Management Styles, Empowerment, Motivation, Change, Communication, Team Working
Simulation Game Overview
StarPower is a real time, face to face, non-computer based simulation of an organization or system in which leaders are given unlimited powers to make and change the rules of the simulation.
Learning Outcomes
This game is suitable for management training concerned with the use and abuse of power and the impact this has on productivity, motivation and relationships in general. This game also has a legitimate role to play in Team Building and TQM training.
Starpower helps participants to:
- See and feel the effect of disempowerment.
- Understand that power must have a legitimate basis to be effective.
- Realise that sharing power can increase it while hoarding or abusing power can diminish it.
- Understanding the effect that systems can have on power.
- Be aware of how tempting it is for well-intentioned people to abuse power.
- Understanding that there are different kinds of power.
- Personally experience and discuss the excitement of power and the despair of powerlessness.
- Understand that what seems fair to those in power, is not likely to seem fair to those who are out of power.
- Consider that people who are promoted rarely seem to remember those they leave behind.
Other areas covered:
- Teamworking
- Communication
- Project Management
- Motivation
- Empowerment
- Management Styles
- Change
How it works
Participants have a chance to progress from one level of society to another by acquiring wealth through trading with other participants. Once the society is established, the group with the most wealth is given the right to make the rules for the game. The first two rounds are very sociable, with people laughing, talking and having a good time. The power group then starts to make rules which maintains or increases their power and which those being governed consider to be unfair. Barriers spring up between the various groups and communication becomes strained. This generally results in some sort of rebellion by the other members of the society.
The most unique feature of StarPower is the strength of the impression it makes on the participants. It sneaks up on them. After the first two social rounds, when the announcement is made that, "because the squares have worked so hard, they now have the right to make the rules for the game" participants begin to sense that more is going on than the exchange of a few chips. Then, when the Squares pull their chairs in a tight circle and begin whispering conspiratorially about the rules they want to make, the social atmosphere evaporates and the players become very earnest about the game. Without really being aware of it, "winning" the game has become very important. And because it is important, the actions, decisions and behaviours are important.
StarPower Teaches;
1. Each of us may be more vulnerable to the temptation to abuse power than we realise. Power can be amazingly seductive.
2. To change behaviour, it may be necessary to change the system in which that behaviour occurs.
3. Few people are likely to participate in an endeavour if they feel powerless.
4. If rules do not have legitimacy, they will not be obeyed.
5. What seems fair to those in power is not likely to seem fair to those who are out of power.
6. Persons who are promoted rarely remember those they leave behind.
7. Power is like fire, it can be used to help make the world a better place to live or it can be terribly destructive.
8. In any system, there needs to be checks on power. If there are no checks, power will almost certainly be abused.
Contents
All materials and artefacts are included in the kit, together with a facilitators guide. No consumable forms or special equipment are needed
Trainer Helpline
We know that games and simulations can bring fun, learning and challenge to the programmes you deliver. Therefore, we would welcome the opportunity to talk you through any of our wide range of activities to ensure that you obtain the maximum benefit from your purchase. Please
contact call us on
+44 (0) 1202 531133.
Who is it for? All levels of management
Duration: 2.5 - 3 hours
Number of Participants: 18 - 35