Winning games
December 20, 2011
In most games who wins and who loses is the whole point of playing. It would be hard to imagine a more unpopular outcome in a reality TV series, than an announcement that all the players ended up as winners! It is, of course, beneficial that better-motivated and more enterprising players take the place of the lazy, the incompetent, and the unmotivated.
But zero-sum thinking and the winner-takes-all philosophy do not serve us any more. As there are more losers than winners in our games losers multiply as winning behaviours are replicated in the smaller winners’ circles and losing behaviours are replicated in the bigger losers’ circles.
The biggest problem is that as losers are excluded from the game, they are not allowed to learn. The divide between winners and losers grows constantly. This is why, in the end, the winners have to pay the price of winning in one way or another. The bigger the divide is, the bigger the price that has to be paid. The winners end up having to take care of the losers, or two totally different cultures start to form, as is happening today in many developed countries and cities.
Psychologically, competitive games create shadow games of losers competing at losing.
The games we play have been played under the assumption that the unit of survival is the individual, a team of people or a company. However, the reality is that the unit of survival is the players in the game being played. Following Darwinian rhetoric, the unit of survival is the species in its environment. Who wins and who loses is of minor importance compared to the decay of the (game) environment as a result of the competition.
We need a new concept of games in the creative economy. The players and their contributions in the real world are, and should be, too qualitatively different to be compared quantitatively. Unless all the players are comparable and want the very same thing, there cannot be a genuine contest.
Zero-sum games were the offspring of scarcity. In the era of creativity and abundance, new approaches are desperately needed.
As there simply cannot be pre-existing rules for every conceivable situation that might arise, we have to move beyond seeing the players and the rule-makers as separate parties. Real-life games are too complex to be governed totally from outside. We need participation based on values- and strong ethics as a prerequisite for taking part.
The players have the responsibility not only for adhering to the existing rules, but also for developing the rules further – specifically when the game (environment) decays as a result of the actions of the players.
In creative games the winners would be all those whose participation, comments and contributions were incorporated into the development of the game.
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High performance (social) business
December 10, 2011
In our view of the world, we often think that competition creates and secures efficiency. But it may be that high performance is incorrectly attributed to competition and is more a result of diversity, self-organizing communication and non-competitive processes of cooperation. Competitive processes lead to a handicapping of the higher-level system that these processes are part of. This is because competitive selection leads to exclusion: something is left out. Leaving something out means a reduction of diversity. The resulting less diverse system is efficient in the very short term, but always at the expense of longer-term agility and viability.
Our assumption has also been that by understanding the parts of a system in detail, we understand the whole. This is simply not possible! What happens in the interaction between the parts is much more important than the parts. The whole is the emergent pattern of the interaction, not the sum of the parts. The focus of the high performance organization should be on communicative interaction: what is going on?
Enriching interaction and interactive energy
Higher performance patterns may occur through the very simple combination of different experiences and enriching interaction.
Chaos theory explains how the patterns form. A parameter might be the flow of information in the system. At low rates, meaning no input or more of the same input, the system moves forward displaying a repetitive, stuck behavior. At higher rates and more diversity the pattern changes. At very high rates the system displays a totally random behavior. The pattern is highly unstable. However, there is a level between repetition/stability and randomness/instability. This level where simultaneous coherence and novelty are experienced is called the edge of chaos.
Classical physics took individual entities and their movement (trajectories) as the unit of analysis in the same way we have lately analyzed individuals and firms. Henri Poincaré was the first scientist to find that there are two distinct kinds of energy. The first was the kinetic energy in the movement of the particle itself. The second was the energy arising from the interaction between particles. When this second energy is not there, the system is in a state of non-dynamism. When there is interactive energy, the system is dynamic and capable of novelty and renewal.
Interactive energy may be the single most important factor in business performance.
Every interaction is meaningful
Interaction creates resonance between the particles. Resonance is the result of coupling the frequencies of particles leading to an increase in the amplitude of motion. Resonance makes it impossible to identify individual movement in interactive environments because the individual’s trajectory depends more on the resonance with others than on the kinetic energy contained by the individual itself. We are the result of our interaction.
The lesson is that every interaction of all of the particles is thus potentially meaningful and can lead to the amplification of the slightest variation. Interactive systems with even the smallest variations take on a life of their own. The future form and direction of the system is not visible in the system at any given time. The future is not in the system and it cannot be chosen or planned by anyone.
The conclusions are important for us:
Firstly, novelty always emerges in a radically unpredictable way. The smallest overlooked variable or the tiniest change can escalate by non-linear iterations into a major transformative change in the later life of the system.
Secondly, the patterns of healthy behaviour are not caused by competitive selection or independent choices made by independent agents. Instead, what is happening happens in interaction, not by chance or by choice, but as a result of the competitive/collaborative interaction itself.
The new social technologies have the potential to change the patterns of connectivity as much as the sciences of complexity have changed our perspective and thinking.
Richer, more challenging, more exploratory conversations leave people feeling more alive, more inspired and capable of far more creative action. The focus of the high performance organization should be on communicative interaction creating the continuously developing pattern - a life at the edge of chaos.
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Thank you Pekka Himanen and Doug Griffin










