Master Thesis Change management and Serious Games

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    Simulation Games &Postmodernist Change Management

    Supporting Postmodernist Change Interventions

    Abram Janse

    [email protected] University 2011

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    Table of contents

    Summary ........................................................................................................................................................ 4

    Chapter 1: Introduction............................................................................................................................... 5 Chapter 2 Characteristics of postmodern change ................................................................................... 9

    2.1 Societal paradigms and organizational change management ..........................................................9 2.1.1 Modern society ............................................................................................................................9 2.1.2 Globalization................................................................................................................................ 9 2.1.3 Postmodernist society ...............................................................................................................10 2.1.4 Society and change management .............................................................................................10

    2.2 Postmodernism translated in organizational change management ...............................................12 2.2.1 Characteristics of both paradigms translated in change theories............................................12 2.2.2. Postmodernist theories of chaos and complexity ...................................................................13 2.2.3 Changing relationships employee - organization .................................................................... 15 2.2.4 Postmodernism and change management, intermediary conclusions ....................................16

    2.3 Focusing on postmodernism from Homans theory ........................................................................18 2.3.1 Homans (2005) postmodernist theory of change management.............................................18 2.3.2 Connecting various theories with Homans change dimensions............................................19

    2.4. Conclusion: five characteristics of PC ........................................................................................... 22

    Chapter 3 Characteristics of simulation games .....................................................................................23 3.1 Introducing simulation games ..........................................................................................................23 3.2 Research and concept of simulation games .....................................................................................23

    3.2.1 Conceptual background of simulation games ..........................................................................24 3.2.2 Research focus ........................................................................................................................... 25

    3.3 Experiential learning and simulation games ................................................................................... 26 3.4 Simulation game characteristics and phases ................................................................................... 27

    3.4.1 Characteristics of simulation games.........................................................................................27 3.4.2 Phases of simulation games ......................................................................................................29 3.5.1 Elements necessary for effective simulation games................................................................30 3.5.2 Functionalities of simulation game .......................................................................................... 32

    3.6 conclusions: 6 characteristics of simulation games ........................................................................35

    Chapter 4 Comparing PC & SG ..............................................................................................................37 4.1 Complexity, dialectics and interconnection .....................................................................................37

    4.1.1 Complexity in postmodernism and simulation games ............................................................37 4.1.2 Multiple realities & dialectics...................................................................................................38 4.1.3 Interconnections and empowerment ........................................................................................39

    4.2 Experiential learning ......................................................................................................................... 40 4.2.1 Connecting postmodernist change with SG.............................................................................40 4.2.2 Frameworks of experiential learning .......................................................................................41

    4.3 Effect of simulation game in postmodernist change processes454.3.1 Implementing process ...............................................................................................................42 4.3.2 Phases of change and simulation game usage .........................................................................44

    4.4 Conclusions of fit postmodernist change and simulation games ...................................................... 45

    Chapter 5 connecting theory with case studies ......................................................................................48 5.1 Heart of postmodernism....................................................................................................................48

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    5.1.1 LNV and Control-IT ................................................................................................................. 48 5.1.2 MN Services and klant-erger-je-niet ........................................................................................48 5.1.3 conclusions................................................................................................................................. 49

    5.2 How does the SG support (post)modern change? ........................................................................... 50 5.2.1 LNV and Control-IT ................................................................................................................. 50 5.2.2 MN Services and klant-erger-je-niet ........................................................................................50 5.2.3 Conclusions................................................................................................................................ 51

    5.3 Effect of SG in the implementation process .....................................................................................52 5.3.1 LNV and Control-IT ................................................................................................................. 52 5.3.2 MN Services and klant-erger-je-niet ........................................................................................54 5.3.3 Conclusions................................................................................................................................ 56

    6. Final conclusions..................................................................................................................................... 58

    7. Future research directions ....................................................................................................................62

    Literature ..................................................................................................................................................... 64

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    Summary

    Globalization marks the start of a new paradigm, Postmodernism. Organizations are

    affected by the paradigm shift, although more slowly than their environment. The

    cultural reality is only slowly being transferred to change management theory, which

    is why there are so many practical answers instead of more scientific answers to

    organizational change. Organizational reality is more effectively changed using

    postmodern theory to understand and a postmodern instrument to intervene.

    Homan uses postmodernist concepts such as complexity and chaos theory to give

    meaning to organizational reality. Simulation games are able to translate these

    concepts into a fitting intervention method. What is more, simulation games areuseful bridging (often still) modern organizational design with postmodern change

    management.

    Five characteristics of postmodernist change (PC) are distilled from the contextual

    analysis of postmodernism. These are: PC is a bottom-up participatory process, with a

    framework to guide interaction, to channel and support feedback flows within the

    organization at all levels. The focus is on behavior, of individuals or small groups,

    because change is understood as an incremental process, spreading like an oil stain.

    Simulation games (SG) have many aspects, as they are compressing reality, of

    which there are six to mention in particular. These are: Simulations mimic complex

    systems, whereas games focus on behaviour and interaction. SG are easy to use next

    to other intervention methods, and they create a flexible and controllable experience.

    Benefits can be numerous, but effect size of SG depends on presence of specific

    standards such as sequence of the game and the facilitator; and influence of contextualfactors such as organizational buy-in, and participants motivation before the game.

    To what degree could simulation games support postmodernist organizational

    change? SG support understanding complex realities, help empower participants and

    teach them skills, knowledge and behavior including insight, cooperation, interaction.

    SG are thus highly able to support PC. Yet, SG standards and contextual factors have

    to be met to intervene effectively. It seems beneficial to conduct practical researchinto the effects of simulation games in change trajectories.

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    Chapter 1: Introduction

    Business success in a globalized world heavily depends on the ability to come to

    terms with fast flows of communication, finances and technology. Adaptability, the

    (in)ability to adapt to change is an important shaper of organizational reality.

    Unfortunately, it seems, when change is carried out in organizations, it often fails to

    live up to expectations.

    In this thesis a distinction is made between modern and postmodern approaches to

    change. Modern approaches to organizational change prove unsatisfactory in range

    (too narrowly focused on one specific change and therefore short term lived) and

    success rate (consistent failure rates of 70%). Times have changed, as globalizing postmodern society needs different answers. Organizations also need a new approach

    to cover economic and societal demands. Simulation games are useful bridging

    modern organizational design and postmodern change management.

    Many authors propose a dichotomy of change management characteristics belonging

    to modernism and postmodernism. Modernism is equated with planned, top-down,

    programmatic, economic value-driven change, whereas postmodernism with

    emergent, bottom-up, participatory, capability-driven change (e.g. Russ, 2010; Ten

    Have and Visser, 2004; Strh, 2005; Beer and Nohria, 2000; Homan, 2005). The

    societal context is very useful in understanding this dichotomy as modernism and

    postmodernism bear heavily on change management theories. That the societal

    changes have their effect on organizational reality and the consequent intervention

    strategies and styles should not come as a surprise. However, organizations change

    more slowly than environments (Leavitt, 1996).

    This study gathers characteristics of postmodernist organizational change from

    literature and employs a focus on Homans theory of organizations and change

    management to exemplify postmodernist change (PC) management theory. A main

    framework used is Homans (2005) figure of four dimensions of organizational

    change. One continuum translates the degree of planning; a second distinguishes the

    amount of participation in change interventions. At extremes, PC is spontaneous and

    participated in, while modernist change is a management plan.

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    Characteristics of postmodernist society trickle down into organizations, which are in

    turn no longer governed by modern laws of change management. The application of

    simulation games in postmodernist organizational change processes promises to be

    very useful. Whereas the simulation part ensures a modelling of organizational reality,

    the gaming part empowers employees to participate, opening usage of previously

    disengaged soft-skills for organizational strengthening.

    This research describes characteristics of PC and SG from literature and describes the

    degree to which they match. It then presents two case studies to exemplify the theory.

    Within the field of simulation games the focus is on real life, serious games with a

    process component Control-IT (Simagine) and Klant-erger-je-niet (Customer

    Games). Necessary for the argument of this research is the consequent juxtaposing of

    PC management and SG characteristics.

    In the end, there will be an answer to the question: to what degree are simulation

    games - real life, with serious purposes and a process component- useful for

    intervening in the postmodernist organizational landscape (Homan, 2005). The

    degree of usefulness is an interdependency of characteristic fit between postmodernist

    change management and simulation games with minor focus on the phases of

    organizational change in which simulation games are employed. This research only

    briefly touches upon the phases of organizational change, using the DOVE-cycle as

    used in the study of Van de Westelaken (2002).

    The argument that simulation games are useful in PC processes begs for further

    research answering the question: can the argued usefulness of simulation games be

    measured in practice? This will be discussed in the end of the thesis.

    To sum up, this research explores the literature that aims to contribute to the

    understanding of the consistent failure rates of 70% of (modern) organizational

    change reality, proposing the benefits of PC management. Furthermore, this study

    argues that simulation games are a very useful tool in the change managers toolbox

    to help creating the desired (post)modern organizational change. These benefits areshown, juxtaposing characteristics of simulation games with postmodernist change

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    management - bridging the postmodernist approach to change (game element) with

    the modern character of the target service oriented organizations (simulation element).

    However, both subjects are too vast in depth and breadth to cover in their entirety.

    Therefore, borders of research are determined: Homans (2005) theory of change

    management will serve as focused example of PC management. In similar fashion, for

    simulation games is zoomed in on simulation games played in reality, with serious

    purposes and a process component.

    The main research question is: To what degree could simulation games support

    postmodernist organizational change?

    Four minor questions adding up to a final answer to the research question:

    1. What are the characteristics of postmodern organizational change?

    2. What are the characteristics of simulation games and what makes them able to

    support change management in general?

    3. What are the opportunities and points of attention of using simulation games for

    postmodern change processes?

    4. How are simulation games experienced by participants? Adding understanding to

    the broader question: how do simulation games (real life, serious, process component)

    support postmodernist organizational change (service oriented, mostly modern

    characteristics) in practice?

    A clear approach to answering the research question is used, first explaining PC

    management, then simulation games, consequently opportunities and points of

    attention in theory and practice.

    The second chapter attempts to create understanding of postmodernist change

    management, best achieved by sketching a societal background. In this chapter, the

    articles of Singh (2001) and Strh (2005) as well as the book of Homan (2005) are

    used as main source.

    The third chapter is composed of knowledge on the subject of simulation

    games from many articles, often of fellow students such as Bekebrede (2010), Van deWestelaken (2002), Van Gils (2008), and of course also of well-established

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    researchers such as Klabbers (2009), De Caluw (e.g. 2007), Wenzler (1999), and

    Geurts (e.g. 2000).

    The fourth chapter combines both bodies of knowledge, adding work on experiential

    learning and change methods from authors Russ (2010) and Wenzler (2008).

    The fifth chapter connects theory with practice through two case studies. After

    this fifth chapter, the conclusions can be drawn answering to the research questions.

    As this research mostly accounts for the theoretical background, further research into

    the realistic and achieved effects of simulation games in postmodern change

    management in practice is necessary.

    Picture 1: Sigmar Polke, Object Kartoffelhaus (Potato House Object), 1967.

    The house in modern terms stands for the organization as a planned project, with clear

    boundaries and forms. In postmodernist terms we focus on the potatoes (teams/employees)

    where the environment touches the organization, potentially creating networks. The house is a

    simplified form of reality, a simulation; and naming multiple realities is both a postmodernist

    approach to reality and a game we can play to understand the sometimes difficult concepts

    mentioned in this research.

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    Chapter 2 Characteristics of postmodern change

    2.1 Societal paradigms and organizational change management

    How can we frame the concept of postmodernist society as a phenomenon and how

    does it influence organizational change management in general terms?

    2.1.1 Modern society

    The 20 th century started with two big wars. The consecutive build-up period was

    characterized by a strong belief in a rational and better world. Organizations such as

    NATO would help spread peace and justice around the world and organizations

    would prosper finding the most rational production methods. One fine definition ofmodernity: the progressive economic and administrative rationalization and

    differentiation of the social world (Sarup 1993). This material rationalization

    developed in the context of capitalist society and industrialization. Tomlinson (1991)

    and Castoriadis (1987) mention that capitalist modernity is technologically and

    economically powerful, but culturally weak. Giddens (1987) adds that there is a lack

    of moral legitimacy (Giddens, 1987).

    2.1.2 Globalization

    To some, the modern period ended together with imperialism in 1960, and with it the

    belief in a purposeful project faded (Tomlinson, 1991 p. 175). As capitalist modernity

    advanced, globalization emerged spurring change around the world communication,

    information and financial flows. Globalization as a change force is less directed

    compared to imperialism and was clearly distinct from 1972 (Harvey, 1989 p. vii).

    Globalizing forces mix and mingle people and flows at a higher speed than before.

    The interconnections of finance, information and communication confront

    government and organizations with multiple realities. While the increasing ease and

    speed of flows spurs global competition, local people are pushed in a defensive

    position to protect themselves from the negative impact of globalization. Workers,

    minorities, cultural and ethnic groups organize to defend themselves from further

    exploitation in the changing labor process first locally, later, via media globally.

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    The global issues get politicized from the local and personal points of view. In the

    event of downsizing, local and personal issues as well as issues related to self-

    actualisation get exacerbated and, consequently, much has been written about how

    managers can plan and implement various aspects of downsizing. Thus, globalization

    presses on local realities, forcing leaders of society (e.g. politicians and managers) to

    come up with answers and solutions (Giddens, 1991).

    2.1.3 Postmodernist society

    The period following imperialism is rendered ambiguous. The late modernity or

    postmodernity contains uncertainty, paradox and cultural indirection (Tomlinson,

    1991 p. 175). Like globalization, postmodernity can be understood as emerging from

    modern capitalist society. Postmodernity is a movement in advanced capitalist

    culture, indicating diversity of individual and social identity.

    Instead of a coercive totality, postmodernism has a pluralistic and open democracy

    and awareness of ambivalence and contingency (free interpretation from Lyotard,

    1984). Postmodern authors such as Derida, Faucault and Lyotard reject the Marxist

    idea that material reality determines social forces, proposing rather that society is

    determined by information through the media a consciousness industry (Cova,1996 p. 15; Mickey, 1997 p. 271&272).

    In a way, the cultural void left by capitalist modernity is filled by many voices during

    postmodernity e.g. of supposed leaders, random individuals, but also the voice of

    globalizing brands and organizations. Reality is being reconstructed through a clash

    of viewpoints; discourse through the media is the new way to progress. Whereas

    globalization is the name of the forces driving the change, postmodernity is the nameof the resulting societal reality.

    2.1.4 Society and change management

    The modern society showed faith in material reality and organized development,

    which translates into change management as logical process and adjustment of

    systems. It comes as no surprise that single best solutions and meta-approaches are

    adopted in this paradigm, because the world is viewed as comprehensible and

    malleable by logic. Postmodernism is the negation of the rationalist approach and the

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    one-stop solutions. The shift away from a mechanistic into a more dialectic world-

    view can be marked by the globalization of the capitalist society. For individuals to

    change, they need to see or debate the meaning of new behaviour; and meaning is

    dynamic here, not purely rationalist and mathematical.

    Yet, organizations are changing more slowly than environments (Leavitt, 1996). And

    in turn, management theories of change develop even slower. The paradigm shift of

    modernity to postmodernity has not been completed in organizations and the

    management of change. Organizations are formed to somehow control aspects of their

    environment, which might explain their being stuck on comprehendible rationalist

    approaches instead of emotional, individualist meaning giving. Theorists have

    criticized the body of management knowledge that is repeatedly taught and used in

    industry and training as deeply flawed, and not producing the returns promised

    (Jackson & Carter, 1992, p. 2). The figure of about 70% of change management

    failures should perhaps not come as a surprise taking into account the contextual

    factors. Because the scientific methods are still attuned to the modern paradigm, the

    necessity of more fitting (dynamic) models is recognized by practitioners.

    Nowadays, even popular literature on organizational experience is accepted as valid

    depictions of reality (Kreiner, 1992 p. 38).

    Picture 2: Neo (postmodernist) stopped believing material reality posing questions of identity, and

    meaning. He discovers his uniqueness, and understands that material reality is only the frontier ofmultiple realities, a complex network, a simulation game (hence, the matrix).

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    2.2 Postmodernism translated in organizational change management

    2.2.1 Characteristics of both paradigms translated in change theories

    Both societal paradigms mentioned in the overview of Table 1 bear heavily on change

    methods. The what (substance) of change management has roughly shifted from

    system to behaviour oriented; the how (method) of change management on many

    levels has also underwent development. It is important to note though, most

    organizations tend to follow a combination of planned and emergent approaches to

    change management, depending on circumstances and objectives of the organization

    (Strh, 2005 p. 71; Burnes, 1996 p. 338; Beer & Nohria, 2000).

    Table 1: Characteristics of modern and postmodernist change management theory

    Modernism PostmodernismChange theory One reality; teleological, life-cycle, episodic change

    Multiple realities; evolutionary,dialectic, continuous change

    Goal Theory E, economic value-driven, shareholder

    Theory O, organizational capability-driven, stakeholder

    Focus Hard-systems, rational, objective Soft-systems, people issues, subjective Direction Top-down, directive leadership Bottom-up, participative leadershipTarget Structure and systems Culture

    Approach Planned and programmatic Emergent and non-programmatic Agents Consultants + top management Small process-oriented consulting

    General systems theory:Unfreeze move refreeze (Lewin, 1947)

    Socio-technical approach: Interaction human-technology (Trist e t al, 1960)

    Organizational development (based on Lewinswork): Behavioral science and system improvement(McGregor, 1950s)

    Learning organization: Organizational structure &culture focused on multiple loop learning (Senge, 1994)

    Lean production: Cutting the waste in organizations Toyota, Kaizen models (Womack et al, 1990)

    Total quality management: Like lean, but with focus on quality and customer requirements (Kaoru, 1985)

    Business process reengineering, best practice, high performance work organization :Focus on core business & building workforce commitment

    Complexity theory Self-organization and connectionism.Compare: Game (Homan, 2005)

    Chaos theoryThe study of complex, dynamic systemsthat reveal patterns of order out of

    seemingly chaotic behaviours...so complexand dynamic, in fact, as to appear chaotic(Overman, 1996, p. 487). Compare: Play(Homan, 2005)

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    To modernity belong the systemic, financially measurable approaches to change

    management. From 1960, a shift towards including human behaviour and quality for

    the customer can be noted. However, including behaviour here still means to plan,

    organize and change it rationally according to the top down conceived change models.

    Change management is almost a mathematical skill preserved for the big minds in

    top management and consulting firms.

    According to Chia (1995), the modernist understanding of a process refers to a

    discrete, linear and sequential static process. Contrasting this view, postmodernists

    understand a process as intricate patterns, networks of interactions and relationships.

    Moreover, whereas modern management includes employee behaviour in the change

    equation as a factor to mould in the right shape, postmodernism celebrates humanistic

    values of creativity and quality of life as focus point of change. Postmodernism

    criticizes capitalist practises and management based on rational objectivity, offering a

    holistic approach to management (Jackson & Carter, 1992; Kreiner, 1992).

    For example, postmodernists pursue courses of action that are advantageous in

    the long term to the organiser including environmental issues criticizing the chasing

    of profit at the detriment of the ozone layer etc. Change, in postmodernist terms, is

    not willed or designed as in modernism, but is a natural result of learning,

    understanding and knowing. Organizations should be brave enough to discard an idea

    if it is outdated, despite its past usefulness (Sherman & Schultz, 1998, p.27). Chia

    (1995 p. 579) argues that because organizations are in constant flux and are thus not

    representable in a cross-sectional point in time or state, instead of looking at

    organizational structures, attributes and outcomes (material form), they should be

    approached in terms of interactions, relationships and complex changes (soft system).

    2.2.2. Postmodernist theories of chaos and complexity

    Postmodernism proclaims that meaning is created via interaction (dialectic theory)

    and systems are diverse. According to Cilliers (1998) postmodernism has an implicit

    sensitivity to complexity, acknowledging self-organization and connectionism which

    all are important factors influencing chaos and complexity theories. Complexity and

    chaos theory appreciate reality as being constantly reconstructed while the diversity

    and interaction of systems is necessary for the quality of the flow (figure 2). Another

    common denominator is the use of scenarios, where different (dis)courses are

    selected, changes introduced and then criticised again.

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    Within postmodernism, complexity and chaos theory, building relationships is the

    key. The development and maintenance of relationships is more important than the

    outcomes, players or objects themselves because relationships spur development of

    meaning. Supporting and diversifying the existing flow and flexibility of living

    systems thus contributes to greater access to and renewal of information, power, new

    technology and developments. Isolating a system and stopping the flow will cause

    disintegration, free flow, however, allows for creativity and growth (Youngblood,

    1997 p. 71).

    The term complexity refers to the fact that in a system there are more possibilities

    than can be actualized (Luhmann, 1985, p.25) while the interactions of components

    of a system and the environment are too intricate to understand just by studying the

    components (Cilliers, 1998 p. viii). Moreover, the interrelationships shift, change and

    transform, denying definition of absolute patterns and borders. Summing up,

    complexity refers to the ever-changing patterns of interactions of a system, which

    make the systems difficult to study as an entity. Examples of complex systems are

    societies, the brain, organizations and language (Laszlo & Laugel, 2000).

    To add to the complexity, a system both influences and is influenced by its

    environment and changes do not occur because of one single intervention. For

    example, if a single intervention has caused a change in a systems current state, the

    system will only keep this state as long as the environment is stable. And finally, the

    process of self-organization makes behaviour prediction in complex systems almost

    seem impossible. One could feel as though the interrelations and self organisation is

    completely random, chaotic. However, chaos and complexity differ on the patterns of

    interactions whereas chaos assumes that no pattern can be distinguished, complexity

    assumes patterns and models if viewed from a distance or over time. According to

    Sherman and Schultz (1998) chaos and complexity might be a confusion in

    terminology as chaos and order are two ends of the same continuum, complexity

    being the path in between the two extremes.

    Chaos can be described as change periods in an organization when people get

    confused or overwhelmed and cannot make sense of anything (compare play , Homan

    2005). These change periods in organizations force people to move from a state ofcomfort (compare game , Homan 2005) to something new. This state of confusion

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    helps reorganise systems so that they are better adapted to the new environment.

    Change basically becomes a self-ability to transform only made possible when

    systems are willing to move into confusion, chaos, and change (Flower, 1993 p.51).

    As mentioned before, the commonly assumed body of management

    knowledge does not produce the returns promised, because the scientific methods are

    still attuned with modernity. Models need to fit reality better in order for management

    of change to be more effective. If chaos and complexity theories represent

    postmodern reality correctly, the modern approach with one stop change and future

    prediction cannot hold, strategies will have to be modified constantly. The

    postmodern/complex approach however offers solutions focussing on behavioural

    skills and interactive patterns. In order for a system to survive it has to be allowed to

    utilise its self-organising abilities effectively (Cilliers, 1998).

    Self-organization and power are closely connected. Giving power to the actors

    within the system (employees) instead of letting a small group (management) control

    the flows may generate conflicts through discourse, but resolutions may also be found

    through the interactions of the elements of complex systems.

    2.2.3 Changing relationships employee - organization

    The shift in society is causing organizations to change, with globalization as a forceexpressing the intensified speed and variation of flows. As environments and

    organizations are changing, demands on behaviour are too. Whereas the modern

    approach includes behaviour as part of a mathematic equation of the change plan

    (behaviour manipulation), postmodernism celebrates behaviour putting interaction

    and creative skills in the centre of organizational development.

    Noer (1993) gives an interesting overview of how relationships between employeeand organizations have shifted (table 2). The shift entails faster flows within

    organizations, which presses on jobs and livelihoods of individual employees. Forces

    of globalization are often linked with downsizing. The postmodernist answer to keep

    being profitable as organization requires building employee skills such as improved

    communication and networking skills (Homans theory); and also awareness of and

    responsibility for the processual flow. Building behavioural skills helps organizations

    notice and respond to changes at local (team) level more adequately.

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    It is remarkable to see the shift in relationship between employee and

    employer mentioned by Noer (1993). While the way of managing shifts from process

    to behaviour (in line with postmodernism), employees themselves are increasingly

    treated like things rather than beings (in line with globalization). The hardened

    approach to employees is necessary if seen from a modern standpoint, changes are

    addressed mechanically. A postmodernist approach would keep focus on the

    employee as asset; yet, individuals hold responsibility to cater for their own

    development. Further reflection and research promises to be useful but lies outside of

    the scope of this research.

    As organizations want to survive, self-organizing utilities need to be addressed

    and build. First, the organization needs to understand the changed laws of social

    reality and build participative frameworks. Second, employees have to become aware

    of the need to develop and understand their surroundings in order to be able to

    adequately respond to changes in the environment. Third, a postmodernist perception

    of processes needs to be translated into action, first and foremost enriching

    interpersonal relationships.

    Modernity Postmodernity Employee Asset to be developed Cost to be reduced Language of hire andcut

    An almost nurturing way oftalking: develop, help, grow

    Violent language: take out, shoot, terminate

    Orientation Focus on long term careers Hiring for the job to bedone

    Size Synergistic build and develop Reductionist small size andcut

    Manager Machine like, old ings: planning, coordinating,evaluating

    Organic, new ings:helping, empowering,coaching

    Table 2: organization employee relationship shift

    2.2.4 Postmodernism and change management, intermediary conclusions

    Both modernist and postmodernist paradigms heavily bear on change methods. The

    what of change management has roughly shifted from system to behaviour oriented;

    the how of change management on many levels has also underwent development

    (table 1). As globalization spurs flows, the tempo of change has also up-scaled. Most

    changes in organizations reflect simple responses to demographic, economic, social,

    and political forces (March, 1981). Failed responses to change are often blamed on

    employees who resisted doing what was expected of them. However, from a

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    contextualist point of view first organizations failed to respond to change initiatives

    (postmodern: bottom up) or changed in ways that were inappropriate (Gross,

    Giaquinta, and Berstein, 1971; Nelson and Yates, 1978). More specifically,

    organizations change in response to their environments, but rarely change in ways that

    fulfils the intentions of a particular group of actors (Attewell and Gerstein 1979).

    Continuous change cannot be meaningfully managed with a modern (mechanist,

    singular) approach, it has to be managed more organic and sustainable.

    Although most organizations follow combinations of planned and emergent

    approaches, often a pre-conceived (cognitive) idea of the end state is proposed

    organizations are seen as entities instead of flows and interrelations. Essentially, all

    models are wrong, some models are useful (Box, 1987, p. 424). Models refer to

    static states of being, in postmodern times changes are continuous which makes

    models only useful for specific moments and contexts in time.

    A few suggestions to deal with change in the postmodernist era are: create a

    free flow of information; emphasize relationship management; empower people to

    engage in appropriate activities, for a quick change response; cultivate diversity in all

    roles, forming accurate perception of system and environment; encourage a

    participatory approach, promoting internal interaction, commitment and direction.

    Participation calls for creativity, allows diversity of interrelationships and helps enrich

    the flows. The goal of change in postmodernism would be that changes in the

    organisation are constantly monitored (by the system) in parallel with changes in the

    environment. No management board could do this alone (many authors mentioned,

    adapted from Strh, 2005).

    PostmodernismModernism

    Join up

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    2.3 Focusing on postmodernism from Homans theory

    2.3.1 Homans (2005) postmodernist theory of change management

    Homan (2005) describes implementation of change around the concept of the so-

    called organizational landscape . Homan juxtaposes organizations on paper with

    organizations as constellation of (micro diverse) communities (p. 95) while including

    complexity theory. His central point of argumentation is that implementing action

    cannot automatically bring about desired behavioural changes as the landscape works

    in more complex ways. The practical application of complexity theory to change

    management is found in describing the mechanisms of interrelation of communities

    within organizations.

    Homan proposes organizations to be viewed as social fabrics where a. organizations

    are formed out of elements existing more or less apart from each other b. behaviour of

    these elements is based on locally available information and realities, and c. these

    elements interact in a multitude of forms. Interactive patterns between communities

    can recreate reality constructions and merge them into one larger shared community.

    The diversity within and between communities is necessary for creative and

    innovative flows (the recreation of realities). Managing the collective patterns is notnecessary as it is a self-organizing process without order from management.

    According to Homan this should not lead to uncontrollable waste of time and means.

    In order for collective constructions of reality to appear, a certain degree of stability

    needs to be present. However, too much stability (similarity of realities) makes the

    organization inapt for absorbing environmental change. Homan speaks of an optimal

    situation in which the communities change around a stable identity formed bycollective narratives. The relations and interaction patterns within and between

    communities (K-factor) combined with the interaction rules (R-factor referring to

    power) dictate the sort of regime within an organization.

    Are communities too much alike, then change stagnates and the community is in the

    Game stadium (clear identity and clear guards of the regime). Are there distinct

    differences between communities and are the rules flexibly changed to the

    environment, then the community is in the Play stadium. Management of change for

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    rigid organizations could then be proposed as bringing them from a state of game into

    play in order to help them becoming able to adapt to the environmental changes (and

    then it is up to the organization to either create a game again or stay in constant state

    of play).

    2.3.2 Connecting various theories with Homans change dimensions

    Before explaining how simulation games are useful for supporting PC processes,

    Homans four dimensions of organizational change (figure 1) are connected to various

    models of change. Homan has one continuum translate the degree of planning; a

    second distinguishing the amount of participation in change interventions. Most

    importantly, the combinations of the dimensions each correspond to a particular

    degree of participation as proposed by De Wilde and Geverink (2001, p. 41 in Van de

    Westelaken, 2002, p. 30).

    Ten Have and Visser (2004) basically describe the treadmill of failure as an outcome

    of management driven change, whereas success is reached by broader understanding

    of the change situation, a dynamic and contributory perspective of change with the

    knowledge that incremental steps add up to larger long term results. This puts an

    expectation of failure on the planned-monovocal and spontaneous-monovocalapproaches to change.

    Russ (2010) describes experiential learning methods as either programmatic or

    participatory, the first corresponding to planned monovocal change, the latter to the

    other three combination of dimensions. He also seems to suggest that programmatic

    change is outdated in a world where organizations have to be ready to change on a

    continuous basis. He is realistic enough to mention drawbacks of both systemsthough. More about these experiential methods is explained in chapter 3. Also,

    compare the overview of modern and postmodern change management theory in table

    1 with the dimensions of Homan (2005). With the theory of Homan (and the

    participation stages of De Wilde and Geverink), the modern and postmodern

    approaches can be placed on a continuum explaining how modern and postmodern

    approaches are used simultaneously.

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    Figure 1: Homans (2005) figure of organizational change dimensions

    1. Planned Monovocal: modern planned change trajectories where

    management and consultants has the dominant say. The top of the

    organization sells the necessity and benefits of change, and the bottom has to

    buy in. Decisions are not subject of discussion. The change trajectory is

    divided in clear-cut programmatic parts, with clear responsibilities. The

    content or what of change are central. Thinking and doing are separated,

    should there be unexpected variations during the implementation phase, the

    management will be surprised or irritated (why dont they do it correctly).

    2. Planned Polyvocal: modern planned change trajectories are mingled with a

    form of validating participation. A small group conjures up an idea, asks for

    presents the idea in a small part of the organization and then evaluates the

    idea. The perspective of the change situation becomes broader and deeper so

    that chances and threats are better identified. Some sort of dialectics are taking

    place starting with a movement of diverging open talks, followed by aconvergent closure, a decision of management.

    3. Spontaneous Polyvocal: In the spontaneous changes, the motor of change

    are the employees in the organization, not the board or management. What is

    most important for this type of emergent organizational change is the diversity

    of the interactive network as change emanates from a varying perception of

    organizational reality. This type of local change starts for example with animprovement in the work process or communication towards customers.

    Monovocal

    Planned

    Polyvocal

    Spontaneous

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    Larger changes are co-created: an employee picks up a tendency in the market,

    which becomes a topic of talk, management organizes some form of meeting

    and everyone is asked to develop and share their view on the matter.

    Behavioural diversity and learning at this level is very important for flexibility

    of the system and consequently for making of real changes within the system.

    4. Spontaneous Monovocal: local communities within the organization infect

    each other with some idea for change. This idea is put up for discussion and

    can become an official change initiative. In modern understanding the idea for

    change starts at the top of the organization, postmodern understanding does

    not discriminate where this idea originated. In any case, there is enough space

    for feedback and consultation from employees, and management fosters

    development of the spontaneous change plans.

    Figure 2: The constellation of communities placed in the change dimensions (adapted from Homan,2005). Many communities with their own view of organizational reality together form the

    organizational landscape. The colored ovals depict these varying realities, would they have been all the

    same color, the organization would be static, hard to change. The lines between communities represent

    the communication between them (and the outside world), would there be less, or more structured

    patterns, organizational strength and consequent ability to change would be lower. Homan seems to be

    proponent of polyvocal and spontaneous changes, corresponding to the postmodern paradigm.

    Monovocal

    Polyvocal

    Spontaneous

    Change motor

    Planned

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    2.4. Conclusion: five characteristics of PC

    Five distinguishing characteristics of postmodernist change should be mentioned. In

    these characteristics the following postmodernist concepts play a role: complexity,

    interconnections, multiple realities, dialectics between them, and empowerment. Postmodernist change is a bottom-up process, which is an effective answer to

    a constantly changing environment. Multiple actors from their respective positions

    can more effectively notice change indicators (vibrations environment-organization)

    than the management alone. However, as resources are scarce, not every single

    picture of change/reality can elicit an organizational response.

    This is why boundaries have to be placed in the form of an organizational

    framework of interaction (Simons, 1995), an active policy and structure in support of

    innovation. Next to a fertile soil, innovation requires innovators also known as

    intrapreneurs (Pinchot, 1985). Third, organizational strength in postmodernist

    understanding is largely determined by the amount and variety of communication

    between organizationenvironment and the collective will to serve the needs of actors

    within this environment. This counts for financial stakeholders, but ultimately also for

    more social stakeholders e.g. government, Greenpeace.

    Furthermore, it is important to stress that (small groups of) individuals carry

    out the bottom up process, supported by an organizational framework. PC demands

    organizational attention on the behaviour of these individuals.

    Finally, postmodernist change processes are incremental (dialectic and

    evolution theory), spreading like oil stains -small to larger scale. However, setting up

    the organization to the postmodernist model can be difficult: the management should

    take the lead spreading their power through the company -starting with a planned,

    top-down framework, actively and increasingly leaving space for spontaneous, bottom

    up initiatives.

    Characteristic Postmodernist change

    1. Bottom-up

    2. Framework for interaction

    3. Constant organizationenvironment feedback loops at all levels

    4. Focus on behaviour of individuals and small groups

    5. Incremental steps, oil stain

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    Chapter 3 Characteristics of simulation games

    3.1 Introducing simulation games

    On 10 August 2010 project Backoffice Servicecentre started, the aim of this

    project is to re-form the organization so that three services are unified. Points of

    attention are the redirection of processes, implementation of new software and

    shaping the flows of communication and attitudes of employees. The project leader

    would like to test the future situation to learn about possible obstacles and how to

    solve them, supporting managers to getting the bigger picture and employees to get

    acquainted with their new style of working. Therefore, the organization is playing a

    simulation game, Control-IT.

    This game supports testing future situations in a metaphoric way, helps

    understanding the bigger picture and employees acquire insights for new behaviour.

    Some themes touched upon by this game are, business process management, ICT

    service management organization, service level management. During the game,

    participants simulate working in an industrial harbour, playing a role according to

    their play card & place in the room. They have to be themselves, not acting out a role.

    During the game, players can discover through interaction which behaviour pays off

    most. After each round, they can evaluate and discuss freely with each other, then

    implement their proposed changes to the process in the next round. After minimally

    three rounds, the game is evaluated with the game facilitator to create parallels

    between the metaphoric game reality and the organizational reality better retention.

    3.2 Research and concept of simulation games

    When we grow up, simulating (adult) behaviour and playing take up a large

    proportion of our time, and with benefiting results. Why not using our ability to learn

    through interaction in a business setting? Much has to do with the belief in the method(does it really pay off?). Although seemingly apparent in real life, these principles are

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    not always easy to proof scientifically. In scientific language, games represent playing

    while simulation is the mimicking of the environment to be able to learn in a

    purposeful way. These concepts are explained in more detail in this chapter in order to

    create understanding of what simulation games are and what they can do in a business

    setting. Below you can read about the conceptual background of simulation and

    gaming and the chosen research focus.

    3.2.1 Conceptual background of simulation games

    Gaming and simulation have been linked since the introduction of the term gaming

    around the 1950s. However, the terms game or play were not easily accepted for

    scientific usage (Klabbers, 2009a). While simulation emerged as a tool for serious

    contexts simulating reality for educational purposes it was easily accepted as

    scientific. Gaming on the other hand emerged from entertainment and gradually got

    used for educational purposes, which blurred its scientific usefulness.

    The discussion whether games are scientifically useful can be traced back to

    the function of games: entertainment or serious. The seriousness of gaming relates to

    the outcome or purpose of the game and not to the intention of playing. Serious

    games have a thought-out educational purpose and are not intended primarily for

    amusement (Abt, 1970, p. 9). When play is a planned learning tool it is serious;when intentions of use are serious the game can be considered scientifically useful.

    Klabbers (2009a) further mentions elements of both functions of games. Present in

    both entertainment and serious games: a. competition by players/decision makers

    pursuing different objectives b. chance through events affecting the ongoing process.

    Other purposes specifically for serious functionality are: c. enhancing interaction

    between people and engage them in a way that is more productive than otherscientific methods, and d. putting people in unfamiliar situations forcing them to learn

    because of the related uncertainty and ambiguity.

    Finally, gaming derived its academic status from its connection to simulation

    (Klabbers, 2009, p. 453). In this later stage, social behaviour and interactions became

    a large proportion of the simulations when they represented social, complex systems.

    Gaming expressed the active social part within the simulation system. Both concepts

    were used to help clarify complex social situations, focussing on policy and decision-

    making.

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    Duke (1980) describes simulation as an attempt to abstract and reproduce core

    features of a complex system aiming to understand, experiment and predict behaviour

    of the system. Others followed this general line of thinking, posing that simulation is

    the method of experimentation (Caluw et al., 1996, p. 21) or the process of

    conducting experiments on a model, instead of attempting to experiment with the real

    system (Klabbers, 2009, page 451).

    Gaming refers to the part of simulation, which is not computerized, dealing

    with both cognitive and non-cognitive learning. A game is an activity amongst two

    or more independent decision-makers seeking to achieve their objectives in some

    limiting context (Abt, 1970 p.6). The gaming part refers to activities and decisions of

    players, such as playing roles, achieving goals and results (positive & negative),

    carrying out activities and experiencing limitations. The activities and decisions are

    made in relation with other players and elements (Caluw et al., 1996, p. 20). It is

    generally agreed upon that the goals of gaming and simulation are pedagogic

    (learning and training), communication, and research.

    3.2.2 Research focus

    There are many sorts of simulation games (SG). In this research the choice is to

    divide SG by their nature. On the one side are interactive SG, where participants caninteract within the borders of instructions, role descriptions and game rules. The

    interaction between people, informal behaviour and non-verbal communication is

    inherently connected to interactive SG. On the other side are computer based SG,

    where one or more participants are playing against each other, or the computer. In

    computer games it is not necessary that participants are in the same physical space or

    take part of the game simultaneously (Gils, 2008, p. 7).

    Low-tech role-playing games are used and are effective for the simulation ofsocial systems (Bekebrede, 2010, p. 79). Serious gaming simulates a socio-technical

    system in which there is a strong interaction between the decisions of an actor

    network and the simulated environment (Mayer, Bekebrede and Van Bilsen, 2009).

    This research focuses on simulation games with an objective outside the game

    (serious), simulating the social reality (interactive), without the usage of digital

    technology (real life), and with process elements. As the concept implies, simulation

    games in this research are understood as having both process (game rules and set up)

    and social (free to act) components.

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    3.3 Experiential learning and simulation games

    A simulation game is a powerful experiential learning tool supported by the well-

    known phrase "I see and I forget, I hear and I remember, I do and I understand." -

    Confucius . Games and simulations have been closely connected to experientiallearning, which is also known as problem based learning (Klabbers, 2006).

    Learning merely by listening does not enable full development of important

    higher order learning tasks (Lee, 2010). Important higher order tasks touched upon by

    simulation games, through experiential learning, are for example, decision-making,

    creativity, integration of cross functional materials, problem solving, risk-taking and

    interpersonal skills (Thorne et al., 1999; Cadotte, 1995). Simulation games built for

    social systems and policies help improving communication, support consensus,

    commitment to action and stimulate creativity and understanding of complexity

    (Duke & Geurts, 2004).

    According to Kolb (1984), the main function of the learning process is knowledge

    creation. He introduced the experiential learning cycle (figure 3), which outlines the

    objective of learners to achieve the final stage of Active Experimentation. Research

    from Kolb (1984) on simulation games vs. other learning methods, showed that

    learning outcomes of listening methods are geared towards Reflexive Observation

    and Abstract Conceptualisation stages, while simulation game methods also

    reproduce emotional, perceptual, and symbolically complex environments, geared

    mainly towards Specific Experience and Reflexive Observation and the final stage

    Active Experimentation. Among the benefits of simulation games is the ability to see

    consequences of decisions and test alternative proposals. Simulation games have the

    potential to improve learning experience and knowledge acquisition (Lee, 2010).

    Simplifying the reality in a simulation game can create a learning environment

    in which participants can practice with (old and new) rules and habits. Simulation by

    playing is first and foremost a way of communication. Participants explore each

    others ideas, meanings and opinions not only by debating, but especially through

    exploration of simulated reality in rapid tempo. A simulation game is a simultaneous

    dialogue (multilogue) between players, aimed to get a broader understanding of the

    subject and tasks at hand (Duke, 1974).

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    Figure 3: Kolb's 1984 learning styles adapted (Chapman, 2005).

    3.4 Simulation game characteristics and phases

    The concept simulation game has been discussed and connected to experiential

    learning. What have SG in common? Characteristics and phases are here described in

    order to lay the basis for discussing effectiveness.

    3.4.1 Characteristics of simulation games

    According to De Caluw et al. (1996, p. 26) simulation games share five basic

    characteristics. Below these are briefly discussed.

    1. A simulated but simplified reality. The goal of the game design is to

    recreate reality and present this in simplified form to players of the game (figure 4).

    Certain elements and relations of reality are emphasized to create a controlled

    experience (Lynton and Pareek, 2000, p. 174).

    2. Roles, rules and goals form the elements of the simulation game.

    Participants of a SG interact with each other using their real selves, bound by pre-

    mentioned rules of simulation. The rules help guide the gaming experience, e.g.

    describing a role, which is a specific set of tasks in relation to the subject of the SG.Although there are rules, the behaviour is authentic, not prescribed like in a role-play.

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    In their role participants can bring their own knowledge and experience from daily

    reality into the simulation game in order to reach certain goals (Peters & Van de

    Westelaken, 2008, p. 21).

    3. Activities, interaction, decisions and results form the relations between the

    elements. SG are all about behaviour, social relationships and interaction (Van der

    Meer&Mastik, 1993). Decisions, activities and interactions have mutual effect, on the

    environment and the evolution of the simulation game (Elgood, 1993, p. 11).

    4. Timeframe. Activities in the SG may last longer or shorter than they would

    in reality. This zooming in or out, shows short and long term effects of actions

    (Geurts & Van Wierst, 1991, p. vii; Peters & Van de Westelaken, 2003, p. 3). The SG

    timeframe may represent past, current or (possible) future time (Duke, 1974, p. 50).

    5. Safe environment. There are several aspects to the safe environment. First, unlucky

    choices or decisions have no direct consequences in reality, which is referred to as the

    magic circle (Klabbers 2006). Second, participants experience the game as more or

    less safe to experiment. Ambiguous feelings before the game serve as motivation to

    embark on the SG; however, while playing the simulation has to be safe to experiment

    in order not to form a barrier to learning (Caluw et al., 1996, p. 181). A third

    understanding of the safe environment is that SG can replace expensive or dangerous

    experiments of reality (Abt, 1970, Kirriemuir, 2002).

    Figure 4 Peters and Van de Westelaken (2011). Translating organizational reality to simulation game.

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    3.4.2 Phases of simulation games

    SG can be bought in standard format (off-the-shelf-games), adjustable format (frame-

    games) or free-format (tailor-made-games). However, in all cases, the development

    and use of the SG typically contains four phases: game design, game preparation, playing the game, and game debriefing in the future there should perhaps be

    included a test and reporting phase covering the game experience.

    Game design aims to construct a SG by translating elements and relations of reality

    into game elements (figure 4). Three concepts explain the translation process of

    reality into SG: Reduction, through which relevant elements and relations are being

    enlarged in the SG. Abstraction: elements of reality are depicted less detailed in SG

    compared to reality. Symbolising, which malls elements from reality into another

    form in the SG e.g. running a tourist agency symbolizes running financial

    administrations in bank and insurance (Peters & Van de Westelaken, 2008, p. 6).

    During preparation, the facilitator checks the materials, prepares the introduction,

    invites participants and divides them into groups. During the SG interaction between

    participants is central. By their interactions and decisions participants mirror a

    situation in reality (Peters & Van de Westelaken, 2011). Playing the game gives

    participants insight into the (problematic) situation and they become aware of how

    they can contribute to improvement thereof.

    Playing a simulation game creates insight into the nature of (simplified) complex

    problems and participants can train new behaviour. The Kolb cycle of learning (figure

    3) has to be repeated four to five times to create a lasting effect on participants (De

    Caluw, 2002). The debriefing stage is necessary for the retention and the actual

    consciousness process of the participants, so that they can translate the simulated

    reality into the everyday reality (Duke, 1987, p. 16; figure 4). Thiagi (2000) places

    even more importance on this phase mentioning to always conduct a debriefing. The

    game is just an excuse for having a discussion among the participants.

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    3.5 Effect of simulation games

    Tying the concept SG to experiential learning gave hints about the effectiveness. The

    characteristics and phases further shaped a picture of what effective simulation games

    look like. Yet, surely not every SG that shares the five characteristics and contains

    four phases is an equally effective tool. We take some time to discuss elements

    necessary for effectiveness and short- and longer-term effects of simulation games.

    3.5.1 Elements necessary for effective simulation games

    First, outcomes of SG depend on the functionality of simulation games (see 2.3.2). In

    general, at least three aspects positively contribute to the effect of SG for serious

    purposes (Bekebrede, 2010): A high motivation (internal and external factors), a safe

    environment and cognitive engagement (better retention). A prominent issue

    encompassing these aspects is the degree to which the game reflects reality (figure 4).

    Various views exist on how to keep a balance between game and organizational

    reality. E.g. there are different approaches to facilitating SG. Where one praticitioner

    explicitly wishes to keep participants in the game reality during the game only

    reflecting on organizational reality in the debriefing stage; another facilitator focuses

    more on making participants feel comfortable, debriefing shortly between every

    (Kolb) learning cycle (Saganet seminar 22 September 2011).

    Nevertheless, it is shared that the validity of a SG as training instrument depends on

    the realistic representation of organizational reality (Peters and Van de Westelaken,

    2011). Peters, Vissers en Heijne (1998) give more detailed criteria to the realistic

    environment. A SG is valid when a. the game environment is deemed realistic to

    participants, when b. there is congruence between elements and relations in the game

    and reality, when c. there is congruence between processes in both systems and thesimulation game is valid to the degree a good estimation or prediction can be made of

    what happens in reality. When the SG has to be used for training of future situations,

    acquiring skills for acting in a very complex situation or when possibilities are to be

    tested, the reality of the SG is important. The level of reality directly influences the

    effectiveness and validity of any content, conclusions and generalisations.

    Game reality has to mimic organizational reality. For effect and validity, participants

    need to belief in the game reality (see also chapter 4). When they experience the rules

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    players, and behaviour in the game, it needs to correspond to organizational reality of

    agent, interaction and system behaviour. Duke (1980) devised a pyramid where the

    base stands for a perfect representation of reality and the top for perfect metaphor /

    abstraction. This cone shares striking similarities with Dales cone of experience

    (1969, p.107; figure 5) where Dale proposes teaching methods from most abstract

    (verbal) to most realistic (direct experience). According to Duke (1980) and Caluw

    (1996) simulation games have to represent a relatively large proportion of daily

    reality of participants. A. Game reality needs to represent something real because

    participants have to be invited to show competitive behaviour and become motivated,

    b. the game environment needs to be abstract enough in order to be safe for

    experimentation with new behaviour, and c. the game environment needs to resemble

    reality enough because new behaviour has to be retained in combination with

    problems encountered in reality.

    On the one hand, participants need to have freedom to make decisions within the

    game that represent something for them in the real world (outcomes /consequences of

    decision making). On the other hand, the freedom to express and experiment safely

    has to be without consequences in real life. Simulated reality has to create challenges

    for people in order for them to learn new behaviours (complex), but not so

    challenging that they get over-confused and stop altogether (chaos). Variation in the

    functionality of the SG demands variation in the mimicking of reality. E.g. the SG has

    to be more realistic when next to consciousness raising, learning becomes a goal

    (Caluw, 1996, p. 161).

    Figure 5, Dales cone 1969, p.107

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    Simulation games train knowledge, skills and behaviors with an eye on the short-term

    (modernist, specific goals) and the long-term (postmodernist, empowerment,

    interaction etc.). To illustrate this an example is giving of organizational intervention

    of short- and long-term. A short-term focus is for example implementing a shared

    service centre or intervening in a process requiring staff to respond in a specific

    different way. Long-term focus can be for instance setting up an interaction

    framework or support skill training to be used in various circumstances -educating a

    workforce to be more responsive to the environment of the organization. Strategy

    simulation belongs to both goals; creation of strategy is a short-term goal, whereas the

    enactment of strategy necessitates behavioral assimilation. Parallel to modernist

    change, the intention of short-term change is to attain a predetermined precise goal

    after which change stops, whereas the intention of long-term change is similar to PC:

    attaining general skills through which process understanding increases and interaction

    patterns are enriched to support continuous change. For both, short- and long-term,

    simulation games are effective tools.

    Pertaining to the short-term focus of change is the concept of valley of despair

    (graph 1). Simulation games short cut the valley of despair because they practice a

    new approach before its actualized. Training beforehand builds understanding of the

    big picture, helps creating a leap of consciousness with visions of the future, enables

    shared intelligence and builds confidence in being successful. Most importantly,

    training (failing and learning) before the real change is cheaper (Wenzler, 1999).

    The long-term focus of change has a focus on behavioral learning, aiming at

    general improvement of organizational functioning. Van de Westelaken (2002)

    distinguishes detailed impacts of simulation games in this category. Training

    knowledge about systems or problems in the systems; consciousness raising about the

    organizational situation; learning from each others opinions; (communication) skill

    training; experimenting with ideas as a way to come to get insight into possible reality

    (visions of the future); improving cooperation and interaction (of teams); improving

    decision taking; and clarify or integrate visions.

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    Graph 1 : Valley of Despair. Prestentation R. Deenen, Accenture 2010. Based on Wenzler (1999).

    3.5.3 Detrimental elements of SG As unfavourable conditions for the use of gaming are mentioned little motivation and

    acceptance of the change, feeling of loss of status due to the change, no active or a not

    accepted leadership, hidden agendas or conflicts, uncertainty about the future,

    disenchantment in practice or overestimating ones own abilities (De Caluw, 2007).

    An underlying problem to many of these conditions is cynicism of participants about

    organizational change and the use of interventions in general. Cynicism about

    organizational change often combines pessimism about the likelihood of successfulchange with the blame of those responsible for change as incompetent, lazy, or both

    (Reichers et al., 1997, p. 48). As change is highly behavioural, a SG is on the one

    hand a blessing, on the other hand a curse. The effect of the SG depends for a large

    part on the attitudes and behaviour of participants towards the game and change in

    general actions of facilitator and organization in turn affect participant behaviour.

    Major factors that contribute to cynicism include a history of change programs that

    are inconsistently successful, lack of adequate information about change and simply

    predisposition to cynicism. Cynicism affects commitment, satisfaction and motivation

    of employees, making it an important factor of failure of change processes (Reichers

    et al., 1997). This failure leads again to more cynicism on behalf of the employees

    and renewed attempts of management to implement changes with the help of new

    models and methods. Ten Have and Visser (2004) accurately describe this vicious

    circle of failure. The failure rates of change implementation consistently soar around

    70%, showing that organizations do not learn enough from previous failure.

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    The so-called treadmill of failure starts with incomprehension of the situation and

    necessary change, creating disorientation, acceptance of outside consultants and

    magic methods. These methods are only partly understood and implemented, creating

    disillusion. Consequent reports analyse the failure, and point fingers to blame. A way

    out of this vicious circle would be to remark the progression points. In order to curb

    failure into success, organizations should shift from obsession with the change goal

    itself to becoming aware of the change situation; adopt a dynamic instead of static

    perspective of change; implement change from contributory perspective instead of

    making change a precise assignment; create total, long term and incremental instead

    of partial, short term and planned results. These success criteria are very similar to the

    characteristics of a postmodernist approach mentioned in chapter 1.2, table 1.

    3.6 conclusions: 6 characteristics of simulation games

    Six distinguishing characteristics of simulation games should be mentioned. First,

    simulations mimic organizational reality by reduction, abstraction and symbolizing.

    Thereby simulations create insight into the nature of complex problems and make it

    possible for participants to see consequences of decisions and test alternative

    proposals within a safe environment the simulation.

    Second, the game part of SG allows participants to act more or less free within the

    simulated organizational reality. The gaming focuses on behaviour and interaction,

    training to let go of old and learn new behaviour. Interaction patterns are shown, and

    new communication is facilitated; such as the simultaneous multilogue. This is done

    via experiential learning, which is more productive than other methods.

    Third, SG are easy to used next to other intervention methods which make them a

    good instrument to place into a change program/process. Fourth, it is relatively easy

    to adjust circumstances: a SG is flexible, a controlled experience. It caters for short-

    and long-term goals, a broad variety of functionalities and mimics all sorts of realities

    for a realistic effect. Fifth, there are strict/specific standards to adhere to in order for

    a SG to give a valid and effective outcome. E.g. phases and characteristics such as

    level of reality-depending on the functionality; Kolb cycles need to be repeated; a safe

    environment and debriefing need to be present to have a lasting effect.

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    Last, the contextual factors or environmental influences. Next to having a good

    simulation game (point 5), these include the facilitator who functions in multiple roles

    supporting the participants in creating the magic circle of game reality. Another factor

    is the participant, who has a specific background of experience, motivation etc.,

    which may interfere with the effect of the SG. Importantly, the organization is a factor

    and it has to ensure that a coherent change process supports the effect of the SG.

    Characteristic Simulation game

    1. Simulations mimic complex (organizational) systems

    2. Games focus on (old and new) behaviour and interaction

    3. SG is easy to use next to other intervention methods.

    4. SG is flexible, a controlled experience.

    5. Specific standards to create a valid, effective and lasting result.

    6. Contextual factors influencing the effect of the SG

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    Chapter 4 Comparing PC & SG

    In the first chapter, the concept of postmodernism and its influence on organizations

    and the management of change have been clarified with 5 characteristics as a result.

    In chapter two, the conceptual background, link with experiential learning, factors

    necessary for effect and the short/long-term effects of simulation games are discussed.

    6 characteristics as a result. In order to answer the research question, the two need to

    be combined, sketching a postmodernist context of simulation game usage. Therefore,

    in this chapter SG are connected with PC and the phases of change.

    In advance of the theoretical fit and limitations of simulation games in

    postmodernist change management, some practical experience is shared supporting

    the idea that change management and simulation games are a good match. In the

    experience of Wenzler, with 25 years of experience in both business and academics

    simulation games have proven to be a valuable contribution in helping organizations

    improve their performance by helping them change and adapt more effectively and

    efficiently (Wenzler, 2009). According to him, ten commandments guide using

    simulation games in change management. Simulation games can support effective

    change interventions depending on: understanding the client need (whether

    postmodernist or not), the envisioned results, stakeholders being involved in the

    iterative development of the simulation game as intervention (interaction during

    employment), ensuring organizational support so that found improvements can be

    implemented in reality, the validity of simulation games in support of the learning

    goals, and the focus on learning being translated into action (Wenzler, 2009). Let us

    regain focus on specifically PC keeping this practical experience and considerations

    in mind.

    4.1 Complexity, dialectics and interconnection

    The substance of PC can be traced from concepts closest to the heart of

    postmodernism. These concepts are intricately intertwined with simulation games.

    This finding is a compelling argument for using simulation games in PC trajectories.

    4.1.1 Complexity in postmodernism and simulation games

    New techniques such as computer- or interactive simulation and gaming were found

    useful to scientifically cope with complexities and uncertainties. Games are open, in

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    the sense that the players have freedom to act within the space provided. Simulation is

    more confined in its freedom with regard to modelling social systems. Complex and

    dynamic systems can be expressed and made tangible thereby allowing experiments

    on these social realities without actual interference. Games and simulations are useful

    a. in order to understand the functioning of these systems and b. to transmit

    knowledge (Klabbers, 2010a). Simulation games could thus be used as a tool to

    understand and train people to act within complex systems (complexity theory and

    dialogue).

    Simulation games and related design methodologies offer effective approaches to the

    framing and better understanding of social systems, to the generation of ideas, and the

    shaping of action repertoires for change (awareness, understanding, action). Games

    can thus be designed for dual purposes: a) to generate a practical tool (artifact) for

    supporting the design-in-the-large, or b) to devise a method or model in the analytical

    science tradition for developing and testing theories. In both cases SG are being used

    to model existing (complex) social systems (Klabbers, 2009b).

    Simulation games help creating a holistic understanding of complex (problems

    in) reality. This is also expressed by the functionalities of understanding the big

    picture and visions of the future (Wenzler, 1999). By playing the game, participants

    become part of the system and experience its complexity (Bekebrede, 2010 p. 74).

    Experiencing complexity helps in consciousness-raising; what is more, learning to

    deal with this complexity is also reached.

    4.1.2 Multiple realities & dialectics

    The simulation approach presumes a commonly shared reality and one formal

    language. It has been suggested that participants eventually construct common imagesof reality and achieve common objectives shared among coordinators and

    subordinates (Duke, 1974). However, Greenblat (1981b) questioned the common

    reality underlying game design and use. She argues that participants bring their own

    goals and interests moulding multiple realities into the gaming situation; experiences

    of relevant aspects differ between people, time and context.

    The (postmodernist) idea of multiple realities all applicable to one simulation game

    necessitates that each social actor should have at least some points of similarity

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    regarding the reality to be simulated and the game to play. The sense making has to be

    steered somehow in order for simulation games to be useful as a tool understanding

    complex realities. These common points of reality can be achieved by a process called

    problem framing , in which participants interactively name the elements and attributes

    to which they will pay attention, eventually framing the contexts of the simulation

    game (Schn, 1983).

    At least as important as a common framework to begin with, is the evaluation

    of the game in which the multiple realities are expressed, heard by all and blended

    into stories of what happened and what can be learned from it. This is then the

    dialectic process arriving at shared intelligence and creating a more or less common

    vision of the future. Against this background, the behavioural component (gaming)

    shows more potential compared to the static design (simulation) in dealing with social

    and political issues in the private and public domains.

    4.1.3 Interconnections and empowerment

    In the process of a common start and evaluation, there is a guided exchange of voices

    which helps learning, understanding and strengthening the organizational network

    (compare social fabric, Homan, 2005). The simulation game is a simplified stage for

    understanding interconnections between individuals, departments, customers andsuppliers.

    The interconnections and flows that are enacted during the game not only

    provide a test case for participants and organization (visions of the future), it also

    enhances the interconnections in daily reality participants meet each other in a

    different environment, connect with different people in a different way than in daily

    reality. Evaluation (discourse) during and after the simulation game potentially

    strengthens the learning effect. According to Klabbers (2009b), the switch of position between spectator (observing the systems behaviour) and inside player (making the

    system happen) implies a switch from problem solving to problem framing

    enhancing understanding and learning. Problems are here defined a