Today I attended a workshop as part of the annual Games for Change conference. G4C explores ways that people can use computer games to effect positive social change.
In the workshop we formed into small groups to try our hand at designing potential games for change, based on the brilliant values-based Grow-a-Game Cards approach developed by Mary Flanagan and Helen Nissenbaum. I contributed an idea that our group ended up going with. Actually, I asked the other group members if it would be ok for me to hijack the group agenda for my own purposes, and everybody said that was just fine.

Unfortunately, the person who later presented our game got nervous and didn’t convey it properly. One nice thing about having a blog is the way it can help to keep an interesting idea from getting lost. So please indulge me while I try to rescue my crazy proposal.
The basic notion is this: A member of the group had mentioned an upscale Connecticut community whose residents argue that they shouldn’t have to share their resources (eg: money for schools for kids) with less affluent communities. I proposed to build a game which demonstrates that this philosophy could eventually lead to a nation’s ruin.
In particular, I claimed that the economic self-interest of a nation-state is best served by identifying and nurturing the talents of its children, so that those talents can be turned toward increasing the economic wealth of the nation itself. In each generation a certain number of children are born with unusual natural gifts for engineering, or medicine, science or artistic expression. If those kids’ minds are not nurtured within the first seven years of their life, much of that talent is irretrievably lost.
I would argue that a nation’s best “selfish” capitalist strategy, particularly given the competitive pressures of a global economy, is to identify as many of those kids as possible. In a society with entrenched social inequality, a large percentage of those talents will be lost, through substandard housing, education and healthcare. Society never gets the benefit of that potential Einstein or Edison of the next generation.
We proposed to build a game along the lines of “God games” like SimCity or Civilization, but in which a player’s potential resources would come from the random occurance of particularly bright little minds, which if properly nurtured would increase economic wealth in specific ways for any community that contained them.
A player who adopts the strategy of throwing all resources into wealthy enclaves would be able to make short-term gains, but would find that there just weren’t enough bright minds showing up in each generation to sustain maximum growth over time.

I wanted to call the game Meritocracy, but I was out-voted. The group ended up calling it A Leader is Born, which I thought was a bit misleading, since most of the benefit would come from kids who didn’t grow up to be leaders, so much as small-scale economic powerhouses.
BTW: the word “meritocracy” also has a negative meaning (cf. Michael Young’s original coinage of the term in his 1958 book The Rise of the Meritocracy), in which a privileged class hordes resources, justifying its actions by pointing out that its kids are the brightest and most capable. Which is a self-fulfulling prophecy, since these kids become exposed to better education, superior health care and greater opportunities, as well as growing up with higher self-esteem. I would argue that this is a false meritocracy, which actually keeps a society running at only a fraction of its economic potential – which would become clear when playing the Meritocracy game.
I also argued in the group discussion that properly nurtured talented minds in poor communities are actually more economically beneficial to society than are bright young minds that show up in wealthy communities. This is because it is more liketly that talented kids from poor communities will relocate to places where they can help improve local economic potential, whereas rich people generally try not to migrate socially downward. So the talent that a game player can identify and nurture in the next generation of a poor community is actually more valuable for increasing the nation’s wealth over time.
Pretty much all of this got lost in the presentation; we picked one spokeperson, who I think became flustered. Most of the ideas I described above did not come across in her presentation, not even the core idea that gameplay would span multiple generations.
But there is no reason I can’t take back my little Meritocracy game, and use these blog pages to develop it properly. I’m happy to hear any and all suggestions. After all, this blog is a meritocracy!