6. KF creates the Game-Changing Game


Knowledge Federation creates the Game-Changing Game—a socio-technical system for systemic innovation. Who will do systemic innovation? And in what way? (Notice that the critical task—as in conventional innovation—is the change of practice, or large-scale adoption.) Characteristically, the answer is provided in terms of a socio-technical system. We call it The Game-Changing Game, because it gamifies the change of the conventional ‘career games.’ Another central technique here is to create a systemic prototype and a transdiscipline around it, to improve it continuously and strategically bring it into conventional practice.

The Game-Changing Game is such a prototype. The socio-technical procedure it currently implements is straightforward: The A-Players (who are at a point in their life and career where they can move easily to become parts of radically new systemic solutions) ‘play their career games’ in a game-changing way (i.e. by changing or creating rather than learning a profession). The Z-Players (who are at a point in their life and career where they have the power and ability to do that) play by enabling the A-Players to ‘play’ in that way (by acting as academic advisors, sponsors, inspirational figures...).

The Z-Players also co-create The Game-Changing Game—also by their own bodies. If they succeed to change the game (The Game-Changing Game points out), the gains and the contributions may be enormous. An important point: The two game-changing prototypes that have hitherto been created (the ZIG Project and the KF Course) clearly represent the paradigm shifts in key areas of public informing and education; while fitting into the existing systems and state of affairs, they also clearly and radically transform them, acting as systemic attractors... or as species in a punctuated equilibrium... (Why the word ‘game’ appears two times: The first time it signals that our professions and institutions must be considered as largely ‘just games’ —competitive play for success and profit—because that’s what they have largely become; the second time it signals that the main role of the GcG is to ‘gamify’ the change or the re-evolution—and thereby make it organized, hence feasible.)



RELATED ARTICLESExplain
KF and the Game-Changing Game
Dino's Executive Summary (Dec 2012)
6. KF creates the Game-Changing Game
1. Systemic view transforms grave problems into vast opportunities
2. Information technology enables systemic change
3. Systemic innovation is identified as ‘the next big thing’
4. KF Activity is identified as the key task
5. KF Community enables knowledge federation
7. KF initiates The Club of Zagreb
8. Research & entrepreneurship turn problems into opportunities
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