A gameworld is a dynamic environment created by two or more people agreeing to relate according to an internally consistent story. Gameworlds can range from temporary and of minor consequence to longer lasting and of major consequence. Examples of gameworlds include let’s go up the elevator, let’s have a party, let’s have a relationship, let’s have a family, let’s have a company, let’s have a town, let’s have a country, let’s have a religion, let’s have a war, and so on. Gameworlds can be responsible or irresponsible, depending on their purpose and their results. Gameworlds become defensive if their stories are believed to be true or are kept invisible to the participants, in which case the participants are said to be identified with their gameworld. Even if a gameworld is considered to be the “one and only true reality” by a majority of its players, it is still a gameworld. Gameworlds founded in beliefs build false community and survive through competing for limited resources through war. Gameworlds founded in Bright Principles and responsible results build authentic community and thrive on creative collaboration to source the resources. Taking responsibility at the level of being the story maker for gameworlds is the entry door to Possibility Management. Responsible gameworlds tend to be more galaxical than hierarchical in design. In a galaxical gameworld the source people are found serving as its center.
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