from the audience</p>
<p><em>Organic Opening</em>&#8211;A style of group opening in which a ‘stream-of-consciousness’ dialogue and/or actions identify the themes for a performance</p>
<p><em>Organizational Environment</em>&#8211;The overall physical presentation of a business to its audience; the &#8217;stage&#8217; upon which a business performs; includes exteriors, interiors, wardrobe, lighting, transportation, ambient noise, air quality, etc. etc.</p>
<p><em> </em></p>
<p><em>Pandering</em>&#8211;A performance-related problem that occurs when a player appeals to an audience’s basest instincts; in improv comedy, this is known as ‘going for the easy laugh’</p>
<p><em>Performance</em>&#8211;The actions taken by a player or group to achieve an objective; a scene or series of scenes designed to earn the audience&#8217;s approval and achieve an objective; participation in a game; the object of analysis  (by a coach/manager and/or audience) of a group&#8217;s effectiveness; an improvised scene or series of scenes; the effectiveness of a brand&#8217;s narrative in the marketplace</p>
<p><em>Pimping</em>&#8211;A performance-related problem that occurs when a player makes an unreasonable demand or sets unreasonable expectations of other players; setting up a scene partner to look bad; asking a scene partner to perform in a way that conflicts with the scene partner&#8217;s role and/or character.</p>
<p><em>Play</em>&#8211;Participation in a game; spontaneity; full engagement with one&#8217;s environment and scene partners; a design for achieving positive outsomes from unforeseen circumstances; performance; the enjoyable, shareable and scaleable pursuit of an objective; (see <em>Improvisation</em>)</p>
<p><em>Player</em>&#8211;Anyone who plays a role in a scene; one who collaborates with others to achieve an objective; one whose work is informed by a sense of play; improviser</p>
<p><em>Quantum Narrative</em>&#8211;The flow of experience, perception and communication&#8211;both conscious and unconscious&#8211;in which all living things participate;  a thematically-connected definition of these experiences, perceptions and communication; the material from which linear (i.e. &#8216;Newtonian&#8217;) narratives get produced</p>
<p><em>Role</em>&#8211;The set of job-related responsibilities and duties for a specific player within a scene; unlike Character, roles can vary from scene to scene, and can also vary in terms of status; playing a role is often colloquially referred to as ‘wearing a hat’; one of the four components of a Game</p>
<p><em>Scene</em>&#8211;Any interaction between two or more players who share an objective</p>
<p><em>Scene Partner</em>&#8211;Anyone with whom a player interacts during a scene; a teammate</p>
<p><em>Scenic</em>&#8211;Description of an environment that is rich with visual information and objects of inspiration</p>
<p><em>Scripting</em>&#8211;A performance-related problem that occurs <em>w</em>hen a player plans how a scene will go beforehand; the imposition of one player&#8217;s narrative on the other players in a scene; dogmatic then sticks to the ‘script’, even if unforeseen events within the scene call for actions different than those planned</p>
<p><em>Scripter</em>&#8211;A player who goes into a scene with his or her mind mind up about what the scene should be; a player who imposes his or her narrative on other players; the worst thing you can call an improviser</p>
<p><em>Spolin, Viola</em>&#8211;An educator, community activist, author and theater director (1906-1994), who, along with her mentor, Neva Boyd (1876-1963), established the game-based theories and practices upon which <em>GameChangers</em>, and much of modern improv theater, is built; &#8216;the godmother of modern improvisation&#8217;; the author of the seminal textbook, <em>Improvisation for the Theater</em> (1963; U. of Chicago Press); Spolin&#8217;s son, Paul Sills (1927-2008), used his mother&#8217;s techniques to modernize and commercialize comedia del arte as &#8216;improv comedy&#8217; through his work at the University of Chicago as co-founder of the Compass Players and as the co-founder and original artistic director of Second City Theater</p>
<p><em>Status</em>&#8211;The level of authority associated with a player&#8217;s role in a scene; in Industrial models, status did not change from scene to scene, the CEO, for example was high status in every scene he or she (oh wait, we said Industrial, make that just &#8216;he&#8217;) was in; in the Networked Model, the CEO&#8217;s (or anyone else&#8217;s) status can range in status from scene to scene.</p>
<p><em>Status Games</em>&#8211;A genre of usually unproductive games in which defining and preserving status is the objective; includes games such as &#8216;Kissing Ass,&#8217; &#8216;Who&#8217;s Going to Tell Him He&#8217;s Wrong?  (Not me!)&#8221; and &#8220;I&#8217;m The Decider&#8221;; these games usually need excessive follow-up, as reality must catch up to the fictions generated by managers who focus on status instead of objectives that can be shared by the group</p>
<p><em>Story</em>&#8211;The historical artifact that emerges from the playing of a game; the arc of a scene or performance, often said to consist of Beginning, Middle and End; the &#8216;Newtonian narrative&#8217; that results from interaction with a Quantum Narrative; a snapshot in time of narrative flow; narrative history; an artifact produced by engagement with one&#8217;s art; the historical record of a player or group&#8217;s interaction with its environment</p>
<p><em>Suggestion From the Audience</em>&#8211;Any idea or piece of information given to a group prior to a performance by those who will judge the effectiveness of that performance; includes market research, customer relationship management, results of spidering and other listening technologies; organizational imperatives; brand statements; directions from manager/coach, etc.</p>
<p><em>Symbolic Movement</em>&#8211;Meta communication that moves a narrative forward</p>
<p><em> </em></p>
<p><em>Theme</em>&#8211;An idea inspired by a suggestion from the audience and generated in an opening or first scenes in a performance; the idea whose exploration provides the conceptual and narrative &#8216;glue&#8217; for a performance; that provides the inspiration and foundation for a scene or performance</p>
<p><em>Upstaging</em>&#8211;A performance related problem that consists of of stealing focus or negating the contributions of another player to make yourself look better; trying to good at someone else&#8217;s expense; blocking the audience&#8217;s view of another player in a scene</p>
<p><em>Yes and, Yes anding</em>&#8211;Accepting a scene partner’s reality or declaration, then adding useful information or contribution of your own in order to arrive at a new idea or reality shared by the group; a shorthand phrase that describes the most fundamental concept of improvisation, the agreement between players that results in transformation</p>
<p><em>Zone, in the</em>&#8211;see &#8216;<em>Group Mind</em>&#8216;</p>
<p>THIS IS A LIVING LIST; PASS IT ALONG AND ADD TO IT, AS WE WILL CONTINUE TO DO HERE AT GAMECHANGERS.</p>
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		<title>GameChangers Glossary, H to N</title>
		<link>http://www.gamechangers.com/index.html/archives/2031</link>
		<comments>http://www.gamechangers.com/index.html/archives/2031#comments</comments>
		<pubDate>Tue, 24 Aug 2010 18:54:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Branding]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Dialogue]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Fundamentals]]></category>
		<category><![CDATA[Initiations]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Objectives]]></category>
		<category><![CDATA[Themes]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Definitions]]></category>
		<category><![CDATA[Dictionary]]></category>
		<category><![CDATA[Glossary]]></category>
		<category><![CDATA[Meaning]]></category>
		<category><![CDATA[Terms]]></category>
		<category><![CDATA[Words]]></category>

		<guid isPermaLink="false">http://www.gamechangers.com/index.html/?p=2031</guid>
		<description><![CDATA[Adapted from GameChangers&#8211;Improvisation for Business in the Networked World, by Mike Bonifer:
Heighten&#8211;To build emotional involvement and energy in a scene
Improv&#8211;See &#8216;Improvisation&#8216;
Improvisation&#8211;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 [...]]]></description>
			<content:encoded><![CDATA[<p>Adapted from <em>GameChangers&#8211;Improvisation for Business in the Networked World</em>, by Mike Bonifer:</p>
<p><em>Heighten</em>&#8211;To build emotional involvement and energy in a scene</p>
<p><em>Improv</em>&#8211;See &#8216;<em>Improvisation</em>&#8216;</p>
<p><em>Improvisation</em>&#8211;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, <em>Improvisation for the Theater</em>; a games-based methodology for generating communication, learning and transformation</p>
<p><em>Initiation</em>&#8211;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).</p>
<p><em>Interrogation</em>&#8211;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;</p>
<p><em>Invention</em>&#8211;A performance-related issue that occurs when players work with speculative or subjective information instead of the reality of the scene.</p>
<p><em>Invocation</em>&#8211;An exercise that lets players examine a subject from the third-person (&#8221;It is&#8221;), second-person (&#8221;You are&#8221;) and first-person (&#8221;I am&#8221;) perspectives in order to identify themes for a performance.</p>
<p><em>Issue</em>&#8211;Any performance-related problem which can be remedied by better execution of <em>GameChangers </em> business communication techniques.</p>
<p><em>Judging</em>&#8211;A performance-related problem that occurs when a player subjectively assesses a scene while the scene is taking place.</p>
<p><em>Justifying</em>&#8211;A performance-related problem that occurs when a player self-consciously explains his or her (or their team&#8217;s) actions in a scene, especially when the behavior does not align with the <em>GameChangers</em> principles.</p>
<p><em>Liminal</em>&#8211;relating to the threshold of perception that players break through by participating in a game; relates to perceptions of one&#8217;s own abilities and to what one&#8217;s perceptions of what is generally possible; transcending the status quo</p>
<p><em>Meta Communication/Meaning</em>&#8211;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 &#8216;<em>Cosmetic Communication/Meaning</em>&#8216; and &#8216;<em>Emotional Communication/Meaning</em>&#8216;)</p>
<p><em>Monologue</em>&#8211;A speech given by a single player in a scene; a speech shared amongst multiple players in the course of a scene or presentation.</p>
<p><em>Narrative</em>&#8211;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.</p>
<p><em>Negativity</em>&#8211;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.</p>
<p><em>Network</em>&#8211;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 <em>et al </em>as consisting of &#8216;core&#8217; and &#8216;edge&#8217;</p>
<p><em>Networked World</em>&#8211;The highly communicative, internet-supported global stage on which business gets conducted</p>
<p><em>Objective</em>&#8211;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</p>
<p><em>Opening</em>&#8211;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</p>
<p><em>Organization</em>&#8211;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 &#8216;<em>Network</em>&#8216;)</p>
<p>TO BE CONTINUED&#8230;</p>
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		<item>
		<title>GameChangers Glossary, A to G</title>
		<link>http://www.gamechangers.com/index.html/archives/2023</link>
		<comments>http://www.gamechangers.com/index.html/archives/2023#comments</comments>
		<pubDate>Tue, 24 Aug 2010 03:03:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Additions and Edits]]></category>
		<category><![CDATA[Agreement Principle]]></category>
		<category><![CDATA[Branding]]></category>
		<category><![CDATA[Casting]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Coaching]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Dialogue]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entrances]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Fundamentals]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gifts]]></category>
		<category><![CDATA[Group Mind]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[Objectives]]></category>
		<category><![CDATA[Scenes]]></category>
		<category><![CDATA[Themes]]></category>
		<category><![CDATA[Definitions]]></category>
		<category><![CDATA[Dictionary]]></category>
		<category><![CDATA[Explanation]]></category>
		<category><![CDATA[Glossary]]></category>
		<category><![CDATA[Terms]]></category>
		<category><![CDATA[Words]]></category>

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		<description><![CDATA[Adapted from GameChangers&#8211;Improvisation for Business in the Networked World, by Mike Bonifer:
Addition&#8211;Entering a scene in progress for the purpose of contributing immediately to the team&#8217;s performance; contributing to a scene; giving a gift
 
Agreement, The Agreement Principle&#8211;A principle of improvisation, characterized by players’ openness towards each other and an organization or communications network&#8217;s openness at [...]]]></description>
			<content:encoded><![CDATA[<p>Adapted from <em>GameChangers&#8211;Improvisation for Business in the Networked World</em>, by Mike Bonifer:</p>
<p><em>Addition</em>&#8211;Entering a scene in progress for the purpose of contributing immediately to the team&#8217;s performance; contributing to a scene; giving a gift</p>
<p><em> </em></p>
<p><em>Agreement, The Agreement Principle</em>&#8211;A principle of improvisation, characterized by players’ openness towards each other and an organization or communications network&#8217;s openness at its edge; the group consensus around a game or theme that informs a scene</p>
<p><em>Audience</em>&#8211;Those within and outside of an organization whose reactions and opinions will determine the success of a scene or performance</p>
<p><em>Audience, External</em>&#8211;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</p>
<p><em>Audience, Internal</em>&#8211;People inside an organization or network, whose judgment acts as a kind of filter on scenes and narratives before they reach the External Audience</p>
<p><em>Blocking</em>&#8211;A performance-related problem that occurs when players impede the progress of a scene by refusing the gifts offered them by their teammates</p>
<p><em>Callback</em>&#8211;The act of recalling information that was stated by a player earlier in a scene or in a previous scene.</p>
<p><em>Cast</em>&#8211;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 &#8216;cast members&#8217;)</p>
<p><em>Casting</em>&#8211;The process of selecting players who will comprise a business team</p>
<p><em>Character</em>&#8211;Traits that make a player unique as an individual and consistently valuable to his or her team</p>
<p><em>Close, Del</em>&#8211;Credited as one of the originators of longform improvisation, and one of its most influential teachers, Close (1934-1999) created &#8216;Harold,&#8217; 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 <em>Hamlet,</em> in which he was to be billed as playing the role of Yorick</p>
<p><em>Coach</em>&#8211;A person who casts a team; an objective observer and critic of a team&#8217;s performance; one who establishes game-based strategies and standards of preparation and performance in directing a team toward its objectives; manager; director</p>
<p><em>Cosmetic Communication/Meaning</em>&#8211;The surface level of communication within a scene, primarily through spoken dialogue; data; information. (See &#8216;<em>Emotional Communication/Meaning</em>&#8216; and &#8216;<em>Meta Communication/Meaning</em>&#8216;)</p>
<p><em>Crazy Town</em>&#8211;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.</p>
<p><em>Denying</em>&#8211;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&#8217;s reality</p>
<p><em>Edit</em>&#8211;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</p>
<p><em>Emotional Communication/Meaning&#8211;</em>The most dynamic and meaningful level of communication in a scene. conveying its players&#8217; passions and desires, where reactions (both positive and negative), and reinforcements/alienation are strongest</p>
<p><em>Energy</em>&#8211;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</p>
<p><em>Entrance</em>&#8211;A player&#8217;s first appearance in a scene</p>
<p><em>Environment</em>&#8211;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</p>
<p><em>Exit</em>&#8211;A player&#8217;s departure from a scene</p>
<p><em>Fantasizing</em>&#8211;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 &#8216;<em>Crazy Town</em>&#8216; and &#8216;<em>Invention</em>&#8216;)</p>
<p><em>Flatlining</em>&#8211;A performance-related problem that occurs when players show no energy or life, impeding or halting a scene’s progress</p>
<p><em>Game</em>&#8211;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</p>
<p><em>GameChanger</em>&#8211;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</p>
<p><em> </em></p>
<p><em> </em></p>
<p><em>Gift</em>&#8211;A move that supports the scene and the players in it; &#8216;giving gifts&#8217; is one of the most powerful and effective moves a player can make</p>
<p><em>Grandstanding</em>&#8211;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 &#8216;Wow Factor&#8217;; going for a home run when a single would better serve the scene</p>
<p><em>Group Mind</em>&#8211; 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 &#8216;<em>Group Think</em>&#8216;</p>
<p><em>Group Think</em>&#8211;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</p>
<p>TO BE CONTINUED&#8230;.</p>
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		<title>Fools With Rules</title>
		<link>http://www.gamechangers.com/index.html/archives/2017</link>
		<comments>http://www.gamechangers.com/index.html/archives/2017#comments</comments>
		<pubDate>Thu, 19 Aug 2010 05:20:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Branding]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Focus]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Issues]]></category>
		<category><![CDATA[Narrative]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[2010 PGA Championship]]></category>
		<category><![CDATA[brand]]></category>
		<category><![CDATA[Dustin Johnson]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Golf]]></category>
		<category><![CDATA[Managers]]></category>
		<category><![CDATA[PGA Officials]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Tiger Woods]]></category>

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		<description><![CDATA[This one’s for the golfers…
I used to joke with our neighbor back in Indiana, Euline Kieffner, that the reason she and I loved golf so much was that there was nothing more alluring to folks who’d grown up on farms like we had than a mown field with no manure in it.  Until four or [...]]]></description>
			<content:encoded><![CDATA[<p>This one’s for the golfers…</p>
<p>I used to joke with our neighbor back in Indiana, Euline Kieffner, that the reason she and I loved golf so much was that there was nothing more alluring to folks who’d grown up on farms like we had than a mown field with no manure in it.  Until four or five years ago, I was enchanted by the game of golf, and literally could not get enough of it.  I played and practiced it religiously, at one point working my way all the way down to a four-handicap, which is pretty damn good.  I could play.</p>
<p>Golf is a great game that can teach a person a lot about patience, persistence, imagination, focus, character, and the difference between trying to force positive outcomes and letting positive outcomes emanate from an open mind.  As my business focus has changed, so has my relationship with the game.  Today, I play rarely, maybe two or three times a year, and only on social occasions.   The romance is gone.  Occasionally, my Taylor-Mades and I stare wistfully at one another across a crowded garage, and remember how it used to be between us.</p>
<p>What fascinates me most about the sport of golf today, sad to say, is the wreckage to its most visible brand experience&#8211;the PGA Tour.  We’re talking multi-vehicle pile-up. Its <a href="http://www.modestopress.com/tiger-woods-update-no-sex-no-good-tiger-woods/930/" target="_blank">shiningest star has lost most of his luster</a> and its TV ratings have tanked in tandem with the Tiger brand.  The Tour’s newcomers <a href="http://averagegolfer1.blogspot.com/2010/05/memorial-needs-to-jump-start-boring-pga.html" target="_blank">have apparently had no life experiences to differentiate them from one another</a>&#8211;all they know is golf.  Its core demographic is aging.  <a href="http://www.chichigroup.com/chichi_rodriguez.htm" target="_blank">Its most interesting personalities</a> have retired.</p>
<p>Last Sunday, while I did a little work in the office, more out of habit than anything, I had the PGA Championship—the last of the four ‘majors’ of the season—on the TV in the background. It held no inherent interest for me. And then, all of a sudden, it did.  Several of the game’s young lions—Rory McElroy from Scotland(?), a <a href="http://www.youtube.com/watch?v=v-8Er2w3Gkk" target="_blank">long-hitting lefthander with high follow-through named Bubba</a>, a cool German named Kaymer I’d never heard of before, and Dustin Johnson, who hits it insanely long, were all fighting for the lead, along with a caddyshacker named Wen-Chong from China, who learned to play on that country’s first golf course, which was built only 20 years ago.  All of a sudden, it was a story worth following.</p>
<p><img class="alignleft size-medium wp-image-2021" title="DustinJohnson1" src="http://www.gamechangers.com/index.html/wp-content/uploads/2010/08/DustinJohnson1-300x217.jpg" alt="DustinJohnson1" width="300" height="217" />Over the last five or six holes the tournament&#8217;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.</p>
<p>And then, all of a sudden, we weren’t.  A PGA Tournament official pulled Johnson aside as he walked off the 18<sup>th</sup> green and told him that he had violated a rule by grounding his club in a hazard along the 18<sup>th</sup> fairway, one of the 1000+ sand bunkers that lined the course.</p>
<p>I’m not going to get into the specifics here, except to say that technically the officials were correct—Johnson had, in fact, let his club touch the sand prior to making his second shot.  Narratively, however, the PGA people blew it like I’ve never seen a call blown in a lifetime of watching sports.  There was no possible way for Johnson to know that the spot where his ball sat—a spot that had been trampled by tens of thousands of people during the tournament, and was tightly framed by hundreds in the gallery as he made his swing—was a hazard.  Besides that, if there had once been a border to the sand bunker, that border had been erased by the week’s crowds to the point where it no longer existed.  Given this, there was no way for the PGA officials to know for sure from looking at a replay whether the ball was &#8216;in&#8217; a bunker or not.</p>
<p>This wasn’t some snap judgment in the heat of the moment by a referee or ump.  This was a deliberation.  A review.  A consideration.  And then, a horrible decision that took all the life out of the story.  Johnson was penalized two strokes, and eliminated from the playoff.</p>
<p>The tragedy of this decision goes way beyond any personal setback to Mr. Johnson.  The PGA brand desperately needed this story, needed the drama to keep building with the playoff between three of its new stars.  They had it.  It was happening.  The audience was engaged.  There was real enthusiasm from the broadcasters.  It was turning into the most interesting finish to a tournament in years.  All the PGA officials had to do was stay out of its way.  Instead, they committed the golfer’s most grievous mistake: they over-thought the shot.  And then they shanked it.</p>
<p>This was not the behavior of people concerned about what’s best for the game of golf, about supporting their brand’s narrative, or about nurturing the next generation of golfers.  This was <a href="http://blogs.wsj.com/dailyfix/2010/08/16/whos-to-blame-for-johnsons-bunker-bummer/" target="_blank">vainglorious meddling</a> by middle-aged men desperate for attention and fearing nothing as much as their own impotence.</p>
<p>Oh yeah, Kaymer won the playoff, but who cared?  Nobody outside of Kaymer&#8217;s girlfriend is talking about it.  <a href="http://www2.ljworld.com/news/2010/aug/16/dustin-johnson-was-robbed-whistling-straits/" target="_blank">All the fan conversation is about the idiotic ruling.</a></p>
<p>We see this a lot in business.  A compelling narrative begins to unfold, or an idea seems to be gathering momentum, and then, from out of nowhere, an expressionless manager with a rule book derails it.  It sucks for everyone involved except the person with the rule book.</p>
<p>If the rules don’t support your brand’s narrative, don’t change the narrative, change the rules.  If your managers, <a href="http://www.pga.com/news/pga-championship/pga-president-doesnt-expect-bunker-rule-change-whistling-straits" target="_blank">like those PGA officials</a>, aren&#8217;t nuanced enough to understand what it takes to support your narrative, change managers.  This is what the PGA needs to do, pronto, to get its ailing game back on track.</p>
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