1. What is Systems
Thinking?
Systems Thinking is a discipline
of analytical techniques for understanding the complex systems and their
relationships and processes which underlie natural phenomena, social
conditions, and technological constructs. Whilst it is often thought
of as a technical endeavour (for instance, teaching of systems thinking
in the classroom will often demonstrate it refer through the scientific
mapping of natural ecosystems), Systems Thinking is emphatically a humanistic
discipline, dedicated to the progressive understanding of complex systems
and controversial issues through the rational debate of a community
which uses Systems Thinking concepts as its natural language.
Outline:
* Based on Systems Dynamics
(Jay Forrester, MIT) - analysis of reinforcing and balancing feedback
stock/flow relationships that stabilize or change systems (e.g. stock
markets, ecosystems, immune systems)
* Popularized as “Systems Thinking” by management guru Peter
Senge (Sloan) “The Fifth Discipline” of “Learning
Organizations”. There is now a thriving and expanding academic
and management professional community dedicated to systems thinking
training and research.
* provides powerful analytical perspective
* Specialized language e.g. archetypes, loop diagrams
* Set of conceptual tools and diagrams
* For understanding any kind of complex system and solving stubborn
problems in everyday systems
For a more detailed explanation
of Systems Thinking, especially in relation to education,
see http://www.fieldbook.com/Links/friends.html
or download our design document.
2. Leveraging Video
Game Strategy Communities
The
Example of WarCraft III

To give one example of the power of game communities, Blizzard Entertainment's
fantasy battle WarCraft series has been the bestselling strategy games
of recent years, selling several million units, with hundreds of thousands
playing against each other online every month. (For the official guide
to the game, see www.battle.net/war3/
)
A
typical Warcraft player community website, www.warcraftstrategy.com,
archives hundreds, or even thousands, of different strategies for playing
the game in various ways. These strategies - efforts to think through
the complex system underlying the Warcraft game to achieve victory against
other human intelligences attempting the same feat, are written by ordinary
players typically in their teens. Estimating the mind and mood of your
opponent (or your teammate) is as important as grasping the technical
details of the game system as instinctively as possible. New strategies
are added daily to enthusiastic debate, and often include video replays
or illustrative captures of the competitions. The picture below showing
just one of several warcraftstrategy.com’s forums shows that almost
80,000 posts by fans on about 7,000 topics – this kind of scale
is not uncommon for game communities.

Teenagers contributing strategies to the site may have spent anything
from a hour to several days to, quite commonly, sustained efforts over
several months, in thinking through and writing their sometimes lengthy
documents (and multiple progressively improved versions), of advice
- the best will win the thanks of the community, and even cash prizes.
For every writer, there are thousands more readers; and a large guide
typically benefits from the contributions of numerous gamers. These
Warcraft fans exemplify how computer games not only often represent
complex systems but also create lively young communities - collective
intelligences - that continually think through these systems. In addition
Warcraft III has powerful customization and editing tools which allow
the players to build their own maps and battle situations from scratch
– another time-intensive challenge which millions of players enthusiastically
try, and which GameMaven would also be ideal in providing a design support
tool.
For examples of fan-produced Warcraft III guides, see
http://db.gamefaqs.com/computer/doswin/file/warcraft_iii_a.txt
(www.gamefaqs.com is a premier source for finding fan-produced guides
to all games)
For examples of fan-produced maps, see
http://maps.warcraftiii.net/
However, the vast majority of fan-written strategy guides and game FAQs
often struggle to articulate their knowledge of the gameplay’s
system dynamics in a clear way - the common style is some combination
of the rote detailing of a gambit's component steps and a listing of
game mechanic statistics discovered through experimental observation.
These game communities are already inherently enthusiastic about thinking
and discussing about complex systems and relationships but lack a simple
natural language that would facilitate both communication and understanding.
We believe that developing a visual, interactive, and collaborative
systems thinking tool for gamers to think through their favorite games
is an excellent way of "virally" spreading natural habits
of systems thinking through young communities. Such a project need not
restrict itself to the strategy genre – all video games that involve
meaningful stakes and deep gameplay that encourage player community
development can be rich canvases for systems thinking experimentation.
In addition, such a tool would be useful for games developers and designers,
and so establish itself in a rapidly growing industry – a further
development might be to present it as part of games engineering and
design creative kit for children.
If the widespread popularization of such a tool by gamer communities
succeeds, it would empower students for systems thinking lessons in
more formal contexts, such as school. It will help emphasize that systems
thinking is a humanistic discipline that roots itself as a natural language
in communities of enthusiastic and rational debate - and not simply
a technical instrument.