№ 21 | Climate Ready Board Games, an Intro to Cooperative Games, Synthesis of 5 Behavioral Models, the Manual of Me, and 4 Psychological Skills

№ 21 | Climate Ready Board Games, an Intro to Cooperative Games, Synthesis of 5 Behavioral Models, the Manual of Me, and 4 Psychological Skills

Board games solving real-world problems?

Raising awareness of an issue is one thing, as is bringing about understanding. But to facilitate actual problem solving? YES! Hailey Campbell, a city climate adaptation specialist in Hawaii, is the person behind a pair of  (yes, TWO!) board games to facilitate difficult conversations around how their communities might respond to climate change.

The interview—“These board games are finding tangible solutions to climate change in Hawaii”—is light on exploring the actual gameplay; for this you can go to the Climate Ready Games web site, where everything you need to play the game is free to download. 🎉

** SIDENOTE: I picked up on a number of phrases typically used by facilitators and coaches… “Adaptive capacity” / “learned experiences” / “solution oriented games” / “facilitate difficult conversations” / “bring people together” / “inspire rich conversations and move toward solutions” 😉
This pairs well with…

Cooperative games will change the world!

This is a fantastic, well-produced video focused exclusively on… collaborative board games (also the premiere (!!) episode of Mental Floss’s new series, The History of Fun).

As an avid board gamer, I was impressed by how thorough the research is, all the various shout outs, and the overall production value. Highly recommended. A good return on investment  for 20 minutes of time. And… cooperative games!!

Synthesizing 5 behavioral models

I love it when someone stacks up multiple models / theories/ frameworks alongside each other for comparison. That’s what this post—“Major behavioral theories, explained”—does with 5 different behavioral models:

  • Transtheoretical model
  • Theory of planned behavior (based on the theory of reasoned action)
  • MINDSPACE approach
  • Fogg model
  • Hook model 

Short and sweet. To the point. This post presents each model, then lays out a visual to show how they relate to each other:

“Manual of Me”

I’m seeing more of these ‘personal blueprints’ and ‘operating manual for working with [insert name]’ kinds of guides. Here’s a toolManual of Me—that’s claims to make it easier to “discover and share how you work best with others.”

4 Psychological Skills

“Psychological Skills I Stole From Super-Smart People.” More like four good lifehacks / mindsets picked up from folks like Adam Grant and Derek Sivers. I especially enjoyed the first suggestion:

While eliciting feedback, instead of asking, “How is it? Do you have any suggestions?” Ask the person to rate it from 0–10. It’s very likely that no one would give a score of 10. Even if they like you, they might give a score of say, 8 or 9.

And then, you simply ask them, “What can I do to move closer to 10?”

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№ 80 | Magical Gatherings, Dixit + A Canvas!, OuiSi Cards, The Hidden Curves of the Gartner Hype Cycle, Threshold Spotting, and Case Studies… with a Twist?!

№ 80 | Magical Gatherings, Dixit + A Canvas!, OuiSi Cards, The Hidden Curves of the Gartner Hype Cycle, Threshold Spotting, and Case Studies… with a Twist?!

Designing for Magical Gatherings So, interesting sidenote: I was in a webinar earlier this week where I was asked to reflect on especially memorable or meaningful gatherings I’ve been a part of. The common themes for me were things like adventure, discovery, challenge, fantasy, immersion, and so on. On

By Stephen P. Anderson
№ 77 | Branching Scenarios and eLearning, Surviving Design Projects, Ursula K. Le Guin on Growth, Quests (Not Goals), I’m Voting Postcards, and Levels of Automation

№ 77 | Branching Scenarios and eLearning, Surviving Design Projects, Ursula K. Le Guin on Growth, Quests (Not Goals), I’m Voting Postcards, and Levels of Automation

Branching Scenarios and eLearning In 2020, I did a deep dive into how narrative games could be used for learning purposes, which left me with a deep appreciation for (and small collection of) CYOA books, gamebooks, interactive fiction, solo RPGs, and similar experiences with branching paths. Anyway, this post on

By Stephen P. Anderson