Globalization marks the start of a new postmodern paradigm in society. This postmodern shift is also affecting organizations, though more slowly. Simulation games are well-suited as an intervention method to support postmodern organizational change management. Simulation games can translate postmodern concepts like complexity and chaos theory into practice. They also help bridge modern organizational designs with postmodern change approaches. The document outlines five key characteristics of postmodern change and six key characteristics of simulation games. It finds that simulation games align well with postmodern change processes by enabling experiential and participatory learning around complex systems and multiple realities.
Original Description:
The role of experienced based learning with Serious Games in Change management trajectories.
Globalization marks the start of a new postmodern paradigm in society. This postmodern shift is also affecting organizations, though more slowly. Simulation games are well-suited as an intervention method to support postmodern organizational change management. Simulation games can translate postmodern concepts like complexity and chaos theory into practice. They also help bridge modern organizational designs with postmodern change approaches. The document outlines five key characteristics of postmodern change and six key characteristics of simulation games. It finds that simulation games align well with postmodern change processes by enabling experiential and participatory learning around complex systems and multiple realities.
Globalization marks the start of a new postmodern paradigm in society. This postmodern shift is also affecting organizations, though more slowly. Simulation games are well-suited as an intervention method to support postmodern organizational change management. Simulation games can translate postmodern concepts like complexity and chaos theory into practice. They also help bridge modern organizational designs with postmodern change approaches. The document outlines five key characteristics of postmodern change and six key characteristics of simulation games. It finds that simulation games align well with postmodern change processes by enabling experiential and participatory learning around complex systems and multiple realities.
Abram Janse Janse@simagine.nl Open University 2011
2 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 processes45 4.3.1 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
3 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
4 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 are useful 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 contextual factors 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 research into the effects of simulation games in change trajectories.
5 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.
6
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 are shown, juxtaposing characteristics of simulation games with postmodernist change
7 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 de Westelaken (2002), Van Gils (2008), and of course also of well-established
8 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.
9 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 of modernity: 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.
10 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 name of 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
11 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 of multiple realities, a complex network, a simulation game (hence, the matrix).
12 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 Postmodernism Change 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 leadership Target 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 et al, 1960)
Organizational development (based on Lewins work): Behavioral science and system improvement (McGregor, 1950s)
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 theory The study of complex, dynamic systems that reveal patterns of order out of seemingly chaotic behaviours...so complex and dynamic, in fact, as to appear chaotic (Overman, 1996, p. 487). Compare: Play (Homan, 2005)
13 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.
14 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 of comfort (compare game, Homan 2005) to something new. This state of confusion
15 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 force expressing 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 employee and 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.
16 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 and cut An almost nurturing way of talking: develop, help, grow Violent language: take out, shoot, terminate Orientation Focus on long term careers Hiring for the job to be done Size Synergistic build and develop Reductionist small size and cut 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
17 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).
Postmodernism
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18 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 not necessary 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 by collective 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
19 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-monovocal approaches 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 systems though. 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 a convergent 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 an improvement in the work process or communication towards customers. Monovocal Planned Polyvocal Spontaneous
21 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
22 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
23 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
24 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 other scientific 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.
25 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 can interact 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 of social 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.
26 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 experiential learning, 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).
27 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.
28 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.
29 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.
30 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 the simulation 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
31 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
32 To give an idea of what effective (realistic) simulation games might be, let us consider Dales cone, bearing in mind that his cone presents teaching methods, not simulation games or tools for change management. A range from Study trips to contrived experiences would fit the description of mostly realistic measures. Outside the range are then exhibits and direct purposeful experiences. Going with this sketchy comparison, simulation games would not be realistic enough if only props/exhibits remind participants of their real working environment, whereas a direct purposeful experience is a copy of their work, not leaving space for any simulated abstraction. Contrived experiences would best correspond to the simulation part, whereas dramatized experiences and demonstrations best correspond to the gaming part. 3.5.2 Functionalities of simulation game According to Caluw (1996, p. 30) simulation games fulfil six functions: a. consciousness raising & motivation, b. skilltraining, c. knowledge & insight, d. communication & cooperation, e. integration of learning experiences, f. functional flexibility. Peters and Van de Westelaken (2011) put together literature about the validity of SG posing there are basically two functionalities of a simulation game - that is, as research- or traininginstrument. Although organizations could use both learning and experimental functions of SG, De Caluw seems to focus on the latter. Wenzler (2008) proposes that the general purpose of simulation games is to experiment with or practice a situation, which delivers a measurable and more sustainable improvement in knowledge, skills, and behaviours (table 5). SG help build an understanding of the bigger picture; while assessing the impact of future scenarios; enhancing and facilitating communication between stakeholders creating shared intelligence (about the new situation) and to let participants experience new ways of working which gives them confidence in success. This results in higher retention of content (better performance) in a compressed time (faster improvement). Ten commandments how to actually achieve these results are described in chapter 4.
Table 5: Effects of simulation games. Adapted from Wenzler (2008) Knowledge
Skills Behaviours Situational awareness Allocation of meaning Mental models Contextual awareness New ways of working Business skills Social skills Cognitive skills Psychomotor skills Decision making skills Attitude Motivation Commitment Confidence Action
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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 successful change 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
37 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
38 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 images of 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
39 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 and suppliers. 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 as situations where one has a good idea about what to accomplish (end goals and rules of the simulation) but no clear idea about how to accomplish it (playfulness of doing, gaming). Full-fledged games consist of interconnected actors, rules and resources. In games, the social actors play roles and co-construct the social organization while utilizing the available resources according to the rules. The simulations are rationalist; generating
40 knowledge that relates to the way in which the system functions over time, the resulting explicit knowledge gained is accumulative, used to describe a factual state, referring to what the system is doing. The evolving playfulness in gaming surpasses the rigidity of the simulation approach. It has the potential to open new horizons, also probably unforeseen by the gaming designers and facilitators (Klabbers, 2009b, p. 459). This playful experimentation and learning builds a belief in success, which is helpful if not absolutely necessary for change programs to succeed. The simulation game empowers the organization (employees and groups) in simulated time, which leads to a much steeper learning curve and improved business performance (Wenzler, 1999).
4.2 Experiential learning The substance of postmodernist change is supported by simulation games. Yet, how is change reached in postmodernism? PC focuses on soft-skills, empowerment of individual (or small group) behaviour, with learning as approach. 4.2.1 Connecting postmodernist change with SG Change, in postmodernist terms, is not willed or designed as in modernism, but is a natural result of learning, understanding and knowing (Sherman & Schultz, 1998, p.27). Postmodernist learning is a process of meaning and knowledge creation via interaction, requiring soft skills such as interpersonal skills, creativity and problem solving. Simulation games support the skills necessary for this active discourse as discussed in chapter 2. Experiential learning, or learning by doing, is a superior tool e.g. engaging higher order learning.
According to Russ (2010), a growing body of literature focuses on experiential methods to implement organizational change. There are numerous measured benefits, most importantly, high interactivity levels including cognitive, affective and kinaesthetic engagement. This engagement in turn is said to reduce resistance to change, elevate motivation, and enhance commitment to implement organizational change (among others: Geurts et al., 2000 p. 49). Other benefits mentioned are improved job performance, enhanced organizational learning, increased organizational openness, shared organizational culture and values, enhanced decision-
41 making based on organizational policies and procedures, strengthened organizational structures, exploration of organizational dynamics, and modification of mental models (for studies and authors per benefit see Russ, 2010, p. 768). 4.2.2 Frameworks of experiential learning In an attempt to classify experiential implementation methods, Russ (2010) proposes two overarching conceptual frameworks: programmatic and participatory. Both are planned learning experiences, which is interesting considering that Homan (2005) proposes that there are spontaneous organizational changes possible. The differences between the frameworks of Russ are shown in Table 3. There are remarkable similarities with the characteristics of modern and PC management compare table 1. As written in chapter 1.2, Russ (2010) mentions that these two frameworks/models can be and are used in combinations. To gain insight in these combinations Homans organizational change dimensions amount of planning and participation is useful (figure 1). Furthermore, short- and long-term change goals can be connected.
Table 3: Fundamental differences between the frameworks. Adapted from Russ (2010, p. 769)
Programmatic Framework
Participatory Framework Fixed implementation Flexible implementation High direction from leadership Low direction from leadership Low/no stakeholder collaboration High stakeholder collaboration Autocratic organizational climate Democratic organizational climate High communication efficiency Low communication efficiency A priori evaluation of successful change Retroactive evaluation of successful change
The objective of programmatic method is to make the target population comply with the right vision of change. This makes them content oriented; top down; and the experiential methods seek to achieve specific externally predetermined outcomes supported by fixed roles, goals and rules. Important limitations are decreased personal judgement and motivation of employees, a split between thinkers and doers fostering negative attitudes, top down conformity creating rigid responses. The objective of participatory methods on the other hand, is to stimulate dialogue between communities so as to elicit involvement with the change implementation process. They invite input by empowering methods (stakeholders are asked to help shape the change instead of merely receiving orders), are internally
42 parametered, focus on collaboration and processes of change, and have open-ended debriefing sessions with a variety of right answers. Important limitations are painstaking democratic process, overload of employee feedback, employees may feel distracted from their job, unpredictability and immeasurability of communication effects and change outcomes. Programmatic approaches are expected to bring about short-term compliance and behavioural change. When employees are no longer rewarded for producing the learned/desired workplace outcomes, they are likely to slip back to old behavioural patterns (Russ, 2010). Contrarily, participatory approaches help build overarching change objectives by supporting employee behaviour of discovery. They increase organizational ability to deal with change in the long term. In other words, they build skills of individuals and small groups, empowering them to change spontaneously.
4.3 Effect of simulation games in postmodernist change processes The substance of postmodernist change is supported by simulation games and experiential learning methods have a superior effect to other methods in supporting postmodernist change. SG spurs postmodernist change basically because they bring about behavioural change. As the organizational landscape works in complex ways, Homan argues that implementing action cannot automatically bring about desired behavioural changes. How does the implementation process work precisely? 4.3.1 Implementing process Postmodernism organizations should be approached in terms of interactions, relationships and complex changes (Chia (1995 p. 579). When complex systems change it may seem like chaos peoples sense making during change periods is often confused (compare play, Homan 2005). These change periods in organizations force people to move from a state of comfort (compare game, Homan 2005) to something new planning behavioural output seems impossible. However, this state of confusion 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). The strength to absorb and resolve changes (sense-making through diverse interaction) then seems a determinant of successful postmodernist changes.
43 A system survives when it is allowed to utilise its self-organising abilities effectively (Cilliers, 1998). Freedom is necessary, or else, change is stifled in structure and strict requirements. As environments and organizations are changing, demands on behaviour are too. Organizations that want to survive need to address and build self-organizing utilities. PC demands a constant monitoring of environment- organization changes. No management board could do this alone (many authors mentioned, adapted from Strh, 2005). Participation calls for creativity, allows diversity of interrelationships and helps enrich the flows.
Homan proposes organizations to be viewed as social fabrics where members interact in a multitude of forms. The diversity within and between communities is necessary for creative and innovative flows (the recreation of realities). He argues that managing the collective patterns is not necessary as it is a self-organizing process without order from management. However, someone has to start the ball rolling: empowerment. Empowerment of the organizational members and enhancing their skills is a planned, but long-term approach to change, which still allows for spontaneity of change initiatives. Management of change for rigid organizations could then be proposed as bringing the members from a state of game into play and building their behavioural and interaction skills in order to help them becoming able to adapt to the environmental changes -then it is up to the organization to either create a game again or stay in constant state of play.
Basic behavioural skills can be addressed and build. First, employees will have to become aware of their surroundings in order to be able to adequately respond to changes in the environment (consciousness raising). Second, the perception of processes needs to be translated into action, first and foremost enriching interpersonal relationships (learning, network strengthening). These goals can be deemed postmodernist and are well supported by intervention with simulation games. The SG needs to be more realistic when next to consciousness-raising, learning becomes a goal (Caluw, 1996, p. 161). Measured effects of SG on behaviour (table 4), match described necessities of PC.
44 Knowledge (Consciousness raising) Skills (Learning) Behaviours (Determinants of successful change) Situational awareness Allocation of meaning Mental models Contextual awareness New ways of working Business skills Social skills Cognitive skills Psychomotor skills Decision making skills Attitude Motivation Commitment Confidence Action Table 4: Effects of simulation games. Adapted from Wenzler (2008)
4.3.2 Phases of change and simulation game usage Postmodernist change aims at behavioural skills and building stronger networks. SG can support skill building and brings people in dialogue. SG is a very useful method in reaching PC. When should simulation games be employed? This can be shown with the help of the DOVE-cycle. The four phases of the DOVE-cycle are: diagnosing the problem, design of solution, implementing the change and evaluate the change. These phases can be sequenced independent of each other as applied to change processes. A rough division of phases and the usage of simulation game can be made comparing the participation forms and is proposed as following.
During the diagnostic phase members of the organization are asked to give their input about their picture of the current and possible future situations. SG have an important role here to raise consciousness of organizational issues (e.g. showing how processes are interconnected) and place groups of people together to get dialogue and insights.
The design phase aims to translate ideas into concreteness, culminating in the change plan. Alternatives of parts of the plan are discussed or experimented with and visions are exchanged. SG in this phase also support the dialogue, but now with an emphasis on behavioural experiences based on the game experiments. The insights in how old behaviour is dysfunctional and new behaviour wished for can be discussed forming visions of the future and paths of how to come there. This phase seems most appropriate for the sort of SG described in this thesis real life, serious, with a process component.
45 The third phase is the implementation phase when the change plan is applied to the organization. It is important in this stage to inform members of the organization and help organizational members to experiment with the new situation and required skills. SG, perhaps in an earlier stage available only to decision makers / managers, could in this phase become available for team members, the general employees. They still can experience the freedom and experimentation; however, there are clear boundaries within which their actions are confined.
A fourth is the evaluation phase where feedback knowledge is required from organizational members. Also important are exchange of vision and the discussion of activities and measures to stay on course. SG could be used to gather opinions or (re)create a strong vision of the future. Another way of evaluating the whole change process is to emphasise by simulation the Deming cycle of improvement -plan, do, check and act. The description of the DOVE-cycle in connection with participatory forms of change is adapted from Van de Westelaken, 2002.
4.4 Conclusions of fit postmodernist change and simulation games What is there to say about the demand of postmodern change methods and the offer of simulation games? How do they overlap and what are points of attention? Chapter three has been divided into a. a comparison of the heart of postmodernism and SG, b. a description of how SG support PC and c. in clear manner pointing out the effect of SG in the postmodernist implementation process. Postmodernist change Simulation games Complex network Simplifying complex networks Multiple realities Arena for starting dialogues Interconnections of environment - organizations Realistic simulation of and play with environment-organization network Postmodernism confuses communication Empowering members of organization Postmodernism proposes the world to be a complex network; SG are simplified versions of complex networks within which can be experimented and learned. Consequent to the world as complex network there are many voices and multiple
46 realities, which are in constant dialogue. SG support dialogue and help mending a common understanding, which is necessary to a certain degree to reach effective change (Homan, 2005 certain stability as prerequisite for effective change). The heart of PC and SG is the myriad of interconnections (enacted through game elements) in an environment, which is realistic and complex (simulation elements). SG, in short, benefit insight into postmodern reality, and empower members of organizations to shape effective behavior. Postmodernist change Simulation games Learning is the road to change SG operate via experiential learning Long-term change purposes via incremental steps SG have both short-term as well as long- term change effects. Monovocal and polyvocal For any degree of participation within the organization, SG support the change Planned and spontaneous change Starting planned to become skilled and empowered to change spontaneously
Learning is the way to reach postmodernist change (Sherman & Schultz, 1998, p.27). Within different styles of learning, action or experiential learning is most effective for changing behaviour. Employing simulation games as an experiential learning tool has multiple purposes; short-term as well as long-term effects are mentioned in chapter 2. It can be argued that employing the experiential method, SG support Homans proposed planned (monovocal or polyvocal) as well as spontaneous change.
Postmodernist change Simulation Game Attention Bottom-up Easy to use (flexible) behavioral empowerment through game play Management has to give power away: its more than game play. Framework for interaction Simulations mimic visions of the future. SG powerfully support the test phase. The new structure is inhabited by new behavior. Interaction framework set-up needs participation from bottom-up. Not everyone fits the transition or become innovator, e.g. HRM policy needs to be adjusted too.
47 Constant organization environment feedback loops at all levels SG can raise consciousness of changes and strengthen behavior to show feedback loops. SG is only one method for intervention. Behavior needs to be stimulated (framework for interaction + empowerment) Focus on behaviour of individuals and small groups SG is perfect for this focus through experiential learning. Contextual factors influence the effect (e.g. motivation); standards of valid & effective SG need to be adhered to. Incremental steps, oil stain SG can be used throughout the DOVE-cycle for various purposes; easy to use next to other interventions; creating flexible and controlled experiences with changes. The PC implementation is a different approach to the environment, organization and employees; it is a long-term and lasting change with consequences.
We can conclude that simulation games, through experiential learning, are not only reserved for postmodernist (long-term, spontaneous) change management, but are simultaneously effective for modern (short-term, planned) change management. For postmodernist change purposes, intervention with the help of simulation games can best be adopted in the phases of design (including those who participate in designing: e.g. management + body of employees) and implementation (including those who need to use the design: e.g. create consciousness of and learn to effectively cope with postmodernist changes within the participatory framework). For a valid and long-term effect of the simulation game, in- and external factors have to be taken into account.
48 Chapter 5 connecting theory with case studies Let us delve deeper into the practice of simulation games and the experiences of participants with the two simulation games from chapter two. How do simulation games (real life, serious, process component) support postmodern organizational change (service oriented, modern characteristics) in practice? 5.1 Heart of postmodernism The first phase is the design phase, which properties are woven into the games? This touches upon the concepts of the heart of postmodernism (first table 3.4). 5.1.1 LNV and Control-IT Simagine has a clear view on how to approach the design of their SG. They use a layered structure of tasks the participants carry out, problems they experience and a third layer of solutions with which to experiment. This layered structure makes the simulation flexible. Furthermore, the simulations are realistic organization and business cases and problems are relevant as well as recognizable in relation to participants own organization and work processes. The SG is not a role play as participants are asked to do what is comes to their own mind; three to five rounds are played; every round is evaluated briefly; it is a fair simulation without build-in inconsistencies, sudden events which couldnt be predicted, and the game-leader answers honestly; the SG is a metaphor of an ICT Service management organization, which brings the focus on the problems/solutions not the detail from reality. Finally, the games is evaluated with the facilitator to transfer learning of the game to reality. This is done asking three kinds of questions: what struck your attention (raising consciousness)? What has it got to do with (creative thinking & logic links)? What would you do differently (creating overview & concrete actions)? 5.1.2 MN Services and klant-erger-je-niet Customer Games has created an interactive workshop in the form of a game. The SG aims to give an experience of, and insights into customer directedness and satisfaction to use the lessons learned in the own work reality. Participants are divided between customers (some role play required as described in the cards) and company staff of various divisions such as Marketing, Sales support, Accountmanager and Cashier.
49 The game starts with an explanation of the goals, than a preparation phase (reading the cards of the game) than the game itself with, if possible, two teams fighting against each other. In between the rounds a team can pay for the time out card to adjust the strategy, which simultaneously gives a free time out to the other team. After each round an evaluation takes place and a team can buy the CRM system. Also a final and larger evaluation takes place. The SG is lasts 3 to 8 hours depending on the package chosen; does not cover more than two rounds but time for evaluation will be increased (to learn more and create action plans) and in the fully extended version introduces more CRM principles; it is furthermore possible to create a tailor made version; touched upon are customer satisfaction, customer value, -loyalty, and -ambassadorship. 5.1.3 conclusions Both games use the simulated reality of an organization: an industrial harbor versus a tourism agency (simplifying complex networks). Both games require active participants, with a little more role-play in the latter game (multiple realities). Role- play standardizes the multiple realities of participants which is more controllable on the one hand, but less realistic on the other hand. Both games enact interconnections of environment-organizations, but where Control-IT replays an industrial environment with a focus on processual flows, Klant-erger-je-niet replays a tourism environment focussing on the interactive flow. The first game has a strong content oriented component, which necessitates interactions of all participants; the second game is strongly communication oriented, with an optional focus on how this communication process can be organized (option to buy a CRM package).
Although both games are potentially strong in supporting postmodernist change, the second game is narrower in its application options compared to the first game. In the first game, communication related to processes in general is enacted whereas in the second game mainly communication related to customer focus is enacted. This shows how important the functionality of the SG is an SG cannot be used for every purpose, its design allows for a certain range of flexibility.
50 5.2 How does the SG support (post)modern change? During the preparation phase representatives of organization and SG have to match functionality of the game with the goals of the organization. This phase also entails choosing participants and physical preparation of the game room. 5.2.1 LNV and Control-IT The ministry of LNV restructured their service Voedsel en Waren Autoriteit through project Backoffice bedrijfsvoering. Three services contained in the VWA had to be rebuilt into one service, jumbling the required products, services and quality thereof. All employees of VWA needed to know how the new organization looks like and works and they had to be able to refind each other. A service office had to be set up to make this happen this new reality is simulated with the SG. The project leader and SG representative had contact with each other, and the project leader participated in a try-out version of the game. He cooperated to make the implementation of the intervention with SG a success first a group of managers would try out the SG, after which they decided together upon the usefulness for the rest of the company. This fitted in an eight step specific change process planning. The game effect would be tested with a questionnaire before, after and one month later with a report as result. The change contained the (short-term) realization of the new reality and (short-term) behavioural adjustment to the new reality. The simulation would support the first goal, the game supports the latter with extra incremental results of building consciousness and a more flexible approach to problem solving in general (long- term). These incremental results interact with the political/power structure of the organization, as empowered people need more space to act than a top-down bureaucratic organization generally offers. 5.2.2 MN Services and klant-erger-je-niet MN Services has increased in size as they bought a new pension company. Their original plan was to multiply all the existing support systems such as Back-office, Front-office, IT services etc. Reality however, proved more resilient as the new company a. came from another city (dispersed communication: culture shock between employees of the company; physical distance of head-office) and b. had other, more precise regulations (IT applications were too general or varied more than expected).
51 In rapid tempo the newly acquired organization had to comply to many rules and regulations such as a. service level agreements (pressure on and competition between team-managers caused them to work unethically and egoistically) b. basic information giving tasks (frequently failing systems made this hard: used as defence against work pressure), c. SAS70/ISAE3402 type I and II (late notification and implementation by management). Many interventions were launched within the organization among which (plans) was using a SG. The islands within the company had not reached an overall plan but worked from various sides e.g. if the game would work as voted by managers who played first, still the budget needed to be discussed with the vice director of the business unit; at the same time the initiative of het nieuwe werken prompted a coordinator in the head-offices to play a game without connecting this with other change currents; also, the pressure on teams, time and work quality were enormous while change goals were abundant and sometimes incoherent. The initiative taker within the organization (HR coordinator) had an orienting talk with the SG representative before the SG was used. The main aims of the game were to boost interaction between teams -finding each other in informal settings and seeing what impact cooperation has on end results. Another goal was to somehow create a matrix organization as the official structure was functional without proper process chain managers the game would be one way to make people feel responsible for processes instead of only the teams added value. The first goal can be identified as long-term / postmodernist, whereas the second goal is more short-term / modernist. 5.2.3 Conclusions In both occasions learning is part of the change goal, although in the first change situation the explicit goal of behavioural adjustment is rather modernist. Incremental extra results of building consciousness and a more flexible approach to problem solving are a benefit of playing a simulation game. In the second change situation, the learning is broader defined to: more and better interaction, and consciousness of total processes. In both clearly defined (modernist) as broader defined (postmodernist) goals, experiential learning with SG offers great potential for support. It is important to note however, that the first organizations has no explicit goal to empower employees and build their general behavioural skills but does focus on reaching a clearly defined goal
52 in future; whereas the second organization does explicitly focus on empowering people to interact and become conscious of their surrounding, but does not explicitly focus on reaching a specific future situation. A possible opening for the SG representative in both situations would be to help the organizations in formulating explicit postmodernist goals raising awareness of the split between modernist and postmodernist goals and their influence on the organizational strength. As for now the former organization LNV would retain a monovocal, top-down change approach; whereas the latter organization MN Services seems to pursue an increased participation degree and bottom-up approach this is in line with their goal to transfer responsibility (and decision-making power?) downwards 1 . In both occasions there is a certain degree of planning involved, expectedly more so in the former modernist case.
5.3 Effect of SG in the implementation process During the play and evaluation phases the participants experience and give feedback on the simulation game. In both games they evaluate after each round (one full Kolb cycle) and after the whole game is finished. In both occasions I was present, receiving feedback about the SG at the time of playing and minimally one month later. 5.3.1 LNV and Control-IT The effect measurement of of the simulation game showed that employees were relatively positive about previous SG experiences, while feeling connected and comfortable during playing Control-IT. The facilitator played his role very well and 2/3 of participants felt the SG had clear connections with their everyday working reality. Participants expected to learn insight in process, cooperation or interaction and afterwards say they learned process understanding and making concrete appointments. According to employees has playing the SG made a distinguished contribution to improved cooperation within the restructured organization; what is more, they felt empowered to work with the new structure of Service centre-Back office.
1 Annual report MN Services 2009, p. 36.
53 Participants gave the following feedback about their experience: the game and reality have marked similarities, yet the action afterwards remains human efforts. It is therefore important to keep following the agreed upon line -instead of tossing questions around in the organizations, seek for solutions if youre responsible. Another participant: there was a lack of structuring regulations between units, causing much unclarity and creating expectations based on nothing. This again causes disappointment. We have to agree on regulations so that every party involved gains clarity. A third: the simulation game is useful for everyone who cooperates, moreover, teambuilding is fun! Fourth: it is helpful that we have been using a SG for explaining the change proposal and the connected casus of problems and solutions. A fifth: to my feeling, the management is too busy with marketing themselves, while the general employee is awaiting too much what is to come. Communication therefore does not reach its target, unsupportive of cooperation outside of teams. The consequence is that like-minded people within teams search for each other and cooperate/communicate more and better. Let us consider the official group evaluation of what happened during each round:
Organisation
Customer reality Round1: Lack of communication and cooperation with other units. No rules or regulations were made with the service centre. A system bug has an impact on the whole system / process. - Fixing a bug costs time because Back Office had no idea about customer reality, they were busy fixing the bug. - Disproportionate confrontation of bugs over customers, creating very unhappy customers and bad production rates. - The service centre does not give feedback to customers about their questions causing insecurity and mutual feeling of misunderstanding. - A lot of words, little concrete acts. Round2: Internal communication of teams, cooperation limited. Rules are made for through-put times and bug communication with service centre and customer. - Customer feels misunderstood, service centre does not distinguish between small/large bugs. - Yet, through-put times go faster (result of rules) and more efficient for the customer. The customer feels taken more seriously, as the service centre tries harder gaining information. - Words are followed up by acts. Round3: this time communication between teams. Front and back- office take a personal look at situation of the customer asking how they can improve the process for the customer. Bugs get clear priority codings. - Service centre is able to keep agreed upon though-put times and there are priority lists. - Customer feels helped by feedback about bug issues. - High production volumes with efficient and effective support for process and customer gives a boost to all teams.
54 Communication, concrete appointments and willingness to listen to the customer were found of utmost important targets after having played the simulation game. The official evaluation of the change initiative confirmed this, naming three CSFs (Kaplan and Norton) necessary for success: communication, working together/ cooperation and making concrete appointments. Clarity and concreteness in communication helps prevent misunderstanding, which supports process flow. It is important to define concepts to make sure everyone speaks about the same things.
Practicing with a future situation has helped employees to deal with problems and solutions that were to come in reality. They also felt empowered by successes they gained and learned to see which behaviour served their common goal the most. Almost one year after playing this game, the results are the following: The service centre is activated; employees can call for internal services and products with the centre on working days. Also there is an internet page available 24/7. However, not all services and products are put into the centre/webpage. The glass is half full, to be continued after the reorganization is completed. The previous months shaped the fundaments, but in so far the project manager can judge the simulation series (first managers, then employees) have hardly had any effect size. 5.3.2 MN Services and klant-erger-je-niet The game started with an elaborate introduction, followed by individually reading the game cards. This process lasted at least 1.5 hour before actually starting the game. And, feedback giving during the game by some players: now the facilitator has talked for so long -which was too long if you ask me; and we have read all these cards, but I still dont understand what to do in the game! In total not more than 1/6 th
of the total time had been spent on the actual playing, while the rest went to introduction (facilitator talking), preparation (participants individually) and evaluation (participants as group). The two rounds were each lasting for about 20 minutes; the first round delivered a cacophony of communication and approaches, which created thoughts for improvement for the second round. The improvements were helpful in the game reality but not applicable to real life situations one manager dubbed as fake the roles and activities central to the game (such as negotiating with the customer). The productivity in the game rose with the clutching together in one group, ignoring
55 differences between other functions such as marketing. Moreover, players felt that rules were not fair: a time out bought by 1 team automatically gave a time out to both teams; and similar cards of customers/organization about market prices did not always match causing a feeling of dishonesty of the game and consequently a flight out of the game reality. There were two groups competing with each other. The group that called for a time-out and later bought the CRM system lost the game (less overall points and output). The group without the CRM system won the race which gave the impression that CRM was not necessary, but another bureaucratic tool to fill in (costing time otherwise spent on real customer understanding). Most likely this CRM system could pay off in the longer term, but there was not third round to show this.
Organisation
Customer reality Round1: Chaotic communication, hardly any goals or results getting used to rules and roles of the game. Functions were explored but no real structure in communication. - Getting to understand the roles of the customers represented by one person (cards described a customer and the accompanying service / feelings this had to be enacted in the game). - Customers as well as organization didnt know how to interact with each other properly but tried to get the game more clear. - Customers felt misunderstood; complained, still werent understood. Round2: As the basic goals of the game were understood, certain functions were tossed out (data analyst/marketing) and one group of organization took orders from customer service (one-on-one). - Customer started to feel at ease in the one-on-one contact with customer service. Orders were pouring in and out the organization. - Bugs were fixed or presents offered to keep customers happy. - There was no management system but the simple one-on-one attention did the trick.
As one participant put it, the game was too complicated and elaborated, which distracted. The facilitator was unnoticed and not inspiring. He did not motivate, what could be seen in the way the game was played. People felt as though the facilitator talked too much for introduction, supported participants during the game with information (but did not motivate), yet lacked in supporting the evaluative communication, which was clearly a copy of working reality and would have been a great stage to improve the participation amongst the managers showing that solving problems is better reached via cooperation, not dictated by higher management. Now, basically one manager took the lead and told others what was the problem and the solution in the organization while the facilitator stood on the sideline.
56 The participants were all managers from within the organization, which was in itself a very good setting to create common reality about all the changes within the company. However, as one participant said in hindsight: I learned that for a game to achieve any results, the set-up (architecture) has to be right. From the evaluation we learned some good points for the organization, but these conclusions did not come through the game. It was simply because management sat together in groups which could also have taken place in another setting. So, the only thing that was good was that all the management was gathered together. Unfortunately we couldnt profit from it despite the simulation game. I feel as though nothing changed through the game. Another participant mentioned that he recognized the components such as structure in organization, necessity of facilitation (CRM techniques), making rules and appointments known to everyone. Yet, he recently had played a Lean game which showed more opportunities of learning with these elements. A game offers learning opportunities, but I feel as though they always are based on production processes instead of a dynamic service environment. Static products assembled into one end product is not my business reality; a customer question or application needs added value in a dynamic way. During these games (klant-erger-je-niet / Lean) we all somehow feel its not going to bring change, we dont belief in it and consequently do not take the time to start making a difference in business reality (blaming others). 5.3.3 Conclusions The bottom-up process was in both SG not a focal point as the groups consisted mainly of managers. In the LNV case there were also employees playing the game in a later stage who felt empowered, yet the change goals were set top-down in a modernist way, not typically empowering bottom-up participation process. Here the game functioned more as a learning tool for specific behaviour. Both simulations were aiming for experiencing the organization in a metaphoric way (industrial / tourism); the former had a real goal of envisioning the future; whereas in the second SG it was more the current organization that was enacted. Envisioning a future organization including more customer friendliness could have been a goal beforehand, yet this was only partly expressed playing the game. Keeping a close relation with the customer by having organization listen to the customer was the gist of envisioning the future organization (no real future problems or solutions were found during the game). Contrarily, doubt of CRM systems grew.
57 Feedback loops were created in both SG from customer to organization (demand and supply) and in the former SG also in the internal organization (between service centre and back office). In both games this raised consciousness about listening to the customer, while in addition this led to increased consciousness of clear rules and communication of internal organization in the former case. In both games there was a focus on behaviour of small groups and individuals, although the role playing customers and unfacilitated evaluation in the latter game somewhat hampered transiting the learning from SG to everyday working reality. In the behaviour of individuals was well-seen in the former case during the evaluation when some were very enthusiast while others werent which culminated into a debate about how they experienced SG reality which the facilitator lifted into a debate how individuals saw their team in organizational reality (specifically in the changing future situation). Finally, in both games it was recognized that evaluation after rounds helped growth. Changes should consist of these phases including reflection points and rules of communication. In first case the SG was used next to other interventions all part of one change plan and the SG was later used to support employees during change: oil stain effect. On the other hand, in the second case the SG was used alongside many interventions, some of which were aiming at similar change goals, without one clear phased plan or change manager.
58 6. Final conclusions Simulation games can be used in modernist as well as postmodernist change trajectories. Specifically they are useful in the pre-implementation phase, to spread effects of learning quicker. Modern and postmodern change goals are usually blended, as also the case studies in chapter 5 show. Simulation games are able to support change bridging the modern way many organizations are still organized, to reach the postmodern, more fitting approach to organizational change. In order for SG to have any valid effect, they need to adhere to standards; and the contextual factors need to be taken into account. The practical experience of the Ten commandments (Wenzler, 2009) may help guide implementation of SG to create effect. 6.1 a good fit From this research we can conclude that there is a fit between the postmodernist approach to change management and the intervention simulation games. This fit can be found at the conceptual heart, the implementation approach and the results. Postmodernism is about building behavioural skills and interactive patterns instead of building systems and structures. SG affect knowledge, skills and behaviour of participants, through experimental learning. At the heart of PC we find interaction and behaviour; the multiple realities of people and the myriad of interconnections between environment and organizations is comparable to a complex almost chaotic network, communication from multiple realities is easily clouded. In order for such system to survive it has to be allowed to utilise its self-organising abilities effectively (Cilliers, 1998). Yet, self organization cannot come about without empowerment, sharing power from the few to the many. In a way, postmodernism, which demands empowerment of organizational top to bottom, is a culmination of the French revolution a natural development, Zeitgeist. Giving power to the many may generate conflicts through discourse, which necessitates a framework for interaction between the elements of the complex system. Simons (1995) levers of control may guide organizations allowing for more free interaction without creating flux and chaos. People need to learn from each other, have access to information, power and technology in order to keep a free flow, which in turn spurs creativity and growth. The goal of free flow is to allow reality to be
59 constantly monitored, reconstructed, and adapted to the environment enabling the organization to handle continuous change. SG inherently bring the combination of system and behaviour and are at least a platform for interaction and relationships building which is the key to complexity, chaos theory and postmodernism. SG help reducing, abstracting and symbolizing complexity allowing clear focus on important elements, interactions and ultimately, the individual, group and organizational behaviour. In both PC and SG, development and maintenance of relationships is more important than the outcomes, players or objects themselves because relationships spur development of meaning growth in consciousness, enriching local realities and thereby interaction patterns (Homan). Through the use of scenarios, changes can be introduced, experienced, and criticized, to adjust strategy before changes become organizational reality SG help participants to experiment more freely, safely and cost effectively. PC is a natural result of learning, understanding and knowing, and SG are a strong tool for active experimental learning. The flexibility of simulation games gives them potential to mimic specific organizational reality, yet it is also a pitfall as the flexibility needs to be actively steered by the facilitator in order to have effect on participants. The recommendations for successful PC management mentioned in 2.2.4 are very well supported by simulation games which is not to say that by playing simulation games alone organizations will become successful or even postmodernist. Using simulation games in your change trajectory is no magic switch to success. This brings us to the limitations of the fit, or rather, the points of attention when one tries to reach any postmodernist change with the help of simulation games.
6.2 Limitations Simulation games need to well designed (characteristics, validity), prepared (ten commandments), used and evaluated (interaction between facilitator, participants and organization) in order to sort effect in change trajectories. Specifically, design needs to keep its flexibility in order to fit specific organizational needs; the preparation phase is of utmost importance for reaching results through organizational SMART goal formulation, understanding and support of the change initiative; finally, facilitators need to adapt game reality to participant reality, participants need to be open for learning experience and organizations have to cater the consequent new behaviour of participants.
60 The heart of postmodernist change and simulation games fit in theory but need to be enacted during implementation to create lasting results. Simulation games should not function as a hammer in search of (postmodernist) change trajectories to hit. Simulation games provide the change manager with a tool in his toolbox, powerful to use next to other intervention methods. The design and implementation can be guided by the ten commandments described by Wenzler (2009) as they are a pragmatic approach to the question of how learning from a simulation can be ensured in change management trajectories. Although simulation design is a complex process, it can be a very rewarding experience when it is managed with the focus on both recognizing the needs of stakeholders and delivering value (p.109).
Simulation games are a great way to experiment with new scenarios while supporting the education of employees to learn postmodernist behaviour that is empowerment to participate; consciousness raising and problem solving tasks (higher order learning). Employees can exchange ideas and practices in a fun and experimental environment, giving them the opportunity to grasp the gap between current and future situation, and help them adapt adequately or build long-term knowledge, skills and behavior. However, like in all change trajectories, not everyone may be able to handle this postmodernist, participatory changed reality. On the other hand, organizational attitudes or intentions need to be focused on creating a participatory environment. In reality this is a mutual process instead of a chicken or egg story. Employees have to behave responsibly, taking into account the interests of the organization; the organization has to be willing to invest in the empowerment of their employees. Cynicism and power play are the result of disbalance in relations, the real challenge is to start organizational change with a keen eye on behaviour. The role of the change manager / game facilitator are important in guiding organizations through this process. The facilitator can use the game to give a boost to change, especially just before implementing the envisioned change - game to play Homan. This move from game to play has to be acknowledged by the organization, and supported in structure and rules in order to create a lasting effect. The change manager should interact with the organization to keep the goals clear. It would, for example, be hard for employees to start an innovative project when the organization is bound to cut processes short, lean and mean, offering no chances for initiatives to be heard. This would harm the
61 organization in postmodernist understanding, because the spitzen gefhl / active participation of the organization is cut off. Leaving space for the multiple voices and creating a way of incorporating these voices in the organizational structure may build a stronger body to interact with outside world and foresee immanent change more adequately continuous change. Important to note is that postmodernist change processes are incremental (dialectic and evolution theory), spreading like oil stains rather than being overnight transformations. Setting up the organization to the postmodernist model can be difficult, as is all change, especially when it is focussed on individual behavior. As most organizations are operated top-down, it is recommended that 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.
Research question: To what degree could simulation games support postmodernist organizational change?
Fit Limitation WHAT of postmodernist change: complex realities: create big picture and vision of the future Simulation games create simplified but still complex realities: the power depends on design and manner of implementation. HOW of postmodernist change: empowerment and learning: experiencing success Apart from game content and usage, participants motivation and abilities & organizational readiness influence results. Enactment of postmodernist change: Interactive, networking strength: shared intelligence action. Next to game design, usage, participants and organization the facilitator is of utmost important in enabling multilogue (case study MN Services).
62 7. Future research directions
Writing this thesis was a journey centered on the connection of organizational theory with the functioning of simulation games. The theoretical fit of postmodernist organizational change with simulation games that are played in reality, with serious purposes and a process component. To some extend the case studies showed how theory is practiced, while also the theory included in the thesis often has a basis in (organizational change) practice. Nevertheless, little is known of the practical value of the theory what is the (size of) effect of SG in (post)modern change trajectories? On the one hand, the difficulty of the distinction between various kinds of change (modern, postmodern) is that in reality there is no clear distinction between modern and postmodern change behavior. In the first place because organizations use both change approaches mixed. In the second place, perhaps more importantly, because this rather sociological phenomenon is hard to put a finger on postmodernism cannot clearly be caught with the eye. The theory of Homan makes this concept more tangible, talking about the organizational landscape where communities interact on each others reality constructions. On the other hand, during the process of researching about SG, it has struck me how often gut-feeling effects of games (on behavior) are mentioned often by companies, but also in official literature. This is the point Kreiner (1992) makes when talking about the current state of research. Practitioners thus fill the gaps of science, perhaps because they have no time (because too busy executing games), interest (what if no effect is found?) or idea of how to start. There are too many perceived obstacles to measuring direct effects of simulation games on employee behavior. To mention just a few: the Hawthorne effect would possibly influence all effect results, which has to be ruled out to discover the game result; the contextual factors are said to play a with time increasing role, interfering with the simulation game effects on behavior. Various approaches to measuring simulation game effect on behavior can be conjured up. In a rough split these are an all-inclusive approach where the external environment is somehow controlled. This could be in a laboratory or with a model to approach and measure the environmental factors, such as the commandments of Wenzler (2009). Another approach would be to create a large chain of experiments where the simulation
63 game is somehow controlled. This includes measurement of key simulation game elements before, during and after the game, and observation of key contextual elements. In this way the contextual factors would be filtered out.
A cognitive psychologist gave his opinion about the idea to measure game effects on behavior. To his mind, social science research in the field can never rule out other factors. For instance, before a meeting doling out cake generally makes people drowsy and susceptible for big (change) messages. Sometimes though it makes people feel irritated. Why? Brain synapses work habitual, when previous experiences within certain contexts (i.e. cake, good weather, a red wall) have been good, circumstances surrounding the now will have their effect on the brain reaction and therefore the behaviour of people (to changes). Another example is that of eye movement tracking, while people sit with their chin in a water basin. Unshaven people, at a certain moment feel an itchy chin and react restless, creating distinct patterns of eye movement. Of course, one can counterbalance this in the results, however, the exact naming of the cause gives more grip on future scientific measurements. Similarly, sharp insight in the details of change contexts, be it a grey wall behind the director, warm weather while implementing changes, cake before important meetings, or unshaven chins can be important for a grip on the outcomes of the envisioned change. In case of spontaneous bottom-up change, these contextual factors might be created in order to start/boost spontaneous bottom-up change. Instead of regarding measuring the effect of SG in organizational change trajectories as a sheer undoable task, it is my conviction that with trial and error we can improve our interventions in organizations through scrutiny. Not in the modern way to mathematically encroach upon the one economic reality. Postmodernism has many faces, many realities, and many interactions. Effective interventions empower individuals or small groups of people, preparing each other to see and cooperate more effectively: SG spur personal improvement, throughout the organizational divisions.
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