Here's a scary thought – what if there was no way a government could ever create a health service that we felt safe and secure about. If, no matter how much money, how much management expertise, how much research was lavished on it, it was inevitable we, as a society, would see the health service as failing us.
There's a psychological argument that suggests that this, is in fact, the case – we see the health service as failing, because we need to see the health service failing. Why? Because if we didn't think it was failing us we'd be faced with the horrible fact of our own mortality. And nobody wants that.
Francois de La Rochefoucauld said that thinking about death was like staring at the sun – you can't do it (he said it rather better, and in French, but I'll just take the metaphor). Thinking of the inevitability of our own mortality is a very uncomfortable thing and therefore we avoid it. So much so that if someone who is close to us dies then most of us will seek out a reason and explanation.
Very few of us will be content with the idea that someone died because they were old and that's what old people do. Or because they got cancer and there is simply a percentage change that any of us could develop cancer on any day, no matter what our life-style, diet or exercise regime. Or they died because it was a risky operation and it just happened that they were unlucky. Generally we need to find a reason – a specific reason, a specific reason why this particular person died in this particular way. Therefore we come up with a theory, a story that tells us why. We may put it down to their diet, the fact that they used to smoke, or… the fact that the health service let them down. We can't just accept the fact that sometimes people just die – why? Because if we accept it was something that 'just happened to them' then it's something that 'could just happen to us'. And that's terrifying.
The fact of our inevitable death is very uncomfortable, so when we see the death of another person we may need to reassure ourselves that 'it didn't need to happen'. We tell ourselves it could have been avoided. We tell ourselves that it was someone's fault. That if the health service was better run, or better funded, or if the managers were doing a better job our friend or family member wouldn't have died. By doing so we are trying to convince ourselves that perhaps death isn't inevitable, perhaps it can be cheated when its our turn, perhaps if we complain and protest enough someone will come along and fix the health service properly so that we don't have to die.
None of this is to deny there aren't real problems. Of course having a better diet decreases your chance of getting cancer, and quitting smoking decreases it a lot. But it doesn't remove it entirely. Cancer is just one of those things that happens, it's random and entirely unfair. Likewise a hospital can be run better, doctors can improve the way they perform operations and managers can improve the efficiency and effectiveness of the organisation. However, it'll never be perfect.
And perhaps we need to always see it as imperfect, as flawed. Perhaps we always need to criticise the health service, and always feel a little bit let down by it when someone we know dies, so we can look at its imperfections and avoid having to stare at the sun.
[Sadly I can't claim this idea as my own. It was mentioned to me at a party by a friend, but despite extensive googling I can't find out who the academic was who originally suggested this theory. If you do know where it originates from do drop me a comment.]
An argument that games are worth taking seriously
March 22nd, 2010
Being an inveterate gamer, and having been involved in several projects in game design over the years, it was interesting to come across the TED talk below. Jane McGonigal not only defends gaming as an activity, but suggests it may save the world. Or at least help us solve some significant problems. Last year I was involved in creating a game whose aim was not only to be enjoyable, but to achieve some social good, so it's great to see someone else flying the flag that just because it's fun doesn't mean it doesn't achieve worthwhile.
The game I designed, in conjunction with Undying King Games and The Campaign Company, was Croydon2040. This was part of the Imagine Croydon project, a project to give thousands of residents of Croydon the chance to have their say about what they wished for the future of Croydon. It's notoriously difficult to get young people involved in these consultation exercises, so we came at the problem from a new angle – we created a game for them to play which would involve them deciding on their priorities as they played.
Croydon2040 was a web based inter-school game. A team from each school competed against each other to create the greatest possible future for Croydon. Each week they were faced with a series of policy decision based on real decision and problems facing the borough. They then received feedback on the impact of their decisions, as well as the budgeting decisions they made, so they could see how real choices lead to real impacts on 'their' version of Croydon.
This game was a huge success, with the players and schools becoming incredibly enthusiastic. We often have problems getting younger people talking seriously about politics, or about what their priorities are, but this game did so brilliantly. By adding an element of competition and challenge, and by giving the players the power in their own cities, we found they were bursting with ideas and opinions.
Humans like puzzles, challenges and the chance to achieve a goal. Games are a great way of harnessing these drives and directing them in a single direction. By taking a step back and thinking about where we'd like these energies directed we can achieve remarkable things – as Jane McGonigal says games create a state of 'joyful productivity' in players, and we can choose what that productivity achieves.
Games are still in their infancy in our culture, and we tend to think of them as something for kids or something to be occasionally indulged in when our work is done. Perhaps its a hangover from our old 'protestant work ethic' that tells us that things are either 'fun' or 'worthwhile' but can't be both. Yet we do use the 'game' idea – almost all of us have found that if we make a game out of studying, or a task, or a goal we are often far more motivated to succeed and keep at it (even keeping tally marks or progress or time committed is a kind of a game). If we can use our desire to play to achieve something real and meaningful, or we use games to engage and involve those who otherwise would switch off, we can have a positive impact on the world whilst just having more fun… and that's got to be a worthwhile aim.
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