I ran across the blog post below written by Generation Why speaker Eric Chester. Chester and his company have recently released a powerful new training program called the A - Game.  It an entire training program geared toward helping young people become prepared for the workplace. I have following Chester’s career and he is the go to guy for Gen Why. Enjoy this post and if you employ Gen Why employees, you might want to check out his training program.

In 1860, a lithographer by the name of Milton Bradley introduced The Checkered Game of Life to the nation. His game took players on a journey from infancy to happy old age, earning points for qualities like perseverance, honesty, ambition, and industry. Players lost points for idleness, intemperance, gambling, and a number of other vices.

Bradley wasn’t focused on making money with his invention; he had a much larger vision. He wanted to exemplify and promote the values his game espoused. And he had the right environment in which to do it: the late 1800’s were a golden age when it came to formulating America’s unparalleled, unabashed, uncompromising work ethic.

The old world view of labor as a distasteful practice best avoided by the upper classes had been replaced by the spanking new notion that a man could earn his place in the upper class through determination, discipline, and self-sacrifice. Parents, schools, and churches stressed the value of hard work and taught children how to live a virtuous life. Bradley’s game struck a resounding chord by perpetuating these principles.

It was not a coincidence that one hundred years later in 1960, the U.S. was one of the two international super-powers. A century of applied work ethic had seen the nation grow incredibly, and with this growth Milton Bradley became a highly profitable toy manufacturer. A hundred years after its original release, their signature product The Checkered Game of Life had been updated to reflect the prevailing mindset of the baby boom generation and was rebranded as The Game of Life.Game of Life Logo

The object of this revised edition was no longer to accrue points, but to accrue money. The ultimate destination of Happy Old Age was replaced with the wealthy neighborhood of Tycoon Estates. Losers didn’t gamble themselves to ruin or wind up impoverished as a result of their intemperance; they simply moved onto The Poor Farm.

The great religious and moral charges of the sixties—like the civil rights movement and the fight against communism— centered on the way individuals viewed others rather than the way they viewed themselves. Schools focused time on developing social responsibility leaving parents in charge of developing work ethic and virtues. However, the emergence of the dual-wage earning family meant less face-time for accomplishing this task at home.

The next version released in the 70’s and 80’s brought three significant ‘something-for-nothing’ changes to Life. A new “Share The Wealth” card enabled players to either steal 50% of an opponent’s cash windfall, or force them to pay half of their personal tax burden. Additionally, players were now ‘entitled’ to receive cash presents from other players for ‘life events’ like getting married or having children. “Lucky Day” spaces were also added to the game board offering players lottery-like cash prizes just for landing on them, with the option to keep the cash or risk it on a roll-of-the-dice gamble to multiply it. This was a far cry from the original version in which gambling was punished, rather than encouraged.

Revamped again in 1991, Life began to reward players for community service activities like recycling and helping the homeless, and there have been additional modifications since then. While civic-minded activities are certainly admirable, what is totally absent from the 1991 revision of The Game of Life is any reward for honesty, hard work, perseverance, and ambition. But when teaching and reinforcing these kinds of values and virtues are no longer a priority in our homes and our schools, why should they be tenets in today’s version of Life?

If you want to test this, go survey your friends and co-workers who have kids under the age of 25 and ask them what they want for their children.  Seriously, try this. You’ll find out that the goals of Baby-Boomer/Gen X parents are to make certain their kids are safe, happy, healthy, and have a high self-esteem; not necessarily in that order.  Work ethic won’t be mentioned.

It is into this environment that Generation Y has been born and nurtured.

And is why Eric Chester developed the A Game. It’s highly worth checking out.

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