Practical Moral Philosophy for Lawyers

Imagining What We Do Is a Game

Michael Maccoby, The Gamesman: The New Corporate Leaders (New York: Simon and Schuster, 1976) (outlining the positive and negative features of the corporate gamesman)

Positive Features

Negative Features

Flexible, risk-taking, change-oriented, "fascinated by technique and new methods." [90-91]

 

"[S]ees a developing project, human relations, and his own career" as if they were a game [91]

 

 

If there is no game, then he/she can become bored and depressed. "Life is meaningless outside the game. . . ." [97]

Cooperative but competitive [91]; competitiveness takes the form of "friendly tests of skill" [92]

 

Competitive game become "warlike extremes of combat, where total aggressiveness is limited only by rules and penalties and the boundaries of time and space." [92]

 

"[T]he ideal of making work into play is a noble adolescent dream, and we admire the scientists, artists, and craftsmen who come close to making it a reality." [92]

 

 

Driven to succeed [91]

Uses the various ways the game is "scored" to determine whether he has succeeded [96]

Can be "compulsive workoholics" [97]

 

Fair and unprejudiced but contemptuous of weakness [91]

"Since he is so concerned about winning, the gamesman tends to evaluate co-workers almost exclusively in terms of what they can do for the team." [96]. "[T]ends to classify people as winners or losers" [96]

 

Tough and dominating but not destructive [91]; not hostile [96]

Tends not to be sensitive to others feelings or sympathetic to the needs of others; not compassionate [96]

 

"His strengths are those of adolescence; he is playful, industrious, fair, enthusiastic, and open to new ideas. He has the adolescent's yearning for independence and ideals. . . ." [97]

"The fatal danger for gamesmen is to be trapped in perpetual adolescence, never outgrowing the self-centered compulsion to score, never confronting their deep boredom with life when it is not a game, never developing a sense of meaning that requires more of them and allows others to trust them." (99). "Once his youth, vigor, and even the thrill in winning are lost, he becomes depressed and goalless, questioning the purpose of his life." [99]

Has trouble "facing his limitations." [97]

"[L]acks convictions." [96]

 

"He wants to maintain an illusion of limitless options. . . ." [97]

 

The illusion of limitless options "limits his capacity for personal intimacy and social commitment." [97]

 

Gamesmen "tend to create a new reality, less limiting than normal, everyday reality. Like many adolescents, they seem to crave a more romantic, fast-paced, semi-fantasy life. . . ." [97]

"Their ability to escape allows them to avoid unpleasant realities." [97]

 

"[I]n danger of losing touch with reality and of unconsciously lying." [97]. The gamesman can be unrealistic. "The most compulsive players must be 'turned on,' energized by competitive pressures." [97]

"When they let down, they are faced with feelings that make them feel powerless." [97]

 

 

Thrives on competition, which is viewed as the "elixir of life." [98]

 

"Their hyped-up activity hides doubt about who they are and where they are going." [97]

 

Yearns for autonomy [98]

"More dependent on both others and the organization than he admits. . . ." [97]

The autonomy which he sometimes achieves threatens the corporate structures in which his work takes place [98-99]

 

 

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