
Background Information
America's strength is built on the differing abilities, talents, skill and
world views of all the cultural groups that reside in the United States.
Understanding who the American population
is, fundamentally, sets one in a positive direction to determine how we need to
work and play with one another.
A lack of understanding of who we are and how we
differ from other Americans is the source of daily conflict. The cost of
this conflict cannot be understated in terms of lower productivity, poor morale,
and tension. Simply put, people can't do their best work under these
circumstances and students can't excel under these conditions.
Game Overview
The American Cultures Game is
designed to help push beyond the barriers of cultural differences. It
provides a means for people to dialogue about who they are. From there,
one can start to learn how to be flexible and accepting in the way
we relate to one another.
Objectives Of The Game
The main objective of the game is to give participants an opportunity to
learn about "three world views" without feeling hostile or defensive.
Three World Views is based on years of research by the game developers.
The world views are divided into three major categories: Eurocentric,
Afrocentric and Asiocentric. Participants begin to learn that interactions
that are perceived as negative or indifferent, may be a case of people simply
acting out of their culture. This understanding, when applied, can help
remove barriers between people of different cultures.
The game requires three teams of one to five players on each team up to a
total of fifteen people. There are "Communicating Across Culture" cards,
card holders, score sheets, timers, and other accessories. The team with
the highest point totals for its selected world view wins.
Who Can Play?
This learning activity in game form can be used at the high school level
and beyond. The game is appropriate for a wide variety of groups dealing
including:
- for profit businesses
- nonprofit businesses
- church groups
- school staffs, administrators, teachers and volunteers
- academic organizations and institutions
- civic, charitable and community groups
Consultants, trainers and human relations managers will find this game to
be cost-effective and an invaluable tool for their organization. The game
has several additions to fit almost any occupation. For example the new
"Legal Addition" is a smashing success among law practioners.
Are There Other Uses For The Game?
Yes, the game has many uses. People have used the game in the
following ways:
- can be customized to meet any occupation
- as an ice breaker
- a tool for teaching about cultural differences
- a mediation tool diffuse potential hostilities
- a teambuilding activity for intact work teams
- a safe, fun and low-risk way to learn about an emotionally
sensitive subjects
- an addition to diversity training initiatives
- problem-solving seminars
- employee orientation
- focus groups
About The Developers
American Management
Association authors Floyd and Jackie Dickens,
through their company, 21st Century Management Services, Inc. are recognized
internationally as one of the leaders in multicultural management
techniques. The company has been featured on several occasions in such
publications as The Wall Street Journal, USA Today, The New
York Times, American Management Review, Time, Black
Enterprise, Ebony, Essence, and numerous local newspapers and
magazines across the country. Over the years, Floyd & Jackie have
trained thousands of individuals in Fortune 500 companies and colleges and
universities such as Cornell, Duke, Northeastern, Indiana, Ohio State, Harvard
Business School and The Wharton School of Business.