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.)



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6. KF creates the Game-Changing Game
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