Zero Sum Games and Non Zero Sum Games

Zero-sum games occur when a solution to a problem benefits one group while harming another, resulting in winners and losers. Many scholars in the field of wicked problem solving advise planners to aim for non-zero-sum solutions, where all individuals or populations perceive the solutions as advantageous.

In non-zero-sum solutions, the benefits may not be equal for everyone, but this is generally considered better than a zero-sum outcome. The potential for non-zero-sum solutions increases with a greater number of choices and diversity offered within the solution(s).

According to Buchanan, planners who concentrate on an overly specialized aspect of a wicked problem may limit the number and diversity of choices in the solution, which reduces the potential for non-zero-sum outcomes.

When leaders address wicked problems, they must recognize that different groups hold diverse values. What satisfies one group may be abhorrent to another, and what constitutes a problem-solution for one may create a problem for another. In this situation, it is impossible to definitively say which group is right. Imposing a solution or treating a diverse population as homogeneous is not associated with the design of solutions that are judged good by diverse subpopulations.

To increase the chances of a non-zero sum outcome when designing solutions to wicked problems, Buchanan suggests integrating the expertise of specialists from many disciplines. This approach involves using a new “liberal arts of technology cultures” that brings more generalized skills.

Reference:

Buchanan, Richard. 1992. “Wicked Problems in Design Thinking.” Design Issues 8(2): 5-21. doi:10.2307/1511637.