Organizational-activity game

An organizational-activity game (OAG) is kind of game designed to facilitate organisational change. It is for this reason it is described as a development game, rather than a brainstorming or Role-playing game. Generally the game is designed to deal a specific predetermined concrete problem. They were devised by Georgy Shchedrovitsky of the Moscow Methodological Circle. He brought together various people involved in Research and Development under the auspices of the USSR Academy of Pedagogy.[1] Activity games are distinguished from the earlier action games by being open, i.e. based on flexible scenarios rather than pre-conceived solutions.[2]

Early examples

The first OAG was held in 1979. One of the first games was the Ural Region Game which was devised to formulating a plan as regards how best to achieve the target set forth in the state production plan. By 1987 50 large and more than 100 small games had been conducted.[1]

Post Soviet OAGs

OAGs were used substantially following the collapse of the Soviet Union.

Use by non-governmental organisations

Non governmental organisations (NGOs) emerged in Russia in the mid 1990s and provided the context for the application of OAGs.[2] The International Research & Exchanges Board and the Feminist Orientation Center jointly organised some activity games in 1994-5. These were funded by the Eurasia Foundation and took place in Tomsk, Chelyabinsk, Yekaterinburg and Vladivostok.[2] There were also two sessions in Moscow at the beginning and the end of the project. There were over 150 participants drawn from over 80 NGOs.[2]

gollark: Look at the i5-7200U vs i5-8250U. They have the same 15W TDP (not that Intel make that very meaningful) but the 7200U has half the cores and higher base clocks.
gollark: Yes. They used to have 2 cores.
gollark: If you look at the mobile lineup for 7th gen vs 8th gen, you see that 8th gen has a lot more cores and also worse clocks.
gollark: Er, not their laptops, their mobile CPUs.
gollark: Intel decided to add tons of cores to their laptops without (allegedly) increasing the TDP, so clocks are bad.

See also

References

  1. Naumov, S. B. "Organizational-activity Games". www.fondgp.ru. Retrieved 1 September 2017.
  2. Liborakina, Marina (1994). "A bridge between past and future". The Simulation and Gaming Yearbook. 4: 41–48.
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