A Japanese card game which presupposes inequality both at the outset and as the game proceeds.
The players are divided into five groups:
- the very rich,
- the rich,
- the middle,
- the poor, and
- the poor bastards
Play Monopoly (or Life) with an initial distribution of wealth and income that matches the one prevailing in your society.
Prepare the game. Joker gives participants a Monopoly set and a source like Wealth Inequality in America (https://www.youtube.com/watch?v=QPKKQnijnsM) or G William Domhoff's "Wealth, Income and Power" (http://www2.ucsc.edu/whorulesamerica/power/wealth.html) and asks participants to divide the property and cash among the players in a way that mirrors the actual division of income and wealth in the United States.
I learned about the history of the japanese word 主人公 shujinko from Yurie Kumakura, a researcher of workers cooperatives in Japan. Goshu Nakanishi, one of the founders of the workers cooperative movement in Japan, used shujinko as an equivalent for protagonismo (which he may have learned from Jose Maria Arizmendiarrietta). The word is common in Zen Buddhism, where it is often translated as "Master," and the story goes that the Chinese monk Zuigan used to talk to himself while meditating, addressing himself, "Hey! Shujinko! Are you sleeping?" or "Hey! Shujinko!
This seems like a great game format, combining up to date culturally relevant* questions and answers, many of them inappropriate (a good thing), with random, surrealist play. The instructions are snarky but include many good ideas. It seems like a great game to re-tool to fit your situation, if you can find the right balance of elements: commercial culture, obscenity, poetry, social realism...
I will definitely be using this in some way.
A technique for encouraging participants to support each other in applying what they learn, that I got from Kaisu Tuominiemi, a coach at Mondragon Team Academy.
At the end of a learning event, a course, a workshop, a class, the joker asks participants to write down one (or two) specific actions they want to take in the next two weeks, as a way to apply what they have learned.
A fast-moving concentration game in which mistakes are celebrated. I learned this from Kaisu Tuominiemi, a coach at Mondragon Team Academy.
In a circle, five to maybe ten people.
The joker starts the game by putting her left hand on her right shoulder and saying, "one!"
The person to her right repeats the motion, saying, "two!"
This continues four more times.
I learned this game from students in an English class at Meiji University.
In this game participants add words to make a sentence under pressure of time.
Everyone stands in a circle.
One person starts a sentence by saying one word. The next person has five seconds to add a word that continues the sentence, and so on until someone fails to add a word, or adds a word that doesn't work. When that happens -- the group screams, or makes an explosion sound, etc.
A simple activity: ask each person to think of her/his favorite and least favorite [word, person, place, object, action, body part(?), letter, number...whatever] and share them with a partner, explaining her choice.
The sharing can be with just one person (quick), with several people in a round-robin format, with the whole group.
The sharing could be done in spoken or written form, could be drawn or pantomimed.
Compare two objects, actions, people , or texts that have nothing to do with each other
How do you compare unlike things, how deep can your comparison go, how well do you really know the objects in question?
Mash up two things in any way, or two people, or places, etc