The Innovation Diffusion Game
A tool for encouraging
participation in positive cultural change -
or for doing something different at your next party
by Alan AtKisson
One of the articles in Making It Happen (IC#28) Spring 1991, Page 58
Copyright (c)1991, 1996 by Context Institute
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Last year, IC founding editor Robert Gilman put together a briefing packet
on innovation diffusion theory - drawing heavily on the work of theorist
Everett M. Rogers - and circulated it around to colleagues. In a lovely
example of what might be called "meta-diffusion," the theory got
a lot of people excited - and spawned further innovations to further diffuse
the theory.
This article is condensed from the facilitator's packet for a role-playing
game invented by IC executive editor Alan AtKisson and published by Context
Institute. It's designed to demonstrate certain basic principles in cultural
change and innovation diffusion theory. Though not widely know, the concepts
are easy to understand - and they can help you participate more effectively
and proactively in the evolution of culture.
Culture is complex, and this game doesn't pretend to be comprehensive.
But for the groups that have played it so far, it has sparked a lot of discussion,
learning, and even a few Aha!s. The full packet (which includes transparencies
and resusable player instruction cards) is suitable for professional use
and available for $60 from Context Institute, PO Box 946, Langley,
WA 98260. Also contact us at 360/221-6044 if you're interested in our "Making
It Happen" workshops, of which the game is a central component.
Never doubt that a small group of thoughtful,
committed citizens can change the world.
Indeed, it's the only thing that ever has.
- Margaret Mead
This famous quote hangs over my desk, as well as the desks of many people
with the hubris and optimism to believe they can change the world for the
better. It seems implausible, yet time and again history has proven it true.
Virtually every major shift in cultural history can trace its origins to
the work of a small group, often gathered around an innovative thinker or
body of thought.
How does a small group spawn historical changes? How do new ideas (or
technologies, or values) spread through an entire culture? Regardless of
whether the innovation is a microwave oven, a slang word, or a new understanding
of what it means to be a human being, the process by which it spreads is
called innovation diffusion.
THE INNOVATION ADOPTION CURVE
Researchers have discovered that the adoption of an innovation in any
given population follows a fairly predictable pattern [see figure below].
An innovation starts with an innovator, often a single individual
with a new idea. ("New" here means unknown to the culture, even
if the idea is very old.) After its conception, an innovation spreads slowly
at first - usually through the work of change agents, who actively
promote it - then picks up speed as more and more people adopt it. Eventually
it reaches a saturation level, where virtually everyone who is going to
adopt the innovation has done so.

A key point, early in the process, is called take-off. After the
forward-thinking change agents have adopted the innovation, they
work to communicate it to others in the society by whatever means they believe
appropriate. When the number of early adopters reaches a critical mass -
between 5 and 15% - the process is probably irreversible. The innovation
has a life of its own, as more and more people talk about or demonstrate
the innovation to each other.
For those interested in changing the world, the moral of this simplified
story is this: you don't have to change the whole world all at once.
If it's a good and valuable innovation, you need only work to get it up
to the take-off point, and momentum (i.e., the work of a lot of other people
who are now sold on the idea) will do most of the rest.
THE AMOEBA OF CULTURE
Picture human culture - or any particular subculture of it - as a giant
amoeba. Individuals are like the molecules that make up that amoeba. They
move around, playing different roles at different times in different parts
of the organism.
An amoeba moves by sticking out a small pseudopod ("false
foot") into new territory. The rest of the organism inevitably comes
sloshing along behind. Because of this sloshing effect, the nucleus
or center of the amoeba arrives a bit late on the scene compared to the
majority of the organism's molecules.
This review of basic biology provides an elementary model for how cultures
change. The sloshing of the nucleus is akin to the phenomenon of the
lagging center - the tendency for the mainstream (and especially the
power structures) to be far from the forefront of cultural advance.
The pseudopod is the realm of the innovator and the change agent. Not
every pseudopod rules the day; in a culture, there may be antagonistic forces
trying to push another pseudopod out in the opposite direction. Again, the
message for the would-be world-changer (or organization-changer) is clear:
the trick is to have a winning pseudopod. But, as in biology, a pseudopod
that leads the whole amoeba on to more nourishment and growth opportunities
is far better than one that succeeds in leading the whole into the microscopic
equivalent of a wasteland.
THE ANATOMY OF CULTURAL CHANGE
The gross features of the "amoeba of culture" can be broken
down into nine basic types. These are the roles played out in the Innovation
Diffusion Game:

Innovator * The progenitor of new ideas; the leading edge researcher,
thinker, or inventor; sometimes considered "fringe" or "eccentric"
by the mainstream; on the amoeba's very membrane.
Change Agent * The "idea broker" for the Innovator;
the promoter of new ideas, solutions, directions; the innovation marketer
and communicator; found in the interior of the pseudopod.
Transformer * The early adopter in the mainstream; open to new
ideas; wants to promote positive change; often a forward-thinking member
of a mainstream organization; found near the point where the pseudopod is
attached to the main body of the amoeba.
Mainstreamers * The "noisy majority," busy with the
basics of life; the "average person"; neither for nor against
change, often unconscious that it's happening; will change when other Mainstreamers
change.
Unwilling Laggard * A Mainstreamer who doesn't like change in
general; late adopter of the innovation; changes only under pressure from
the majority.
Reactionary * Has a vested interest in keeping things as they
are or in moving in the opposite direction; actively resists the adoption
of the innovation; sometimes has an economic or power interest in the status
quo; would put out a competing pseudopod if possible; changes only if unavoidable,
and then very late in the process.
Iconoclast * "A person who attacks cherished beliefs";
actually a silent partner to the Innovator; also believes things must change
for the better; often a journalist, critic, artist, or social gadfly; while
the Innovator pulls the amoeba from in front, the Iconoclast kicks it from
behind (and keeps the Reactionaries busy).
In addition, there are two key roles that operate outside the membrane
of the amoeba of culture:
Spiritual Recluse * The monk, ascetic, visionary, meditator; more
preoccupied with eternal truths than present realities; often a source of
inspiration to the Change Agents, Innovator, or even the Iconoclast; produces
a kind of "food" for the amoeba.
Renunciate Curmudgeon * The grouch who hates society and has abandoned
it; often a source of inspiration to the Iconoclast; the backwoods pioneer,
solitary crank, angry punk rocker, or even the criminal; sometimes creates
an antagonistic subculture.
It's important to remember that in real life, everyone plays all
of these roles in different contexts. For example, you may be an Innovator
when it comes to cooking, a Mainstreamer when it comes to grocery shopping,
but a Reactionary when it comes to microwave ovens.
Clearly, culture is far more complicated than this analogy suggests.
Nevertheless, this is a useful way to think about it for the purpose of
understanding the process of innovation diffusion.
SUCCESSFUL INNOVATIONS
What makes an innovation successful? Innovation diffusion theorists
have identified five critical characteristics that may be
helpful to think about in playing the Innovation Diffusion Game. Note that
these are not requirements for a successful innovation; but their
presence or absence could greatly affect the rate at which it gets adopted.
Relative Advantage * Is the innovation better than the status
quo? Will people perceive it as better? If not, the innovation will
not spread quickly, if at all.
Compatibility * How does the innovation fit with people's past
experiences and present needs? If it doesn't fit both well, it won't
spread well. Does it require a change in existing values? If members of
the culture feel as though they have to become very different people to
adopt the innovation, they will be more resistant to it.
Complexity * How difficult is the innovation to understand and
apply? The more difficult, the slower the adoption process.
Trialability * Can people "try out" the innovation first?
Or must they commit to it all at once? If the latter, people will be far
more cautious about adopting it.
Observability * How visible are the results of using it? If people
adopt it, can the difference be discerned by others? If not, the innovation
will spread more slowly.
AVENUES FOR ACTION
In thinking about how to spread an innovation or change a culture, it
can simplify matters to consider the following avenues for action.
A system-wide change to an innovative way of doing things requires that
all three avenues be pursued. But any single individual may have particular
strengths in a particular avenue, and an innovation diffusion process can
be initiated via any one of the three - though particular innovations
may need varying degrees of each at different times.
Personal * Anything one can do directly in one's own life.
Examples include recycling, gardening, inventing new technologies, meditating,
reducing consumption, biking, walking, purchasing choices, taking care of
one's health, studying ...
In innovation diffusion, the personal is the direct adoption
and modeling of the innovation in your own thinking or behavior.
Media * Anything one can do to reach out to someone else. Examples:
conversations, letters, telling stories, calling radio talk shows, T-shirts,
press releases, TV ads, movie scripts, posters, fliers, poems, songs, dances
...
In innovation diffusion, media includes anything that communicates
something about the innovation to someone else.
Politics * Anything you can do to influence social organization.
Examples: Creating recycling systems for your office, new family rituals,
running for office, changing non-profit bylaws, protesting and demonstrating,
starting a new group, forming a shadow government, proposing new policies,
launching citizen initiatives ...
In innovation diffusion, politics includes anything that institutionalizes
the innovation or creates a system that encourages institutionalization.
There is a certain amount of crossover between these three avenues, but
remembering them can help the game-player (or world-changer) get ideas for
"what else needs doing."
PLAYING THE GAME
You need not absorb all of the proceeding information in order to play
the Innovation Diffusion Game, but it will help to make sure all players
are familiar with the roles outlined in "The Anatomy of Cultural Change."
If you are facilitating a game session, be sure to stress the importance
of courage and creativity in playing one's role, no matter
what it is. Word etymology is a helpful here: courage comes from
Latin roots that mean simply "of the heart" - which points to
personal presence, authenticity, and involvement. Creativity can
be traced back to a Sanskrit word meaning "to make" - which does
not restrict people to thinking they must be artists to be creative. Making
a difference of any kind is a creative act.
The Innovation Diffusion Game was designed for groups of at least 25
people (it can be adapted for slightly smaller groups, but bigger is better
here). Everybody plays, including the "audience." The instructions
can - and should - be adapted to your particular group and setting.
First, create a space with clear boundaries to be the "Game Area"
- 20' by 20' is a good size. Choose a context: a cultural situation that
may need to be changed. (Examples from past game sessions include compulsive
shopping, cutting down forests, and handling excessive announcements at
church. Shopping is a good one, and the one the game was designed around;
the "Game Area," for example, can be a shopping mall.)
Ask for 20 volunteers. Let them know that they'll be doing role-playing,
and explain the situation: each will be playing a role in the process of
cultural change. The general population will be engaged in some activity;
an innovation to replace the activity will be conceived, demonstrated, and
marketed to the population; a new society will (you hope) be born.
Each volunteer will select a role at random (see "Player Instructions"
on the preceding page). Again, whatever roles they select, the players need
to be encouraged to play them with creativity and courage, regardless of
whether they agree with the views of that role in the given context.
Players are given a few minutes to read the instructions for the roles
they've selected, and they should be instructed not to announce their roles
to each other; the instructions will tell them how to identify each other
in the course of the game.
Throughout the game, the Facilitator should be available to answer questions,
interpret rules, determine the length of play, etc. The game should take
no longer than about 20 minutes, but it's not played against the clock;
the game is over when the innovation has successfully spread through the
culture - or when it becomes apparent that it's just not going to take off.
The Facilitator can also nudge players along or give them hints. For
example, make sure the Innovator gets moving on innovating, finding the
Change Agents, getting advice, etc., or nothing will happen (which is a
lesson in itself).
While the players are reading their roles, the Facilitator briefs the
Audience Members on their roles - as the "Muses", the imagination
of the Innovator. If you prefer, they can also be characterized in terms
of "Unrepresented Nations," "Future Generations," or
any combination of similar roles. Audience Members are empowered to suggest
things to the Innovator and the Iconoclast, but they may not join in
the actual game.
Once play is begun, it should not be stopped until the Facilitator judges
that the process has come to a natural conclusion. Important:
Be sure to let everyone know that the process of the game will
be a confusing babble of activity - just like life - and that a debriefing
will follow. Audience Members should watch to see if they can discern who
is playing what roles, and when key turning points occur, but they should
not expect to be able to follow everything. The debriefing time is very
important.
The game also requires the Facilitator to be courageous and creative,
to respond to fast changing circumstances, and to interpret rules on the
spot (or even make up new ones), so that the process doesn't slip completely
into chaos.
THE DEBRIEFING
Follow up the game with a discussion: What happened? What worked? What
didn't? Why? Who was playing what role? How did it feel to play that
role? What thoughts went through your mind? Have the players - one from
each role, if you have time - read their instructions out loud. How does
the simulation of the game compare to real life?
If the game worked (and there are no guarantees that it will), critique
the innovation. Why was it good (or not so good)? How well did it take the
Five Critical Characteristics into account (Relative Advantage, Compatibility,
Complexity, Trialability, Observability)? Try to identify ways that the
game process did - or didn't - illustrate the basic theoretical concepts.
If the game doesn't work - if the players get too confused, or
the innovation doesn't come off well - critique the game itself as an innovation.
Why didn't it work? What would make it better?
Be sure to save enough time for in-depth discussion - and be prepared
for some strong reactions. The first time this game was played (by a wonderfully
creative group at the International Earth and Spirit conference in Seattle),
shopping was the problem - and singing Christmas carols was the "innovation"
that successfully replaced it. Several players reported feeling strongly
about what happened to them in their role. For example, one Reactionary
(a store owner) noted that when it became clear that people were abandoning
shopping, her first thought was to call the police!
Whatever the outcome of the game, we at Context Institute would appreciate
hearing about what happens, so that we can continue to improve it and develop
other similar learning tools.
When the game session is over, thank all the players and the audience,
acknowledge their courage and creativity - and tell them to go out and change
the world!
Player Instructions
Copy the following on index cards to be selected randomly. If you
like, replace the references to [shopping] with a situation of your own
devising.
Spiritual Recluse (1 Player) * Circulate around, in or out of
the Game Area, pondering eternal truths (from whatever spiritual school
you prefer), and saying them softly out loud so people can identify you.
Others may seek you out for inspiration, but don't give them direct
advice on how to wean people off [shopping]. Stick to general truths
and spiritual insight. At some point early in the Game, go to the center
of the Game Area. Speak one sentence of spiritual insight firmly and
loudly. Then continue circulating.
Curmudgeon (1 Player) * Find yourself a spot away from the group,
and stay there. Mutter things like, "The whole thing's rotten to the
core!" You can talk to others about what's wrong with society, but
that's all. You've given up, and you're doing your own thing. Even if a
"new society" is born, you'll keep to yourself. Unless it's very
inviting....
Innovator (1 Player) * It's your task to come up with an innovation
to replace [shopping]. You can mix in with the crowd, but you are also free
to venture outside the Game Area. Find the Spiritual Recluse and ask for
inspiration if you need it. Important: Consult with the members of
the audience (or the Facilitator) to get ideas - they are your "muses."
After you've selected an innovation, find a Change Agent. Walk around
the Game Area saying things like "I've got an idea!" so the Change
Agents can identify you. Explain your idea to them. If they're not convinced,
it's back to the drawing board - or they may help you to refine it. Then
it's their job to market it, and you become an expert source.
Iconoclast (1 Player) * You're the gadfly. Hang around the edges
saying sarcastic things about [shopping]. Your main job is to identify the
Reactionaries and keep them occupied (so that the Change Agents can
do their job). You can seek advice from anyone. Humor is your best weapon;
but you can also resort to insults and statements of disgust.
Change Agent (2 Players) * It's your job to find the Innovator.
If s/he has developed an innovation that can replace [shopping], persuade
others to try it. Walk around saying things like "There's got to be
a better way!" Team up with the other Change Agent. And try to find
the Transformers - they seem like Mainstreamers, but they have doubts -
and build relationships with them (by acting Mainstream). You'll need to
work with them later.
If the Innovator's idea is unworkable, tell him/her. If you think it's
close to workable, help refine it. Model it yourself. Then seek out the
Transformers and persuade them to help you sell it to the mainstream.
Reactionary (2 Players) * Not only do you love [shopping] ...
you profit from it! Wander around saying things like, "[Shopping] is
our way of life!" and "Without [shopping], all would be lost!"
Form an alliance with the other Reactionary.
You'll both fight and argue against the new idea. You may get increasingly
desperate (but don't go overboard) as more and more people change. But when
it's clear that most of the culture has changed, one of the two of you will
betray the other and join the "new society" with a great deal
of show and bravado.
The other, shocked, will become a Curmudgeon.
Transformer (3 Players) * You usually talk like one of the mainstream,
saying things like "[Shopping] is fun." But once in a while, say
something like, "Gee, [shopping] can be a drag." If someone presents
a new idea to you, be receptive, but cautious. If it seems worthwhile, and
you can try it without feeling too "weird," try it. It you like
it, get other people to try it.
Laggard (3 Players) * You're resistant to change. Wander around
saying things like, "I can't imagine life without [shopping]!"
You'll be slow to adopt the innovation. Only when it seems obvious that
most people have switched should you consider it ... and maybe find it's
not so bad after all!
Mainstreamer (6 Players) * You're just [shopping], and you're
having a good time. Wander around talking to people about how much you like
[shopping]. At first, don't pay much attention to anyone who doesn't talk
similarly. You may hear talk about "the trouble with [shopping]"
- but don't acknowledge it unless another mainstream-seeming person brings
it up with you!
Eventually, someone will try to persuade you to do something else. Others
will argue against it. Look around - is anyone else like you doing it? Does
it look pleasant? Is the person who's trying to get you to try it pleasant
and persuasive? Then try it! But not before.
Oh, and when the Spiritual Recluse speaks a clear message of wisdom,
say "Ahhhhh!" Then continue about your normal business.
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All contents copyright (c)1991,
1996 by Context Institute
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Last Updated 29 June 2000.
URL: http://www.context.org/ICLIB/IC28/AtKisson.htm
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