I'm often frustrated by the poor communication skills of politicians, how they fail to take account of the concept of emotional intelligence when speaking to the public. I was therefore extremely pleased to come across this clip of the American Senator Al Franken. When confronted with a hostile and critical crowd he deals with them with humour, sense and clarity.
Al Franken isn't well known in the UK, but he's not what you'd call a 'conventional' politician. He originally became famous as a writer and performer on Saturday Night Live before becoming a film actor and author. Perhaps it's this background that means that when speaking he doesn't suffer from 'the politician disease' – he doesn't patronise, doesn't instantly become defensive and doesn't harangue the people who disagree with him.
The emotionally intelligent behavior he demonstrates includes:
- Not beginning by disagreeing – if you start by saying 'you're wrong' the person you are talking to will either shut down or just argue back. Instead Mr Franken starts by acknowledging that the opinion of the people he is talking to is valid, and appears interested in it.
- He takes responsibility – he says "I'm going to vote the way I want to vote." He doesn't say he's talking about a party line, he doesn't turn to someone else's authority, he doesn't claim to acting based on popular opinion. 'This is what I think so this is what I'll do' is a very powerful stance to take.
- He engages with the people he's talking – he looks at many of the people around him, not at the camera, his body language is open and positive, he uses the tone of voice of a conversation not of a speech, and he listens to what people say to him.
- He admits that he doesn't know everything, but uses facts and examples to support what he does say.
- He has integrity – in my opinion none of the above comes out of the fact that he's learned how to 'work a crowd' I think it all works, and has such a positive effect, because it's genuine. He really is interested in talking to these people and in helping change their minds. If your intent is right, and you have the self assurance to follow through on it openly, everything else falls into place naturally.
An argument that games are worth taking seriously
Monday, March 22nd, 2010Being 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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