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Video games are a Reflection of Behavior by Donna Rodgers





Article Author Biography
Video games are a Reflection of Behavior by
Article Posted: 06/06/2011
Article Views: 109
Articles Written: 1873
Word Count: 1488
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Video games are a Reflection of Behavior


 
Entertainment
You are standing on a modest stage yelling, "What is the title of the game?!"

"Win as a lot as you can!!!" arrives roaring back.

"Who's accountable for your score?!"

"I am!!"

The audience is composed of ninety adult males, all prisoners in a federal optimum security prison.

A single a lot more point - you are a lady.

For a few many years, Alicia volunteered each Thursday at FCI (Federal Correctional Institute) in Bastrop, Texas-

"I used my expertise as a corporate trainer to help these men discover to shift their perspective on themselves and the globe."

"Along the way the prisoners taught me as considerably, maybe more, than I taught them."

"In my teaching company, I use games as a way to break down barriers and shift perceptions. What I arrived to understand is that your behavior in a game is an exaggerated reflection of your behavior in genuine life."

Video games are an opening to behave accurate to our natures, to react immediately instead than with a cautious response. Dependent on the other players, we might keep an eye on our behavior much less in a game than in the genuine globe, but we are not acting in a different way. In a game there are no emotional holds barred.

In a game, we are allowed to be more proper brained than logical. After all, "It's only a game."

Stating one thing is only a game tends to trivialize its importance. Precisely simply because we view it as trivial, and of no relevance, we can give ourselves permission to permit our accurate natures out.

When we floated this thought ahead of a quantity of colleagues, many of them told us stories of self-discovery. 1 woman, a extremely sweet and type person in "genuine life", was acknowledged as "the enforcer" when she played hockey in school. One more shared that, when she plays a game versus complete strangers she gets "brutal" and extremely competitive.

So if our genuine nature comes out in a game, what can we do with that data?

Can we transform scenarios so that we can be accurate to our nature? Can we make a game out of genuine world situations to enable our accurate nature to flourish? The obvious illustration is to view company as a game to be won. This implies opposition and a winner consider all frame of mind.

But Covey and others have informed us about developing win-win scenarios. Is there this sort of a issue as a win-win game - a game in which everyone wins, in which no 1 loses? Can you devise a game exactly where you can place your aggressive streak toward a more substantial aim? Can the proverbial pie be created larger? As somebody mentioned to me, to transform from "me winning" to "we winning".

What is the identify of the game? Win as considerably as you can!

Who's accountable for your score? I am!

The game Alicia played with the inmates was referred to as "the handshake game". She had them pair up by size, height and excess weight and explained the policies. "We'll play the game for 45 seconds. You get a single level when your hand taps his hip he gets a single point when his hand taps your hip."

The vast majority of the pairs had a combined score of points. A couple of pairs scored in the 10 - 20 position array.

But one particular pair scored 260 points.

The large scorers had recognized that the name of the game and scoring duty did not define a win-drop (or "zero-sum") game. That is, one particular particular person did not win at the cost of the other.

Of training course, the entire thing was a set-up. Alicia paired them up by dimensions, height and excess weight to set the expectation that it was an evenly matched contest. She got them chanting to get their exhilaration up.

And she neglected to notify them that the pair was a team and the group members' scores would be combined.

"Deliberately I failed to notify them they ended up supposed to cooperate with their spouse. I also by no means advised them who the opponents have been."

We all know that a "formal" team should cooperate to win. The revelation right here was that by cooperating they could increase their specific scores.

What's the identify of the game? Win as a lot as you can!

Who's responsible for your score? I am!

The rules say nothing at all about avoiding the other individual from acquiring a higher score. The pair who "acquired it" swiftly settled into a rhythm of "a single for you and one for me". And they could have kept that up for as prolonged as the game ran. Meanwhile, the other teams have been struggling and would have exhausted on their own extended before the winners did. And, when the couple of teams who did spot the pair who "acquired it" there had been charges of "cheating" leveled at them. "We saw what they ended up doing but believed they had been cheating or did not recognize the principles."

The cooperation - levels of competitionconfusion is nicely summed up in the idea known as "the prisoners' problem". Two individuals are arrested for a crime and there is adequate proof to set them each in jail for 1 year.

The police keep them isolated from each other and provide each the identical offer: "If a single of you talks and the other does not, the snitch goes free of charge and the other one will get 3 years. If you equally speak, you each get 2 many years."

The partners can work together (by staying silent) and the two get only a year in jail. By the two defecting from the partnership to function with the police they will both get 2 many years.

A single defector will go free whilst the 1 who cooperated gets 3 decades.

The problem is formed by pitting rely on against greed. The temptation of greed mixed with a practice of levels of competition blinds us to a different point of view.

But don't consider that only prisoners are issue to this. When Alicia has had groups of corporate executives play this game, they fall into the exact same behavior pattern as the prisoners. In fact, in some corporate sessions no person "gets it".

There seems to be a dichotomy involving competing and winning. The notion of cooperating to win looks odd. In simple fact, we see other gamers complain that the ones who "get it" are cheating!

What you do depends on your watch of the game. If the game is observed as a one-time celebration, why not be brutal - there will be no consequences. But if this occasion is one in a series, then cooperation is obviously the better extended-term strategy, if only since there will be a opportunity for the other to get even.

In scientific studies of prisoners' dilemma fashion games (played for factors and not reduced jail time) the gamers at some point settle into a technique dubbed "tit for tat". Their actions are declaring, "If you cooperate last time, I'll cooperate following time. If you defected final time, I will defectsubsequent time."

Utilizing the word "defect" assists us see the shift - the opposite of cooperating (operating on the exact same side) is defecting to the other aspect.

The desire to compete and the desire to win are not the same.

Game terminology (techniques, tactics, moves, etc.) is often applied to "significant" areas of lifestyle. Simply because the word game has a connotation of triviality, we occasionally bristle at its use to describe the issues that indicate the most to us.

What if we kept in brain that 'it's all a game' - would we behave differently?

Philosopher James P. Carse writes in the initial chapter of Finite and Infinite Video games, "There are at least two sorts of games. One could be known as finite, the other infinite. A finite game is played for the goal of winning, and infinite game for the purpose of continuing the play."

The book's subtitle is "A Vision of Lifestyle as Play and Likelihood." His premise is that a game is about the partnership between the player.

In the book he characterizes two types of players. Finite players play within the guidelines, infinite gamers play with the guidelines. Finite gamers play to end the game (with their victory), infinite gamers play to continue the game (by what ever signifies they see suit). Finite gamers play to win, infinite players play to maintain playing.

The players who "get it" are playing with the rules searching to transform a finite game into an infinite one particular.

If this article has intrigued you we motivate you to search at the different "video games" that you are "enjoying" and with whom. Who are your "teammates" and what kind of game are you enjoying? With enhanced awareness of our behavior, and the behavior of other people, we are capable to develop a "win as much as WE can" mentality.

&duplicate Copyright 2004 Alicia Smith Consulting & Instruction. All Rights Reserved.


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