From Alan Wake to Wake-Up Calls: How Leaders Embracing Failure Slay Cultures of Fear
Antonio Sadaric
Strategic HR Development @ Rimac Technology | PhD, Leadership & Org Transformation | Innovating Corporate Learning & Leadership Development | Building Sustainable Relationship Cultures | Workplace Anthropology
Written by Antonio Sadaric and Carin-Isabel Knoop
A writer is a light that reveals the world of his story from darkness, shapes it from nothingness. — Alan Wake
We create our realities with narratives by telling stories about occurrences.
In the imaginative realm crafted by renowned author Alan Wake, symbols serve as the crucial means to unlock concealed meanings and reveal the truth.
Yet, how might this cryptic horror-survival video game assist us in comprehending the interplay between symbolism and psychological safety within a work environment?
Furthermore, how can fostering a psychologically safe workplace inspire the generation of novel ideas that dispel the shadows of uncertainty?
These apparently disparate concepts shall be explored in the following edition of GameFrame.
GameFrame is an original concept that frames key lessons from video game narratives, a treasure trove of inspiring ideas. Video games are a rich example of how powerful aesthetic storytelling is in conveying complex ideas in a simple way that solicits emotions and responses.
In a world that grows more intricate and discordant by the day, leaders stand to gain by acquiring the skills to employ these principles in order to emotionally connect with individuals.
Such connections have the power to invigorate and rally people, as well as assuage the anxieties that arise from everyday workplace interactions.
The Nightmare of Alan Wake
Video games often blur the line between fiction and reality.
Human are active information processors, according to Albert Bandura’s social learning theory .
We create stories by observing our environment, interpreting the information we receive, and responding accordingly. It helps us understand why people behave the way they do and gives us insight into how we can change our behavior. We are not just products of our environment; we actively shape our realities .
On the surface, Alan is a thrilling horror-survival video game that follows the story of a writer struggling with creative block and a mysterious, malevolent force.
But there is a deeper story to explore here.
Alan, a renowned author, embarks on a journey to the tranquil town of Bright Falls, Washington, in a quest to overcome his writer’s block. Nestled in a secluded lakeside cottage that strikes a balance between isolation and interaction with the townsfolk, Alan anticipates that this idyllic retreat will reignite his creative spark. However, what initially appears to be a perfect family vacation takes a sinister turn when Alan’s wife, Alice, vanishes, plunging him into a macabre and otherworldly enigma.
Alan swiftly becomes aware of the convergence of the tangible and nightmarish realms, which coincides precisely at his cottage.
The lake acts as a symbolic mirror that links these two worlds together.
During daylight hours, Alan finds solace in his unique position, shielded from the horrors that lurk. However, as night falls, a plethora of sinister creatures emerges, leaving him vulnerable to their malevolence.
In his quest to unravel the mystery surrounding Alice’s disappearance, Alan uncovers the unsettling truth that the town is under the control of an enigmatic entity known as the Dark Presence. Suspicion taints the townspeople, including the sheriff and his deputy, who exhibit peculiar behavior and exhibit a sense of detachment toward Alan, rendering him unable to confide in anyone with his startling revelations.
Under the cover of darkness, distorted and hostile versions of the close-minded townsfolk relentlessly pursue Alan, singling him out as an arrogant outsider from the city. These menacing adversaries, known as the “Taken,” are enshrouded in an impenetrable cloak of shadows, rendering them impervious to conventional assaults.
Curiously, as they charge towards Alan, they hurl disparaging remarks concerning his writing prowess, almost as if he conjures them into existence through the power of his imagination. However, their strength wanes when exposed to light, allowing Alan to exploit his only means of defense — a flashlight initially, and later a flare gun — to illuminate their vulnerabilities and effectively subdue them.
Throughout the game, Alan finds written pages of his future book, vividly depicting what happened and hinting at what awaits.
In the dead of night, Alan receives an unsettling call from an enigmatic Kidnapper, who issues a chilling ultimatum: surrender the missing pages of his manuscript or risk harm coming to Alice. Determined to rescue his wife, Alan embarks on a perilous quest to retrieve the scattered pages, strewn across the town, culminating in a climactic encounter at the lighthouse.
Along his journey, he confronts an array of supernatural occurrences and must engage in fierce battles against the formidable Taken, who are spawned by the Dark Presence, the very entity safeguarding the manuscript’s pages.
As the story unfolds, Alan makes a startling revelation — the Kidnapper is not an external entity, but a manifestation of his own imagination. Recognizing the immense creative power held within the manuscript, Alan realizes he can wield it to combat the influence of the Dark Presence and shape reality itself.
Through embracing his creative process, Alan discovers the means to surmount the challenges that lie before him. As he actively writes the story, he assumes the role of both protagonist and author, intertwining his actions with the narrative itself.
Notably, Alan wields a unique and potent weapon — an unconventional yet powerful tool in the form of a severed light switch called “the clicker”. This seemingly innocuous item, crafted by his mother during his childhood to assuage his fear of darkness, becomes his most formidable ally.
In the climactic showdown against the final boss, Alan employs the clicker, activating its illuminating capabilities to expose and ultimately vanquish the Dark Presence.
As the story unfolds, Alan makes a startling realization — he has been ensnared within the confines of Bright Falls for an extended period, even after Alice has managed to escape back to the real world. His memories have been distorted and rewritten, leaving him with no choice but to harness the power of his writing to extricate himself from this haunting nightmare.
In the final moments, Alan comes to a profound understanding that his battle against the encroaching darkness transcends a mere metaphor for his creative struggles; it is, in fact, a tangible embodiment of his inner demons.
The (Imaginary) Nightmare of the Modern Workplace
In today’s modern workplace, a prevalent atmosphere of competition and individualism prevails. Employees and managers alike face relentless pressure to consistently achieve outcomes and meet deadlines, often at the cost of their own well-being.
Regrettably, the ability to engage in respectful disagreement, valuing diverse perspectives, has diminished, giving way to an inclination to swiftly escalate into discord without fostering a constructive dialogue.
The presence of competitive and conflict-driven work environments can instill a pervasive sense of fear and anxiety among employees. Concerns about making mistakes or lagging behind peers weigh heavily on their minds. Moreover, power dynamics and hierarchical structures within organizations can inadvertently foster a culture of silence.
In such an environment, employees may hesitate to voice their opinions or question their managers, fearing potential repercussions or humiliation. This phenomenon, often referred to as a “silence culture,” stems from the perception of a psychologically unsafe workplace, where individuals are reluctant to express themselves due to the potential negative consequences.
With minimum space for expression, employees experience less engagement, rarely thrive at work and generally demonstrate less creativity. Doing the bare minimum is the standard in silence cultures, and this form of “quiet quitting ” speaks volumes.
The fear of ridicule or punishment, as well as the absence of psychological safety, can have detrimental effects on employee well-being, team morale, and overall productivity. It is crucial for managers to acknowledge the significance of fostering a psychologically safe workplace environment.
In such an environment, employees feel genuinely supported, valued, and empowered to express themselves freely, without the fear of being judged or facing negative consequences.
By prioritizing psychological safety, managers can cultivate an atmosphere that encourages open communication, collaboration, and innovation, ultimately enhancing employee engagement, well-being, and overall organizational success.
Alan’s journey can serve as a poignant metaphor for the challenges that numerous employees encounter within a modern workplace devoid of psychological safety.
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Throughout the game, Alan faces skepticism and disbelief as he attempts to articulate the bewildering events unfolding around him.
He finds himself isolated and marginalized, with his mental well-being gradually deteriorating. This mirrors the experiences of employees who are made to feel like outsiders in a work environment that fails to foster open communication and fails to encourage the sharing of thoughts and ideas.
Consequently, a sense of disconnection and a lack of trust emerge, impeding collaboration and stifling individual contributions. Alan’s story thus offers a powerful reflection of the profound impact that a lack of psychological safety can have on employees’ well-being and their ability to thrive in the workplace.
Alan’s arduous journey, fraught with obstacles and adversaries, mirrors the experiences of employees navigating a disconnected and unsupportive workplace. They, too, may find themselves grappling with uncertainty and a sense of isolation, lacking the necessary resources and support to overcome the challenges they face.
In both scenarios, resilience, creativity, and adaptability are pivotal traits, as Alan continually devises innovative strategies to surmount the hurdles before him.
Metaphorically, managers assume the role of Alan Wake, confronting the ambiguity and darkness within the organizational landscape.
In this analogy, employee ideas represent the illuminating light that holds the potential to unveil solutions.
The higher the sensation of psychological safety within the organization, the stronger this light becomes. Illumination becomes the crucial initial step toward fostering meaningful and feasible innovation, as well as effectively navigating the ambiguities that accompany organizational change.
Beyond the shadow you settled for, there’s a miracle illuminated. -Alan Wake
The game prominently employs the symbol of light, representing knowledge, truth, and safety, in contrast to darkness, which symbolizes ignorance, deception, and danger.
The metaphorical use of “shadows” in the game reflects the subconscious mind, prompting managers to introspect and pay attention to their own underlying motivations and emotions. By cultivating self-awareness, managers can enhance their comprehension of employees’ hidden motivations and emotions. Understanding others begins with understanding ourselves and learning to effectively manage our own selves.
In Alan’s journey, the use of light and darkness serves as a metaphor for his quest to unveil the truth about his past and his internal struggle against the darkness within.
Darkness obscures the true nature of things that surround us.
Similarly, shedding light on the often undisclosed motivations of the workforce can contribute to fostering a more productive and positive work environment, particularly in the face of the reality of disengaged employees who silently disengage from their work (“quiet quitting ”).
The title of the book Alan is writing is Departure, set in the Emerald State of Washington surrounded by woods. The colloquial term “into the woods” refers to embarking on a journey or adventure with the understanding that there may be unexpected obstacles. It is also the screenwriting framework introduced by John Yorke, designed to create engaging narratives .
Connecting the Dots and Dotting the Is
In the video game, Alan finds himself thrust into a foreboding forest, a metaphorical representation of the unknown, the unpredictable, and the depths of the subconscious mind.
This dark and mysterious setting plays a pivotal role in Alan’s journey as he endeavors to unravel the enigma surrounding his wife’s disappearance. As he navigates through the game and confronts the fears lurking within the shadows, Alan Wake undergoes a transformative process, gaining the strength and self-awareness necessary to confront his inner demons.
Likewise, in the workplace, both managers and employees who are willing to venture “into the woods” of the unknown and embrace the unexpected can develop resilience and adaptability in the face of challenges.
By consciously directing their attention, symbolized by the light in the game, towards the uncharted territories, they can uncover new possibilities, insights, and solutions. This pursuit of the unknown and willingness to explore beyond the familiar can lead to personal growth, enhanced problem-solving abilities, and a greater capacity to achieve goals in the face of uncertainty.
The game’s meta-narrative also highlights the importance of empathy and understanding when working with others. Its protagonist learns that the characters he created have their own agency and motivations, ultimately leading to a better understanding of himself and contributing to his story.
In storytelling, characters are driven by their desires, which shape their actions, while other characters respond to them. For instance, Alice assumes the role of Alan’s muse, bringing stability to his life amid the frustration and anxiety of his self-sabotaged creative process. The Dark Presence, on the other hand, functions as the commander, using guilt to inspire Alan’s writing.
It takes Alan’s work and distorts it, weaving a narrative that inflicts harm upon others by projecting Alan’s darker aspects into the real world. Barry, Alan’s agent, initially appears as an exploiter, but ultimately becomes his closest friend and the sole believer in Alan’s nightmarish experiences.
Metaphorically speaking, managers serve as the authors of the narrative, crafting chapters where characters fulfill various roles and engage in interactions to advance the storyline.
By being mindful of how different individuals may be motivated by different factors and possess strengths that may not be immediately apparent, managers can gain a deeper understanding of their team members.
Furthermore, people may not always be who they initially appear to be, and their true nature may emerge as the story progresses — for better or worse.
A seemingly unsupportive character in the workplace could potentially transform into the strongest ally in a change initiative, depending on the course of events within the narrative.
Key Takeaways: Scenario (a) vs. Scenario (b)
If we do indeed create our own reality, we make sense of the world by narrating it, so how does this process shape our professional choices, behaviors, reactions and meaning-making?
More precisely, how can managers in particular use this reality to drive their agenda in a more sustainable way?
Here are a couple of ideas:
(1) Recognize the power of symbols: As seen in Alan Wake, symbols can be a powerful tool for communication and creating shared meaning within a team. On the other hand, it takes courage to utilize symbolism in a team setting. Try to lead by example and start using symbols in your communication, e.g., by using more metaphors. Using novel approaches to communication exposes an individual to the risk of being misunderstood or ridiculed in case the message is not received as intentioned. Managers showcasing vulnerability by supporting novel approaches to communication, help foster psychological safety and by example encourage others to use symbolism as well.
(a) Classic communication: We have to upgrade our sales process with software if we want this business to stay profitable vs. (b) Symbolic communication: Just like the mighty eagle has to upgrade its feathers, beak and talons, our sales process needs a software update if we want to survive.
(2) Encourage open communication by showcasing vulnerability. Our protagonist had to gain the trust of the locals by leaving his superstar identity behind and showing that he is human after all. Adam Grant suggests that leaders who showcase vulnerability signal that it’s ok to fail and not be perfect, which helps foster psychological safety .
(a) Classic communication: It’s ok to try something new and fail, we’re not perfect; vs. (b) Vulnerable communication: I tried doing […] and failed miserably. It was a humbling experience, but it helped me gain some new perspectives around […]. As long as we learn from failure, we continue growing instead of being stunned by shame.
(3) Embrace the unknown: In Alan Wake, fear of the unknown is a central theme, but facing and embracing the unknown is often the key to overcoming adversity. Similarly, in the workplace, managers should embrace uncertainty and foster a culture of experimentation and innovation. Encouraging risk-taking and learning from failures can lead to growth and development for individuals and the team as a whole.
(a) Classic communication: ChatGPT is now a threat but we will control it; vs. (b) Open-minded communication: ChatGPT poses risks for our business but also opportunities to improve the quality of our work.
(4) Foster a culture of respect: Respect for individual differences is essential for creating psychological safety. The game show how respecting individual strengths and weaknesses, and recognizing that everyone has unique contributions to make is essential to his understanding and exciting his nightmare. Managers should prioritize creating a culture of respect and inclusivity, where everyone feels valued and supported. The opposite is the culture of silence, which results in underperformance.
(a) Classic communication: Person A: “I think we should focus on expanding our product line into new markets.” vs. (b) Respectful communication: Person A: “I see where you’re coming from with our current strategy, but I’m concerned that we might be missing out on potential growth opportunities in new markets. What are your thoughts on that?”
The ambiguity of the unknown is the reality of the workplace we all have to deal with. And just like Alan Wake, you can always write-in a special talisman to help you in your endeavor. If you don’t have an idea, you can always rely on your team members who feel psychologically safe to share creative and unobvious ideas.
So, what’s the clicker talisman you need for your workplace roadblock? How can you help others find these to bring light to the shadows in which we all seem to be lost at work these days?
This article was written by
Antonio Sadaric is an active member of #Humanizing Digital Work initiative and focuses on prosocial change leadership, aesthetic storytelling and human capital sustainability.?He is passionately curious about organizational symbolism, corporate cultism and general mechanisms of social learning (sensegiving/sensemaking) in various organizational contexts. Most recently he published work in Frontiers of Psychology , Journal of Change Management, Economics and Business Review and Academy of Management Proceedings . He is also the co-author of Capt. Bossman’s Workplace Stories — the world’s first picture book for professionals. His consulting work at BUFFED focuses on leadership upskilling and helping (fin)tech scale-ups humanize organizational development. When not working, he plays Fortnite with his GenZ cousins.
Carin-Isabel Knoop founded and leads the Harvard Business School’s Case Research & Writing Group, which supports about a third of the School’s course materials output. In collaboration with leading management experts, she co-authored more than 200 case studies on organizations and managers worldwide, as well as athletes, artists, and chefs. A desire to improve their lives and those whose lives they touch led to the publication of Compassionate Management of Mental Health at Work with Professor John A Quelch (Springer, 2018), the development of Harvard Business Publishing resources on Well-being and Mental Health at Work (article , collection , webinar , and module ), and numerous speaking, publishing, and consulting engagements around the world. Carin enjoys soft-serve ice cream, pragmatic idealists, random dinners, and postcard writing.
Founder & CEO - GAMERS TAG | Deakin GMBA | Stanford SSP Entrepreneur | Graduated from IIITB, IMTG, LJMU, HICET | Senior Product Manager | Product Gamification Expert | Product Marketing | Product & Business Consultant
2 个月Well said Antonio Sadaric
Executive Director at Harvard Business School | Human Capital Sustainability | Case Studies | Franco-German born in Mexico, raised in Africa, Europe & the US
6 个月Exploring the lessons from video games for pandemic and post pandemic management via Game Frame was a highlight of our collaborations, Antonio Sadaric (https://medium.com/@antonio.sadaric1) Alan Wake's journey through darkness, realizations of the importance of symbols, a confrontation with his inner demons, and the attempt to find a path back probably feels very similar to many managers and employees--and many citizens of what feels like torn civil society. Your examples of "classic communication vs communication that is symbolic, vulnerable, and open-minded feel so useful, one year after publication. - Joshua Kanatt, Chris James, and Terry Chen