Adults have a hard time letting ourselves have fun
even serious fun
Bernie DeKoven empowers adults to acknowledge the enjoyment we get out of doing something meaningful – he calls it ”Deep Fun.”
I discovered Bernie thru the MacArthur dialog, “Pathways to Gaming:” how people come to games in the first place.
Bernie suggests that “adults need games even more than kids.” For adults, the pathway to games, and play, and fun is a hard road. We’re concerned that if we look like we’re enjoying ourselves, we won’t be taken seriously.
Bernie says, “no organization suffers more from the ’serious syndrome’ than nonprofits.” We get so focused on the problem, the goal of alleviating the problem — we forget how much fun it is to work together from the heart.
Deep Fun
Bernie’s “Deep Fun” oeuvre includes several key points that we can use for nonprofit social entrepreneurs making an elearning game together to solve the mystery of earned income profitability:
- When we give ourselves permission to have fun in our work — our work becomes more supportive, tolerant, open, giving, and more intrinsically rewarding
- Fun is more fun when you’re not the only one having it
- Collaboration is fun for us when:
- we get to be in charge — at least part of making the agenda of what we’re going to do in the first place
- what we do engages our abilities, skills, expertise and challenges us to perform
- we are listened to — and our competence contributes to our collaborative work product
Collective Competency is Fun
Collective competency is an increased collective capacity to meet greater challenges. Bernie concludes that the experience of collective competency is fun for adults because it is mutually empowering.
- Each individual increases the abilities of the collective.
- The collective increases the abilities of the individual.
Technology is Fun
Technology is fun when we use it to support our collaborative work. Technology can support collaborative work fun because:
- tech tools can separate an idea from its originator
- the tech tool then “owns” the idea and we can manipulate it freely
- we manipulate ideas thru the medium of what we are creating together
- the medium listens — we see ourselves heard by the medium
- the technological medium becomes a form of play in and of itself
Pathways to Gaming
Back to how people get to gaming in the first place, generally. The primary gyst of pathways to gaming that emerged from the MacArthur dialog are SOCIAL. Since, as I have pointed out, the MacArthur initiative is focused on kids — I’m gonna turn some of this around a bit. How can adults get game?
- Other people you know play: first contact with games arises from your social context - peers, role models, mentors (do your kids play games? do you play with them?)
- You are “invited” to play (remember how it was while you waited to be picked for the Red Rover side? have your kids asked you to play with them?)
- You are exposed to discussions about games that are infectious: linguistic frames posit gaming as a non-trivial learning space (anybody you know talking about learning games, serious games, games for social change?)
- You use technology for any purpose: Web2.0 tools themselves are a platform for social play — its the tools themselves, not any particular game ( I mean, if you are reading this blog post, you are way past using email – corporate knowledge management system? customer relationship management system?…?)
- Your personal values connect with game activity (do you value self-expression? challenge? making a difference? learning? collaboration?)
What if: Questioning Game + Duck-Duck-Goose
Bernie has made a couple of games that I think we could combine in a cool way to serve our purpose. The Questioning Game is for making meetings more fun. His version of Duck-Duck-Goose is for those of us whose “olderness” makes it not so much fun to physically run around the circle.
In the Questioning Game, each person’s answer to the previous person’s question ends with their own question. And it passes to the next person, who answers and asks another question. An issue is explored far beyond the initial question – as new questions keep emerging, drawn from our collective wisdom.
In Duck-Duck-Goose, one person starts and turns to the person on their right and says “duck.” That person turns to their right, and says “duck.” And so on. At some point, somebody turns to the person on their left and says “goose.” Then we get “duck” going around the circle to the right, and “goose” going around the circle to the left. The object of the game is not to be the one stuck with both Duck & Goose.
So — what if — we get “Questions” going around to the right and “Answers” going around to the left. Object of the game = don’t be the one to get stuck with both Q&A.
Point is — each of us knows some questions. Each of use knows some answers. No one of us can make this game solving the mystery of nonprofit earned income profitability alone.
Bernie says that we adults need to give ourselves permission to have fun in our work. And he literally means “we.” Bernie says our “group” is the only body that can provide and sustain the necessary permission. In general, one pathway to games is “you get invited to play.”
I invite you to use this blog technology to play “Question/Duck + Goose/Answer.”
I invite you to invite others you know to play with us.
I invite us to give ourselves permission to have collaborative fun with profitability
