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Vocabulary flashcards based on a Game Theory lecture analyzing stakeholder motivations, societal superstructure, and educational systems.
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Literacy
The ability to read and write, enabling individuals to absorb and convey information to function in society.
Core Competencies
Essential life skills identified in the lecture, including critical thinking, cooperation, collaboration, and communication.
Lifelong Learning
A continuous state of self-directed learning and genuine interest in gaining knowledge, necessitated by changes in the world every 5 years.
Zero-Sum Game
A competitive dynamic in school where students believe that for them to get ahead, they must defeat or disadvantage their classmates.
Shenzhen Middle School
The school in South China where the speaker was hired in 2008 to build a national study-abroad program.
Coffee House
An activity established at Shenzhen Middle School in 2008 where students ran a business as waiters to learn collaboration, finance, and entrepreneurship.
Daily Newspaper
An activity set up at Shenzhen Middle School where students gathered information, wrote, edited, published, and delivered papers by 7 AM every day.
Stakeholders
The players in game theory—such as students, parents, teachers, administrators, governments, and colleges—whose interests and motivations drive their actions.
Superstructure
The macro picture of a society, including its demographics, economy, politics, and religion, which determines how societies develop and how player motivations are formed.
Energy
A metric of societal development defined as being motivated, driven, attentive, focused, and willing to work hard.
Openness
A metric of societal development characterized by a willingness to learn, grow, admit mistakes, and correct them together.
Cohesion
A metric of societal development where individuals view themselves as part of a community and desire the shared growth of that community.
Individualization
A state that replaces cohesion as a society declines, where people focus exclusively on their own family's success in a competitive zero-sum environment.
Convergence Point
The area where the motivations, rules, and interests of different players in game theory overlap to define the game they actually play.
Ostracization
The act of being exiled or removed as a player from a group, which individuals fear most and seek to avoid by adhering to social games and norms.