The Innovation Diffusion Game

Adapted extract from an item in the American magazine In Context, issue No. 40.

The adoption of an innovation in any given population follows a fairly predictable pattern. Whether it's a new consumer product like the CD player, or an environmental innovation like recycling, new ideas follow similar patterns as they spread across the population.

The process is called innovation diffusion, and is based on a theory developed by Everett M Rogers. Drawing on this theory, former In Context executive editor Alan Atakisson developed the Innovation Diffusion game.

In the Innovation Diffusion Game, 20 or more players take on one of eight personas within the change process. These characters include transformers, unwilling laggards, reactionaries, iconoclasts, and main streamers.

The goal of each player depends on his or her assigned role. One may be working hard to bring a change into the culture (change agents), another may be trying to stop the change cold in its tracks (reactionaries), and others may be open to being convinced by other players (main-streamers). The wild cards are the spiritual recluse and the curmudgeon, who may or may not move the change process along.

Whatever the role in the game, players get an inside view at the obstacles facing any new change. By giving people the chance to play out these roles in an imaginary change process, the Innovation Diffusion Game gives insight into effective strategies for initiating and facilitating cultural change.

The Innovation Diffusion Game is available for $60 from Context Institute. The game includes a facilitator's guide, role instruction cards, and transparencies illustrating the concepts of innovation diffusion theory. To order, write to In Context, PO Box 11470, Bainbridge Island, WA 98110, USA (tel 206 842 0216; e-mail: <ci@context.org>).


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