The World Peace Game 
 
 
 
Centroids :
Getting online information about John hunter and his incredible teaching  
game
is very difficult. I had the good fortune to see him on C-SPAN and he  
explained
things clearly and in good spirits. But there is no neutral site that  
explains the game
and the official site is crap. You cannot copy much of anything and it is  
mostly
a nightmare to try and use; extremely bad site design. And  why? Surely 
Hunter
and his organization can hire A+ site designers to put together  something
really useful and valuable.
 
But his TV remarks suggest he is not a web enthusiast and really  doesn't  
much
care for that side of things, which is   -if this  evaluation  is correct-  
unfortunate.
So much could be done with the concept.
 
The following materials at least provide some indication of what this is  
all about.
Hunter is also very articulate, smart as anyone gets, and creative. And  
maybe
I should mention that he is black.
 
This suggests an idea, which, no doubt will go nowhere, with zero interest  
here,
but a Radical Centrist game along something like Hunter's game model
just might be valuable. He did say that his classroom game has been  played
by high-schoolers and young adults  -- very successfully.
 
I would think so. It has the potential to be a super-duper adult level  
game.
 
For the record, something like a Radical Centrist simulation ought to have 
serious potential. Along the lines of both Hunter's and Buckminster  
Fuller's
games, plus innovations that would make good use of computers and the  Web.
 
Billy

 
 
===========================
 
The World Peace Game is a hands-on political simulation that gives  players 
the opportunity to explore the connectedness of the global community  
through the lens of the economic, social, and environmental crises and the  
imminent threat of war. The goal of the game is to extricate each country from  
dangerous circumstances and achieve global prosperity with the least amount 
of  military intervention. As “nation teams,” students will gain greater  
understanding of the critical impact of information and how it is used.
.
 
As their teams venture further into this interactive social setting laced  
with highly charged philosophical issues, the skills needed to identify  
ambiguity and bias in the information they receive will be enhanced and more  
specifically they will rapidly perceive that reactive behavior not only 
provokes  antagonism, it can leave them alone and isolated in the face of 
powerful  enemies. Beliefs and values will evolve or completely unravel as they 
begin to  experience the positive impact and windows of opportunity that emerge 
through  effective collaboration and refined communication. 
In essence, as meaning is constructed out of chaos and new creative 
solutions  are proposed, World Peace Game players will learn to live and work  
comfortably at the frontiers of the unknown.
 
 
 
 
====================================================
 
 


 





 
 
 
 
 (http://www.huffingtonpost.com/jeff-paterson) 



 
 
 
Huffington Post







 
John Hunter, Creator of the World Peace Game, on  Experiences and New Book 
Jeff Paterson
Posted: 04/04/2013 


 
 



   
 


 
John Hunter, a teacher from Virginia, developed the _World Peace Game_ 
(http://theworldpeacegame.com/)  over  thirty years ago, teaching it all over 
the world to students as young as  nine-years-old. A _documentary_ 
(http://www.worldpeacegame.org/the-film)  covering the game process was made 
and in 
2011,  he gave a _TED talk_ 
(http://www.ted.com/talks/john_hunter_on_the_world_peace_game.html)  on his 
experiences, which Arianna Huffington named  the 
top talk that year. Since, he has been named by Time Magazine in 2012 as one  
of their 12 Education Activists and just released a book on the Game, 
_available now_ 
(http://www.amazon.com/gp/product/0547905599?ie=UTF8&camp=213733&creative=393185&creativeASIN=0547905599&linkCode=shr&tag=wwwheyiwasthe-20)
 . 
Mr Hunter was kind enough to talk with us  before its release.  
Inspiration: 
My supervisor for first teaching job I had in '78 told me there was no 
plan.  She said 'What do you want to do?', and I had no clue what I wanted to 
as 
I  thought there was a plan. It was the late seventies, a time of 
experimentation,  and being hired into the gifted program, the guidelines and 
parametres didn't  exist. It was such a wide-open territory, deciding what kind 
of 
curriculum you  going to try and nail down to. Not being told what to do 
actually really made  the difference. The space she gave me made things more 
interesting and creative  and so the Game almost came out of nothing. One of 
my greatest mentors, Ethel J.  Banks, who had taught underprivileged kids, 
said 'You build the curriculum  around the children's interests and passions. 
You find out what they really  love, who they really are and what they 
really care about, and you listen to  them respectfully' and that point develop 
curriculum you are bound to teach to  and around them. That's the motor that 
drives the learning. Because it's their  love and their interest, there's 
much more commitment and dedication from them.  My students, inner-city 9th 
grade, mostly minority and gifted students, liked  board games back then. I 
knew I had to teach units as well, so I combined the  two. At the time one of 
the hottest teaching techniques at the time was problem  solving, so I mixed 
that in, and that's how the first World Peace Game came  about. It wasn't 
the only thing I did, but it was one of the first. 

Biggest roadblocks: 
In the early days, I put in too many real-life countries, and kids just  
imitated those countries or their parent's opinions. So we kept the real-life  
crisis, but made the countries fictional, which liberated them to be more  
creative. I introduced a saboteur, someone who could disrupt everything, 
further  pushing their creative thinking, not only questioning events more but  
themselves. They don't know who the saboteur is, having to learn to trust 
within  themselves to do the right thing either way. Even in every game, the  
major-crisis and sub-crisis are designed to cause massive failure and they 
start  the game off out in despair every time, overwhelmed and confused. 
They stumble  and at that point that their relationships are the only things 
they have. They  then begin to experiment, and begin to ask for help from 
other countries in  solving certain crisis leading them to become 
hyper-collaborators, and then  there's a click. Every game, sometimes by just 
one person 
at first, sometimes  altogether, where they realize 'we're not playing 
against each other, we're  playing against the game!' They become one huge 
group, 
knocking off problems  left and right, 1, 2, 3. They go into a state of flow 
without any effort in  practical, reasonable ways that work. It happens 
every time, even when I fear it  won't and they always show a relentless desire 
to make the world better and  right again.  
Socio-Economic variables: 
In running the Game in so many different situations, both around the world, 
 varied age groups, economic backgrounds, education-levels, the one thing 
that is  vital to succeed in the game, is that you really need a relationship 
with the  players. If you have underlying relationships, you can make it 
through the joys,  pains, hardships in the game, and each child becomes a 
socio-economic microcosm  themselves. Despite where they come from, their race, 
financial situation etc.,  the children almost always have a default for 
compassion, relentlessly making  efforts to make sure everyone is taken care of 
& safe. There's no one way to  win the Game and they always find different 
ways of solving it with so many  different solutions.  
Post 9/11 Game: 
While the Game started at the end of the Cold War, the kids were not really 
 part of that world and perhaps a bit more care-free about engaging in 
warfare,  just for the fun of it. After 9/11, there was a much more spirited, 
thoughtful  approach. They were more hesitant and deliberate about why they 
chose what they  did. Having to write a letter to fictional parents of the 
fictional soldiers  they lost in battle is very sobering, even for these young 
kids, because it  shows the consequences for their actions. The main 
product, which I wasn't aware  of when I created the Game, was students would 
become more compassionate over  time. With social media, kids are coming back, 
letting me know the effect of the  Game on their lives. The ultimate 
assessment is actually the students' lives  over 20 to 30 years. It's not just 
a 
snapshot at that point, but rather a  portfolio or photo album.  
Countries that Don't 'Negotiate with terrorists': 
If you close the door, that door is closed. Before the Game, we study Sun  
Tzu's 'Art of War' and the students sometimes even challenge him, coming up 
with  an entirely different approach and trying it out, even if they fail. 
The key  component is they could fail. They have a fearlessness, an attitude 
of wanting  to try different avenues, in negotiating and solving problems. 
Bullies: 
One child, who I detail in the book was a bully I assigned to be a Prime  
Minister, thinking that perhaps him having the responsibility, leadership and 
 caring of others would change his ways as he was known throughout the 
school  for. As it turned out, I was wrong as soon the Game began, he began 
bullying,  now through the parametres of the Game. He was taking over country 
after country  and I couldn't do anything, once it starts it's the children's 
game. So he's  essentially ruining and destroying this Game, and I'm 
terrified and  broken-hearted because these poor kids are going to be scarred 
for 
life  concluding bullies can use might to do right. Finally, one country 
outstanding,  he's surrounding them with his army and my heart's sinking. Then 
one little girl  stood up in the country and declared a coup d'État, which 
you can do in the game  and the game stops because there's a coin toss. It's 
weighted in his favour and  a big risk, but she lost, and she ended up having 
to exile from this last  country to his. And just as he was restarting his 
attack, a second child from  the team called a coup d'État, and again, all 
play stopped, but that child lost  and had to exile. At this point the bully 
was disturbed, no one had ever really  challenged him and he had always been 
the instigator and avoided punishment for  years. And one by one each of 
the remaining members of that country called a  coup d'État, they all lost and 
exiled, until the sixth child when the bully  finally lost. He then had to 
go to over to their country, very humbly, and the  children were so 
gracious. They allowed him to come onto the team and take a  lesser position in 
helping working towards peace. But what surprised me most is  that the children 
had actually planned to set the coup, saying 'If he goes down,  then you 
call a coup. If you go down, then she stands up'. All 15 of them were  
metaphorically essentially 'laying down their lives', so that his tyranny  
wouldn't 
stand. I don't know if that Game changed the bully's life, but I know  it 
certainly changed that group. They showed the victimizer he wasn't in  
complete power. As a teacher, it was something I couldn't have planned or  
imagined. 
Pentagon Visit?: 
After the Ted talk, I was approached by a well-dressed woman who handed me 
a  card and said 'Mr Hunter, we'd like to see you'. I looked at the card and 
it  said 'Defence Department, Pentagon'. So the filmmaker Chris Farina and 
I went  & when we got there that the film had already been screened 4 times, 
and a  fifth when we arrived. Afterwards, we had the most profound 
discussion for two  hours in the under-secretaries office with policy and 
military 
people, who'd  been in war and battle. They were having the same feelings the 
kids did; the  doubt, the fear, the confusion. About a week later, we got a 
phone call; they  had asked us to return, this time with the kids. And so 
the kids studied for a  couple months, real facts about real countries, to 
become experts and develop  questions to ask the Pentagon themselves. They got 
a full-day tour with 2, 3,  4-star generals, from every branch of the 
service, having genuine talks with  them, not for photo-ops. They would present 
real-life scenarios and how they  dealt with it and asked the kids opinions. 
Defence Secretary Leon Panetta  initially even had ten minutes to spend with 
them and he ended up with his coat  off spending a half-hour in an actual 
back-and-forth talk, as someone looking  for answers in unexpected ways. The 
kids got a special coin, a military honour,  Panetta's own office stamp. We 
were invited back this year to bring the new  class, and told to bring the 
Game because their Generals want to play and want  to find out how the kids 
actually do this. 
The Book: 
The book, I hope, which I try to convey through story, is that these  
experiences the children go through are the same as what we all go through in  
life. The crisis, the fear, the ups and downs, the hopes, the joys: it's all  
typified so much in the Game. I like to think of the stories as onion 
layers,  even, in that they could stick with you for years, something you keep 
going back  to, and years down the road, peel back to show a new layer as you 
evolve and  change. It's lastly a tribute to my teachers, the ones who taught 
me and the  children who shared their passion and insights with me. And the 
students, who  today still continue to amaze me. 
Changes You've Had Over Thirty Years?: 
I've really learned that I'm human just like the students are that they're  
teachers just as much as I am, in that I learn things from them every day.  
Sometimes I'm the student, sometimes they are, but I've had so many great  
teachers, 25-30 great teachers even today that teach me to things like to be 
 kinder, more compassionate, more thoughtful, to realize appearances are 
not  always what they seem, and there is such a benefit to living in the 
moment. I've  been the beneficiary of the Game more than any of the  students.




 
 
 
=============================================
 
World  Game
 
>From Wikipedia
 
 
World Game, sometimes called the World Peace Game, is an  educational 
simulation developed by _Buckminster Fuller_ 
(http://en.wikipedia.org/wiki/Buckmi
nster_Fuller)  in  1961 to help create solutions to overpopulation and the 
uneven distribution of  global resources. This alternative to _war games_ 
(http://en.wikipedia.org/wiki/Wargaming)  uses Fuller's _Dymaxion  map_ 
(http://en.wikipedia.org/wiki/Dymaxion_map)  and requires a group of players to 
cooperatively solve a set of  metaphorical scenarios, thus challenging the 
dominant nation-state perspective  with a more wholistic "total world" view. 
The 
idea was to "make the world  work for 100% of humanity in the shortest 
possible time through spontaneous  cooperation without ecological damage or 
disadvantage to anyone", thus  increasing the _quality of life_ 
(http://en.wikipedia.org/wiki/Quality_of_life)  for all  people. 
He first publicly proposed the concept as the _core  curriculum_ 
(http://en.wikipedia.org/wiki/Core_curriculum)  at the (then new) _Southern  
Illinois 
University Edwardsville_ 
(http://en.wikipedia.org/wiki/Southern_Illinois_University_Edwardsville) . 
Fuller proposed it again in 1964 for the  1967 
_International and Universal  Exposition_ 
(http://en.wikipedia.org/wiki/Expo_67)  
in _Montreal, Quebec_ (http://en.wikipedia.org/wiki/Montreal,_Quebec) . 
In a preamble to World Game documents released in 1970, Fuller identified 
it  very closely with his 'Guinea Pig 'B' experiment' and his 'Comprehensive  
Anticipatory Design Science' lifework. He claimed intellectual property 
rights  as well to control what he considered to be misapplication of his idea 
by  others. He also claimed he had been playing it 'longhand' without the 
assistance  of computers since 1927._[1]_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_note-1)
  
In 1972, the World Game Institute was founded in _Philadelphia,  
Pennsylvania_ (http://en.wikipedia.org/wiki/Philadelphia,_Pennsylvania)  by 
Fuller, 
_Medard Gabel_ (http://en.wikipedia.org/wiki/Medard_Gabel) , _Howard  J. 
Brown_ 
(http://en.wikipedia.org/w/index.php?title=Howard_J._Brown_(businessman)&action=edit&redlink=1)
  and others. 
In 2001, a for-profit educational company named o.s. Earth, Inc. purchased  
the principal assets of the World Game Institute and has been offering a 
Global  Simulation Workshop that is a 'direct descendant of Buckminster 
Fuller's famous  World Game.'_[2]_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_note-2)
  
In 2010, Filmmaker Chris Farina released a documentary on a different  
simulation game entitled "World Peace...and Other 4th-Grade Achievements." The  
film follows the life of 4th-grade teacher John Hunter and his utilization 
of  what he calls "The World Peace" game in his classroom. He created his 
simulation  independently of Fuller's game or the o.s. Earth, Inc. version of 
it. According  to Hunter, "I had not heard of Buckminster Fuller's Game at 
all until many years  later! I had read one of his books though, The Benign 
Planet, and was  thrilled by its vision. That might have been an unconscious 
influence."_[3]_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_note-3)
   In Hunter's version, despite the challenge and 
complexity of the game, nine- and  10-year old students are able to win it and 
"achieve world peace"._[4]_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_note-4)
   The documentary was shown at the 2011 _South 
by Southwest Music  and Film Festival_ 
(http://en.wikipedia.org/wiki/South_by_Southwest)  and has won audience awards 
at various international film  
festivals. John Hunter_[5]_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_note-5)
   was invited to speak on his World Peace 
Game_[6]_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_note-6)
   at the 2011 TED Talks. 
The film was aired on PBS in May 2012. 
External links
    *   _World Game Series: Document One_ 
(http://challenge.bfi.org/sites/challenge.bfi.org/files/pdf_files/world_game_series_document1.pdf)
  
    *   _Global Simulation Workshop_ (http://www.osearth.com/)  
(Commercial) 
    *   _Buckminster Fuller Challenge_ (http://challenge.bfi.org/)  
    *   _Global  Energy Network Institute_ (http://www.geni.org/)  
    *   _An interview article with some statements by Bucky about The  
World Game_ 
(http://www.motherearthnews.com/Nature-Community/1971-05-01/The-Plowboy-Interview-R-Buckminster-Fuller.aspx)
 
References
 
    1.  _^_ (http://en.wikipedia.org/w/index.php?title=World_Game&print
able=yes#cite_ref-1)   _World Game article at the Buckminster Fuller Institute  
Website_ (http://www.bfi.org/about-bucky/buckys-big-ideas/world-game)  
    2.  _^_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_ref-2) 
  _o.s.Earth Inc._ (http://www.osearth.com/)  
    3.  _^_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_ref-3) 
  direct quote from John Hunter 
    4.  _^_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_ref-4) 
  _World Peace Game  Foundation_ 
(http://worldpeacegame.org/)  
    5.  _^_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_ref-5) 
  _TED Community: John  Hunter_ 
(http://www.ted.com/profiles/553025)  
    6.  _^_ 
(http://en.wikipedia.org/w/index.php?title=World_Game&printable=yes#cite_ref-6) 
  _John Hunter: Teaching with the World Peace Game | Video 
on  TED.com_ 
(http://blog.ted.com/2011/04/20/the-world-peace-game-john-hunter-on-ted-com/) 



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