Power Games In Organizations

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Video: Power Games In Organizations

Video: Power Games In Organizations
Video: Organizational Power and Influence 2024, March
Power Games In Organizations
Power Games In Organizations
Anonim

Subordinate or boss

To be a winner or a loser, obedient or rebellious, weave intrigues or achieve everything in life by forceful methods - all this is laid in us, both by our parents and the social environment that surrounds a person during his growth and development.

As early as 3-4 years old, a so-called structure of will is formed in a child (L. Marcher. Bodynamic analysis) and it is then that a person decides how to achieve his goal, either through manipulations - by cunning, whining, deceit, or through force - by shouting, threat, physical violence, or through obedience and submission, or through open communication - talking, asking for help. The child learns to adapt in the environment that raises and educates him, makes his own decisions that helped him survive, get what he wants, establish himself in his position, and, then, based on the early decision made, the person carries out his life path, over and over again, opening up for yourself new ways to confirm your choice. This is how habits, behavior and, in general, a person's character are formed - adaptive or rebellious, playing games or open.

Based on children's experience, a person's scenario is also formed - a winner or a loser, a leader or a “gray eminence”, a subordinate or a boss, and thanks to this experience, a person finds a job in that environment or opens and runs a business in the manner where he can maximally confirm their children's decisions.

Definition of games of power and its methods

Power is the ability and ability to impose one's will, to influence the activities and behavior of other people, even in spite of their resistance. The essence of power does not depend on what this opportunity is based on. Power can be based on various methods: democratic and authoritarian, honest and dishonest, violence and revenge, deception, provocation, extortion, incentives, promises, etc. (Wikipedia)

In his book “The Reverse Side of Power. Farewell to Carnegie or Revolutionary Guide for a Puppet Claude Steiner defines the games of power:

“The game of power is a deliberate transaction or series of transactions (where the transaction is a unit of social interaction), during which a person tries:

a) make another person do something that he does not want to do

b) prevent another person from doing something that he wants to do ».

Power games can be active and passive, and come in two forms: physical and psychological.

Active games are used when a person achieves his goal and meets resistance or, while developing his plan to achieve a goal, involves meeting the resistance of others.

And, accordingly, passive power games are used by people in response to an active position, i.e. in opposition to the desires of others.

Physical form can manifest itself in the form of a raider takeover or through a hard takeover of the company. In the organization itself, the physical form of power play is visible on such signs as slamming doors, throwing objects at employees, pushing, hitting, being pressed against a wall, sexual abuse, and a more subtle play is also possible, which carries the color of physical form, for example, during meetings, planning meetings, personal conversations, - clenching of fists, jaws, teeth grinding, aggressive intonation, violation of boundaries, i.e. close fit or stand over a seated person.

The psychological form does not carry physical violence, but also has a goal, the use of another person, by coercion, to achieve the desired. The manifestation of this form can be, both in a rude form, for example, in a threatening intonation, ignorance, a harsh devaluation of achievements, obvious lies and expressions of discontent, and in a more subtle manner - sarcastic grins, concealment of the truth or cunning lies, gossip, manipulation of facts, on a large scale - advertising and propaganda, both political, social, cultural.

In the world of business, this form can be manifested in the form of mergers and acquisitions, where the merger of companies is meant as a combination of equivalent structures, which gives rise to a new company, but, as a rule, a merger is called an actual takeover, where one company "eats" another and assets come into the possession of the absorber.

This game may be accompanied by an offer of support, the development of a smaller company, the meaning of the advantage of joint activities - synergy, can be invested, but it is important to understand that the game of power will sooner or later manifest itself, violating agreements.

Unfortunately, there are still many people who are not ready for open communication and do not believe that a direct approach can ensure the success of an event and resort to manipulations, force factors, which entails imposing their will on other people.

Classification of psychological power games

According to K. Steiner, psychological power games are divided into several categories and have the following classification.

Scarcity-based power games

These games are held under the motto "All or nothing" and carry different variations, such as "Either, in my opinion, or not at all", "Now or never", "You are either with us or against us."

This game is based on an artificially created shortage, as a result of which control over the necessary products and the possibility of monopolization and denial of access to them to other people, as well as on the fear of loss and before the lack of what a person needs, is formed. On a global scale, this includes food, minerals, drinking water, etc. Within business structures, these can be games of "equal" partnership, when cooperation is profitable, then partners are one team, when one side has at least 1% percent advantage, then the game begins immediately. In organizations, this game often manifests itself in the form of "you agree to a given salary or do not have a job at all", "you do this job or you are fired." Recently, large companies have been actively promoting corporate trips associated with extreme sports. And in general, the purpose of these trips is positive - to unite, acquire new skills, increase motivation, however, if participation is necessary, regardless of the desires, needs and capabilities of people, then the game "You are either with us or against us" comes into force - you participate or you work, all or nothing.

Intimidating power games

Power games, which are based on intimidation, manipulate people's fear of violence, both physical - beatings, rape, arrest, torture, and emotional - humiliation, insult, ignorance, criticism, guilt.

This game is one of the most common causes of stress among employees. Its components:

· Tight work schedule;

• rough "culture" of leadership;

· Threat of reduction, reorganization and restructuring of the company;

· An increase in the volume of work and an unrealistic deadline for its implementation;

· Belittling the contribution of the employee to the work of the organization;

· Assignment of humiliating tasks;

· blackmail;

· Hiding information from employees about the clear state of affairs in the company.

In the course of a conversation, intimidation manifests itself in raising the voice, gesturing, shouting, interrupting the speaker, or, on the contrary, in monotonous intonation. All variants, as well as single ones can be used.

Intimidation games are effective and generate fear, guilt, and resignation that block thinking and make decisions.

Deceitful games of power

In Mein Kampf, Hitler wrote: “… thanks to the primitive simplicity of their thinking, the masses of the people succumb to big lies more easily than to petty lies, since they themselves periodically lie on little things, but would be ashamed to lie big. It does not occur to them to commit such a deception themselves, and therefore they are not able to imagine that others can dare to do so, risking to appear in front of others in such a shameful role.

Cheating is one of the most effective ways to control people. A lie or half-truth helps to sell, convince, and inspire what is beneficial to the customer.

One of the widespread wrapper games is quite common in our post-Soviet space. The beautiful facade of the building instantly destroys all expectations, when the client gets inside, into an unrepaired room with peeling walls. In this case, the company is playing with itself and, accordingly, loses, as it loses the client's trust on the threshold of the office.

Another option, a nice clean office without bulky furniture and papers, bright promises - one of the kind of fly-by-night firms from the field of pyramid schemes.

Fortunately, more and more businessmen are in favor of honest business cooperation and conduct open communications, but since our world is dual, the world of business lies also continues to develop: black PR against competitors, tax evasion, “gray” salaries, introduction of consumers misleading, charitable kickbacks, enticing customers, deliberate disruption of events (hack-date).

Gossip, rumors, half-truths, lies for the sake of salvation, understatement - all these are deceitful games of power.

Passive power games

Passive power games are defensive games that exhibit the passive-aggressive behavior of the leading player. The leading game of this type is "No one is at home." It can be presented in different variations from deliberate lateness to non-reception of a visitor's time, engaging in other business - talking on the phone, being busy with your notes during negotiations or a business meeting, demanding to bring another certificate, setting an answering machine with a proposal to wait or press numbers 1, 2, 3 for the information you need.

This type of game says, if you want me to do something for you or you want to get what you want, then you will have to use a number of actions so that you definitely do not want anything, and you no longer contact me with your unnecessary questions for me.

“You owe me” is another type of passive power play based on the tacit exploitation of people's sense of their own obligations to others. People who play this game have a subtle sense of other people's penchant for feelings of guilt. By doing a series of small favors, they set the stage for their maneuvers by making the other person feel grateful.

At the level of large corporations, the opinion is cultivated that the company is one big family, thereby actively promoting a sense of pride in the opportunity to work in this company and a sense of guilt among those who experience at least some dissatisfaction.

At the high level of the game "you owe me" people lose their firms, mortgage real estate, fall into large debts, only because some believe that they can persuade others to obey, and the latter believe that they owe their "benefactor" …

Exit from the games of power.

There are different options for exiting the games from escalation to complete submission. And one and the other strategy requires serious costs, in the first case, not only moral, but also financial, and time, since this can be a very long process that will still lead to the subordination of one side or another.

Submission or submission on the one hand may seem like little blood, but on the other hand, it brings emotional violence, humiliation, trampling on one's rights and freedom of choice.

A variant of external liberation from the game is possible, its manifestation in the form of an antithesis, when a person claims his right, remembers his needs and capabilities.

The best way to get out and out of the game is through a contract.

A well-written contract includes costs and fears, possible setbacks and rewards. A contract is an agreement that suits both parties, where general rules of communication and common goals are stipulated.

Conclusions.

Remember, whatever decisions you made in childhood, you can always make a re-decision, i.e. make a new decision based on your current realities, beliefs and values.

Learn to recognize the games of power, analyze, think, contract relationships, which will help you protect yourself, your business, and your loved ones.

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