The innovation diffusion theories which the game should help to demonstrate include:
- that an idea has the best chance of getting adopted if it shows: an easily perceivable advantage over present methods; compatibility with existing mores; simplicity; triability in small ways, without having to make a complete plunge; and easily discernible positive results.
- that innovations start with an innovator, often a single individual with a new idea; then spreads through the work of change agents targetting opinion leaders; then if it reaches a critical mass - with about15% of the population accepting the idea - it takes off irreversibly, with a life of its own.
The parts which have to be assigned at the start of the game are:
- The spiritual recluse (1 player);
- The curmudgeon (1 player);
- The innovator (1 player);
- The iconoclast (1 player);
- The change agent (2 players);
- The reactionary (2 players);
- The transformer (3 players);
- The laggard (3 players);
- The mainstreamer (6 players).
For a 5 page article detailing the game, see In Context magazine No. 28, $7 from In Context, PO Box 11470, Bainbridge Island, WA 98110, USA (tel 206 842 0216; fax 206 842 5208). Subs $25.