isivivane game

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    The

    Game of Knowledge,

    Transformation and

    Co-operation

    www.isivivane.com

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    Harness individual and group energy to manifest a shared dream

    The Isivivane Game of Knowledge, Transformation and Co-operation gets diverse people to focus their energies

    on manifesting a collective vision. It helps participants think, talk and act in ways that generate desired outcomes.

    In corporations, government and NGOs, the Isivivane Game provides a framework for strategic planning, change

    management, KM, team building, conflict management, innovation, product development and the design of sus-tainable systems and cultures.

    Isivivane works well with a variety of audiences, from children to world leaders.

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    1. Assemble the disks

    Print out pages 4 to 21 of this book on A3 paper, choosing

    220gm recycled card or plastic for durability. The disks are

    approximately the size of dinner plates.

    Cut the disks out so that they are circular and stick the two sides

    of each direction together.. The front of the disk gives clues

    about the active qualitites of the direction, while the back sup-

    plies questions to be explored.

    You will now have ten disks; the central disk, t he facilitators disk

    and 8 directional disks, that can be laid out on a table or flooraccording to the points of the compass.

    2. Players

    The game can be played by one person, a couple, or an entire

    team. Play as a boardroom or after-dinner conversation guide or

    to stimulate participation at conferences.

    Playing the Isivivane Game has the effect of suspending normal

    reality. This allows players to reflect on key questions using a

    broader perspective than their position in the organisation

    normally gives them.

    3. Facilitator

    The facilitators task is to guide the process, allowing players to

    generate and record ideas in a safe space.

    Focus must always return to the central idea defined by the

    players, to prevent going off on tangents. It is important that

    everyone provides answers to the questions on the back of the

    disks and that these answers are recorded. When all information

    has been gathered, it is read out to participants who may then

    vote on key issues.

    The facilitator compiles the results into a feedback documentthat players can refer to as a reminder of the event and agreed

    actions going forward.

    To be read out by facilitator

    These are the rules of the game:

    Everyone agrees to provide input

    We all agree that this is a safe space and that

    we are all free to voice our deeply-held opin-

    ions without fear of witch-hunts or repercus-

    sions afterwards

    Lively discussion is encouraged

    When everyone agrees that they have provid-

    ed input, then all input is read out to the col-lective

    Voting by show of hands is encouraged

    We commit that feedback will be written

    down and circulated to all participants with-

    in 24 hours of the session

    Process

    1. Discuss the central theme. This could take a

    long time, in which case it is advisable to set

    aside two sessions; the first to decide the cen-

    tral theme and a second session to provideinput on the questions on the other 8 disks.

    2. With a small group of people (less than 15),

    participants engage with each disks questions

    until everyone has supplied input. If there are

    more than 15 people, you need to assign each

    card to a scribe, who becomes responsible for

    recording input from all participants. (Scribes

    can become normal participants and normal

    participants can become scribes.)

    3. When everybody is happy that they have pro-

    vided input to all the questions, presenters

    read the responses back to all participants,

    voting and updating where necessary.4. Once there is agreement, summarise under-

    standings reached and close the session.

    5. To close the session, the facilitator asks each

    participant to summarise what they have

    learned and what they now commit to as a

    result of the process. This is recorded by a

    scribe and will form part of the final feedback.

    6. The facilitator commits to provide feedback to

    participants within 24 hours of the session.

    This keeps the initiative moving and refreshes

    memory of the important agreements reached.

    7. Refer to the plan and agreements going forwardon an on-going basis to keep the process going.

    Find ways of reflecting the agreements reached

    using innovative media.

    RolesParticipants (players) are there to provide honest

    responses to the questions and play the game.

    The facilitatorholds the safe-space, reads the

    instructions and ensures everybody gets their say.

    The facilitator records votes and decisions made

    and is responsible for providing feedback to all

    participants following the event.

    The scribe records participants answers to thequestions. The scribe can change roles and be-

    come a participant in order to contribute to the

    questioning process.

    The presenterreads the collective input for each

    disk to all participants. Should there be disagree-

    ment, decisions can be taken via a show of hands,

    recorded by the facilitator. Usually the presenter

    is someone who is a scribe who volunteers to

    present for a specific disk. It could also be some-

    one who is spontaneously chosen by the group.

    For example, the facilitator may ask the group:

    Who will present the answers for the North-East?

    Instructions for playing The Isivivane Game

    Page 3 www.isivivane.com

    Ideas

    Use the Isivivane Game toexamine an issue

    from different points of view, or toensure all abilities are functioning really well.

    You can also use t he Game forstrategic planning to work out your best options.

    For change management applications, ask participants to

    describe (a) the game that has been played up till now, and (b)the game we want to play in the future. The difference between

    the two games represents the changes that need to be made.

    Take photos during the session and feed back to the group as acollage it creates a wonderful memory of the event.

    Hand the disks around so that everybody can becomefamiliar with the different directions and questions.

    Encourage discussion.

    Encourage fun.

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    THE CENTRE

    Naming the Game

    What is the name of the game we want to play?

    What is this game designed to achieve?

    What tells us were playing the game really well?

    Why is this game worth playing?

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    EAST: GOALS

    Every game has a goal, even if the goal is to simply continue playing. While soccer, rugby and cricket matches

    come to an end with winners and losers, the game itself continues; season after season. Goals of deliberately

    created games might include long-term success, sustainability, profitability, happiness, positive impact and having

    rewarding interpersonal relationships.

    QUESTIONS:

    What are the goals of the game?

    How do we ensure that they work in harmony with each other?

    How do we achieve agreement, clarity and shared understanding about the goals?

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    SOUTH-EAST: LANGUAGE AND STORIESEach game has its own unique language which allows participants to share common experience. The stories

    we tell and the way we tell them inspire and create a collective vision of the intended future. We talk the future

    into becoming. Language can also create a barrier to entry.

    QUESTIONS:

    What stories and words will get this system working really well?

    Which words and stories do not have a place in this game?

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    SOUTH: RESOURCES

    Resources can mean anything from money and equipment to the talents and abilities of participants, financial

    support, emotional support, specialised know-how and intellectual property, process knowledge, networks, ac-

    cess to information, support systems, people you know and well-designed visions and goals.

    QUESTION:

    What resources do we need to make the game work really well?

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    SOUTH-WEST: STYLE

    Style is the unique way in which we play the game. Style embodies difference in behaviours, thoughts, stories,

    dress, artefacts, symbols and words. We bring our unique personal style to each game we play. The game itself

    has a unique style. Designing style is a creative process that is developed over time and is strongly influenced byrole models, self-perception and feedback and reflection.

    QUESTIONS:

    What is unique about our style of playing the game?

    From where do we get feedback about our style?

    How does our style of game play help us to achieve the desired results?

    How does our style differentiate our game from other games?

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    WEST: VALUES

    Values are standards or qualities considered worthwhile or desireable. They are abstract ideas about what an

    organisation, society or community believes to be good, right and desireable. Values reflect our most deeply

    held beliefs, demonstrated through day-to-day behaviours and are the fundamental principles that guide com-

    munity-driven processes. Values provide a basis for action and communicate expectations for participation and

    how the organisation expects everyone to behave. Values should endure over the long-term and provide a con-stant source of strength and inspiration for the individual or organisation that holds them.

    QUESTIONS:

    What values do we need to play this game really well?

    How can these values be reinforced and expressed in both word and deed?

    What behaviours and attitudes need to be transformed?

    What needs to change and what do we want to have instead?

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    NORTH-WEST: RULES

    In order to play a game well, we need to be clear about what the rules and patterns of success are; both

    written and unwritten. Rules stipulate what can and cannot be done and not playing by the rules means

    penalty or even exclusion from the game.

    QUESTIONS:

    What are the key rules of this game?

    Which rules could stimulate innovation and creativity?

    How can everyone be clear about the rules of the game?

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    NORTH: ROLESSome organisational theories suggest that organisational job and role titles are similar in many ways to the

    roles performed by actors on the stage or in soap operas. The difference is that we interpret, direct, script and

    perform the roles ourselves.

    QUESTIONS:

    What roles do we need to play this game really well?

    How do the role-players work together to achieve the desired results?

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    NORTH-EAST: RITUALSA ritual refers to speech, action, singing and other performances which contain symbolic meaning. Rituals

    provide a way for participants to step out of the game temporarily, let off steam, then rejoin the game with

    renewed energy and fresh perspective.

    QUESTIONS:

    What rituals do we need to make this game work really well and when do they happen?

    What rituals would inspire us and generate enthusiasm and commitment to the game?

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    Place Your Stone Upon the Pile

    www.isivivane.com