For those unfamiliar with Buckminster Fuller, the following articles will provide an introduction. The first, by Medard Gabel, is excerpted from Buckminster Fuller, Anthology for the New Millennium, St. Martins Press, 2001 and can be read below.
The second, by Medard Gabel and Jim Walker, is on Buckminster Fuller and leadership. You can read it here.
Buckminster Fuller
And the Game of the World
By
Medard Gabel
The Encyclopedia of the Future, a 1,115 page two-volume
tome first published in 1996, took over five years to produce and featured
contributions from over 400 different experts. It covered topics ranging
from Abortion to Zion and is considered to be an authoritative source
on all matters concerning the rapidly growing field of futurology,
futurism or futures studies. Featured in the appendix is a survey of
professional futurists that asked, Who was the most influential
futurist in the history of the world?
Buckminster Fuller is listed first. Ahead of such luminaries as H. G.
Wells, Isaac Newton, Arnold J. Toynbee and Leonardo da Vinci.
Why? Why was such a distinction bestowed on the inventor of a house
that hardly made it past the three-foot model stage, a car that killed
its test driver and never went into mass production, a mass produced
bathroom ensemble that never made it to the masses, a structure for
enclosing large spaces that was best known for how it leaked, and a
bunch of social theories and policies that have been called everything
from iconoclastic to bombastic? Why indeed.
The answer lies in Fullers grand perspective, bold synthesis of
technology and human values, and his integration of these into a tool
for humanity to use in solving its planetary problems. As important
as his inventions were in their own right (and as a more balanced presentation
than the one above would soon disclose) they pale in comparison to their
impact on the worlds imagination of what is possible. When Fuller
proposed a housing service industry in the 1920s that would mass produce
"housing units", air deliver them via giant dirigible to any
place in the worldand those same housing units would be hung from
a central tower that contained all the services needed for the house
to be autonomousFuller was not just fifty to hundred years ahead
of his time, he was lighting a bonfire in the collective imagination
of the world (and a firebomb in the straw house of the architectural
profession). What Fullers original autonomous house did was present
a way not only of building a revolutionary house in a revolutionary
way, he presented a way of looking at building, housing, shelter and
architecture in a way that swept them all away in a grand vision of
housing as a basic human need that all humans have (not just the client
in traditional architectural circles) and which was a global, not local
or personal problem that only the rich could afford to address while
the rest of humanity had to make do. Fullers contribution went
further: his methodology for addressing the housing problem was generalizable.
You could, as did he, apply it to transportation, energy, education,
pollution, accounting, governance and a wealth of additional social
problems.
The core of this approach was a concern with the whole: the whole Earth,
the entire history of the planet, all of humanityboth those living
now and those yet to be born. His approach, as he would later codify
it, was
Comprehensive, starting from the whole system and working back
to the special case, dealing with all facets of a problem, including
the larger system the problem was a part of;
Anticipatory, in that it sought to recognize the threats coming
down the pike before they arrived full blown on an unsuspecting or ill-prepared
society, as well as to deal with the way things were going to be when
the solution was going to be implemented, not the way things were in
the present;
a design strategy, in contradistinction to a political, or lets
pass-a-law-and-change-human-behavior approach, it sought to change the
larger system of which the specific problem was a part;
A science based methodology that used the latest advances
of science to benefit humanity.
His "Comprehensive Anticipatory Design Science" was at least
as much a perspective on the problems of the world as it was a methodology
for tackling those problems. When applied to contemporary problems,
whether those of Fullers day or the twenty-first century, it leads
to strikingly fresh insights and solutions. It was also the perspective
that led to the World Game.
In the 1960s Buckminster Fuller proposed a "great logistics
game" and "world peace game" (later shortened to simply,
the "World Game") that was intended to be a tool that would
facilitate a comprehensive, anticipatory, design science approach to
the problems of the world. The use of "world" in the title
obviously refers to Fullers global perspective and his contention
that we now need a systems approach that deals with the world as a whole,
and not a piece meal approach that tackles our problems in what he called
a "local focus hocus pocus" manner. The entire world is now
the relevant unit of analysis, not the city, state or nation. We are,
in Fullers words, onboard Spaceship Earth, and the illogic of
200 nation state admirals all trying to steer the spaceship in different
directions is made clear through the metaphoras well in Fullers
more caustic assessment of nation states as "blood clots"
in the worlds global metabolism.
The logic for the use of the word "game" in the title is even
more instructive. It says a lot about Fullers approach to governance
and social problem solving. Obviously intended as a very serious tool,
Fuller choose to call his vision a "game" because he wanted
it seen as something that was accessible to everyone, not just the elite
few in the power structure who thought they were running the show. In
this sense, it was one of Fullers more profoundly subversive visions.
Fuller wanted a tool that would be accessible to everyone, whose findings
would be widely disseminated to the masses through a free press, and
which would, through this groundswell of public vetting and acceptance
of solutions to societys problems, ultimately force the political
process to move in the direction that the values, imagination and problem
solving skills of those playing the democratically open world game dictated.
It was a view of the political process that some might think naïve,
if they only saw the world for what it was when Fuller was proposing
his idea (the 1960s)minus personal computers and the Internet.
The playing field was not to be so much as leveled, or expanded, but
the good ol boy political process was to subverted out of existence
by a process that brings Thomas Jefferson into the twentieth century.
In order to have this kind of power, the game needed to have the kind
of information and tools for manipulating that information that empowers.
It needed a comprehensive database that would provide the players of
the world game with better data than their politically elected or appointed
counterparts. They needed an inventory of the worlds vital statisticswhere
everything was and in what quantities and qualities, from minerals to
manufactured goods and services, to humans and their unmet needs as
well as capabilities. They also needed an information source that monitored
the current state of the world, bringing vital news into the "game
room" live. Non of this existed when Fuller began talking about
a world game. And then something funny happened on the way to the twenty-first
century: CNN, personal computers, CD ROMS, the Internet and worldwide
web, supercomputer power on personal computers and reams of data about
the world, its resources, problems and potential solutions started to
bubble to the surface and transform the world and the way we communicate,
do business, research and govern.
The World Game that Fuller envisioned was to be a place where individuals
or teams of people came and competed, or cooperated, to
"Make the world work,
for 100% of humanity,
in the shortest possible time,
through spontaneous cooperation,
without ecological offense
or the disadvantage of anyone."
Making the world work for 100% of humanity reflects Fullers global
perspective as well as his values. We are not here just to make ourselves
rich, famous or top consumer of the day or decade, or here just for
the 3% living in our part of the world, were here for all of humanity.
The "spontaneous cooperation" is instructive in light of the
previous discussion on the choice of the word "game" as part
of the title for this activity. The phase does not read, "Make
the world work for 100% of humanity through a central government, or
through enforced coercion by a strong military" but through a cooperation
that arises from a fundamental transparency of society and its needs.
If everyone knows what the situation is, has a clear vision of what
should be and what needs to be done, we cooperate to get it doneas
we do as a society in times of emergency.
In Fullers vision of a world peace game, participants would come
to play from around the world, irrespective of their political ideology
or local concerns. One model of how it could work had players focused
on a problem, like world food availability or hunger, for a certain
time period, say a week. The team or individual that demonstrated how,
using current technology and known resources, hunger could be eliminated
in ten years, would "win". The team that could show how it
could be done in a shorter time, or by using less resources, or costing
less, or accomplishing more than one thing at a time, such as providing
clean water as well as eliminating malnutrition, would win round 2.
Round 3 would be won by an effort that was even "better".
The next week the focus would shift to energy, or health or education.
Eventually the focus would return to food. These efforts, as pointed
out above, were not intended as academic exercises. Each new strategy
that incrementally improved the method for solving a problem was one
step closer to implementation in Fullers view. The strategies
for solving a given problem would become ever more compelling as they
demonstrated how all humanity "won"that the game of
the world was not the zero-sum I win/you lose variety, but the total-wealth
increasing kind.
© 2001 Medard Gabel
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