Coevolutionary Gaming is a very useful tool for group decision-making, especially in cases where risk factors and uncertainty are high. This is why, as mentioned by Cares and Miskel, the process lends itself particularly well for use not only by the Department of Defense, but also by other types of business and ventures. Particularly, coevolutionary gaming can be very useful when used in communication processes such as the JoHari Window, or in decision-making processes such as risky/cautious shift and groupthink.
The JoHari Window entails known and unknown factors; a window, as it were, through which to view the factors that are known, and from which other factors are hidden. Yen describes the JoHari Window as a four-paned window, of which each pane represents a factor in the interaction process between at least two parties. The four factors include the open, blind, hidden, and unknown. As interaction progresses, the panes can move and change. Blind, hidden and unknown factors can for example become open as parties interact with each other.
Coevolutionary gaming in business can be very useful when viewed by means of the JoHari Window. As the game progresses, factors that were not known before can become known. Two parties can for example hide crucial factors for successful negotiation from each other. Coevolutionary gaming reveal these without the risk factor of real-time interaction. Blind, hidden and unknown factors therefore represent risk. This can then be mitigated by coevolutionary gaming, as this process entails interaction and possible outcomes.
Business decisions are therefore facilitated when using coevolutionary gaming. Unknown factors are minimized, and business decisions can be based upon the most beneficial outcome of the game. In this way, group decision making such as the risky/cautious shift and groupthink are also particularly useful when combined with coevolutionary gaming. The main benefit is that risk and possibly costly decision mistakes are mitigated by means of the process. Indeed, coevolutionary gaming can also be used to eliminate the risk factors associated with the dynamics of groupthink.
According to Jarvis, groupthink involves the following factors: 1) the illusion of vulnerability; 2) stereotyping outsiders; 3) bounded rationality and tethered assumptions; 4) belief in inherent morality; 5) self-censorship; 6) direct pressure on dissenters; and 7) mindguards. The pressure of group decision-making therefore involves factors that influence the decision-making process according to the collective group consciousness. Stronger members tend to influence weaker members, which result in decisions that may be unsound, or not the best of possible choices.
Coevolutionary gaming provides the opportunity to make multiple decisions with multiple outcomes. This mitigates the problems associated with groupthink. In this way, the gaming process reveals the shortcomings in the groupthink process, and provides the group with more rationally viable decision processes than would be the case in a real-time situation. The luxury here is a process by which the outcomes of a variety of decisions can be seen and discarded if not desirable.
In terms of the risky/cautious shift, coevolutionary gaming reveals possible hidden risk factors in the decision-making process. Group members can then separate the group consciousness from the actual result of the decision, and hence make a better decision with true instead of arbitrary risk factors in mind.
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