[p2p-research] On cooperative games
Paul D. Fernhout
pdfernhout at kurtz-fernhout.com
Fri Oct 2 22:19:14 CEST 2009
Michel-
As per your request, towards a P2P blog entry.
A key aspect of P2P is cooperation. How do we know cooperation is important?
The value of cooperation may seem obvious to some, but is still counter the
mainstream culture in a place like the USA. Then, how can we learn how to
cooperate better?
Here is a book by Alfie Kohn that tells us why cooperation is important,
with many connections to the scientific literature in the text:
"No Contest: The Case Against Competition"
http://www.amazon.com/No-Contest-Case-Against-Competition/dp/0395631254
"Contending that competition in all areas -- school, family, sports and
business -- is destructive, and that success so achieved is at the expense
of another's failure, Kohn, a correspondent for USA Today, advocates a
restructuring of our institutions to replace competition with cooperation.
He persuasively demonstrates how the ingrained American myth that
competition is the only normal and desirable way of life -- from Little
Leagues to the presidency -- is counterproductive, personally and for the
national economy, and how psychologically it poisons relationships, fosters
anxiety and takes the fun out of work and play. He charges that competition
is a learned phenomenon and denies that it builds character and self-esteem.
Kohn's measures to encourage cooperation in lieu of competition include
promoting noncompetitive games, eliminating scholastic grades and
substitution of mutual security for national security."
Now that we have a reference to some scientific evidence that cooperation is
important and competition is harmful, how can we learn to cooperate better?
Well, practicing cooperation is a good place to start. One way to do that is
through games that emphasize cooperation.
Playing with blocks or Lego together can a cooperative game (and an
open-ended one with just *intrinsic* rewards). So can, say, writing and
performing an impromptu theatrical play.
But sometimes people want more structured activities for whatever reasons.
Here is a small company in Canada that makes and sells cooperative board games:
http://www.familypastimes.com/
http://www.familypastimes.com/together.html
"""
Play as friends, not as enemies! Our games foster the spirit of
co-operation. Players help each other climb a mountain, make a community,
bring in the harvest, complete a space exploration... They are never against
each other.
After all, the initial impulse to play a game is social; that is, we
bring out a game because we want to do something together. How ironic then
that in most games, we spend all our efforts trying to bankrupt someone,
destroy their armies — in other words, to get rid of one another! We soon
learn how to pick on the other person's weaknesses in order to win the game.
"""
They have a book related to cooperative games:
"Co-op Games Manual"
http://www.familypastimes.com/Books/gamesmanual.html
"This softcover book includes over 170 co-op games and activities for ages 3
to 12+. Little or no equipment is required. For small and large groups, from
pre-schoolers through primary ages and also junior high level. Play these
games in open spaces such as a farm, park or street, or the indoor spaces of
a home living room, a school classroom, gym, etc. Try a co-op birthday
party, co-op recess time, even a co-op play day."
Here is another book on cooperative games by another author, with a free
download:
"Guide to Cooperative Games for Social Change"
http://www.freechild.org/gamesguide.htm
"""
Everyday in communities around the world, youth activists, youth workers
and educators are looking for powerful, purposeful activities that can
change the world. At the same time, young people want to connect with adults
in powerful relationships where they can actually change the world. The
Guide to Cooperative Games for Social Change provides a resource for people
who want more from youth activities.
The Guide features a powerful introduction to cooperative games,
carefully detailing their relevance for activists and educators. It
continues to provide clear, concise summaries of more than two dozen
activities, including icebreakers, "funners," and closers. Each description
details exactly how the activity can be facilitated, as well as the
equipment, time, and space needed.
Since 2003 this document has been downloaded more than 10,000 times from
The Freechild Project website. This revision features a clean, crisp layout
and a fast download. Also, for the first time Freechild's parent
organization offers print versions of this booklet for practitioners.
Download: http://www.commonaction.org/gamesguide.pdf
"""
Here is an example from that book:
"""
Human Scissors, Paper, Rock
Props: None
Purpose: Fun, energy-building
Procedure: This is the human-size version of scissors/paper/rock. The end
zones need to be clearly defined. To begin, each team huddles and decides
on which play to run- either rock, paper or scissors. Then the two teams
meet in the playing area. If your team’s symbol wins, you chase the other
team back into its end zone, trying to tag the team members before they get
there. If your team’s symbol loses, you must dash back to your own end zone
before you’re caught. Those people who get caught change to the other team.
The game ends when everyone is on the same team.
"""
Here is another book on cooperative games, from the 1970s, described in an
article with information on a few of the games.
"Playfair: A sampling of cooperative games" by Matt Weinstein & Joel Goodman
http://www.context.org/ICLIB/IC13/Playfair.htm
"THE POSSIBILITIES FOR COOPERATIVE PLAY ARE VAST. In our book, we describe
over sixty different games and activities we use in our PLAYFAIRS, and those
sixty are just a small corner of a very large field. We don't have space for
anything like that here, but we would like to share six of these games to
give you a flavor for what is possible."
Sometimes, one can take an existing board game or social game, and with a
little creativity think about how to change the rules so it is more
cooperative. Generally you will know you succeeded if everyone is laughing
together instead of frowning at each other in intense concentration about
how to win just for themselves. :-) A related issue about games and
cooperation is the difference between "finite" and "infinite" games.
http://en.wikipedia.org/wiki/Finite_and_Infinite_Games
"In short, a finite game is played with the purpose of winning (thus ending
the game), while an infinite game is played with the purpose of continuing
the play."
For example, a game of volleyball involves sending a ball over a net back
and forth between two teams. In the standard version, each team is trying to
score points by tricking the opposing team into dropping the ball is a
finite game. A game of volleyball where you see how long both sides can keep
volleying without anyone dropping the ball is closer to an infinite game
(and, is likely a much more cooperative one, where you would not knowingly
put the ball in a place the opposite team can not easily reach it). It is
true however that many standard team sports may have elements of both
cooperation (help your team) and competition (win against the other side).
Alfie Kohn tends to think even such sports have problems; people can decide
for themselves whether they agree.
Here are two Google searches one can do to learn more:
http://www.google.com/search?hl=en&source=hp&q=cooperative+games
http://www.google.com/search?hl=en&source=hp&q=making+games+cooperative
--Paul Fernhout
http://www.pdfernhout.net/
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