The
Playful Meeting A GUIDE TO CREATING
PRODUCTIVE PLAY FOR ADULTS
For Arche 420: Manifesto Supportive Essay I By Alyani Fadzil [UP707637] 28-4-2014
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Contents 1. Manifesto___________________________________3 2. Supportive Essay i. Defining Play____________________________8 ii. Benefits of Play_________________________10 iii. Impediments to Play_____________________12 iv. Manifestations__________________________15 v. Conclusion_____________________________16 3. Bibliography________________________________17
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THE PLAY MANIFESTO You’re stiff as a robot looking at the computer screen, attending meetings, chasing deadlines, waiting for the day to end and to repeat the next day again and again and again. Why has life become so boring and sad? When was the last time u played…………. at work?
Stop the busy work, be playful productive 80 percent of us are unhappy with our work and that is insane. There is not enough play, passion and love in our daily routine. If we do not take the time to play, and learn to integrate it into our jobs, as Stuart Brown says, we face a joyless life lacking in creativity. Do you sometimes wish you could goof off work and play?
We demand to take play seriously We need a revolution. A call for a return to play to revitalize the economy, education and society. A rallying cry to infuse our lives and our workplaces with play. We need to stop wasting time and energy and start engaging in creative activities that make a difference. We need to ignite our passions and bring back the joy of living. You’ve probably had a few of these moments in your life. You’ve had times when you felt alive, passionate and powerful because you knew that you had just done something great. A recognition by the society. It is the things you dreamed about. It is the work you’re proud about, excited about, that motivates you and drives you as a person. It is putting value in your life and making a change.
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The 8 Fun Ways to Bring a Playful Spirit into Your Work All work and no play must end. How can we infuse work with play? Whether you have five minutes or five hours, there are lots of ways you can have more fun.
1. Doodling Do you think in pictures? In long and banal meetings or during classes, you might find yourself doodling to pass the time but studies have shown that sketching improve our comprehension and our creative thinking in solving problems. So turn your walls into whiteboards or cover your desks with paper which are great for impromptu meetings. Figure 1
Try capturing your thoughts in an idiosyncratic mix of words or images that parallels the way your thoughts flow.
2. Got a meeting? Take a walk Spending hours at the desks can agitate anyone tremendously. A startling statistic by Nilofer Merchant states that we’re sitting on average for 9.3 hours per day, far more than the 7.7 hours we spend sleeping. Sitting is so incredibly prevalent that we do not even question how much we are doing it. Such physical inactivity leads to upticks in our risk of cancer, heart disease and type II diabetes. In a way, sitting has become the Figure 2: Walking meetings
smoking in our generation.
Instead of meeting in conference rooms, why not go on walking meetings at the park, 20 to 30 miles’ worth a week. 4
3. Create a space for conversation But if you’re stuck at the desk all day or you can’t walk around your city, chances are your brain won’t be in a playful mode. Inserts creativity and spontaneity with easy interventions like sticky notes, inspirational images to stick on your collaborative clipboard wall for co-working space. There are collaborative ways to interact with your colleagues, using just paper, computers, a wall and your thoughts. Figure 3: Collaborative wall
Create a shared space in your office that breaks down social barriers and catalyzes connections between people. Host regular meet-ups with fellow workers, carry out a creative intervention around a theme each month and share your insights. Help people talk to talk to each other. Let’s start talking.
4. Play games Games bring us together. We become more sociable. Think of how many people you've met while playing sports, board or video games. Playing games is an experience that is enjoyed best when you share it with others be it online or offline. There is value in the social nature of games. When playing together we share a common ground, what in games we call a "magic circle" that helps break the ice between people who might not know each other and often marking the beginnings of a new friendship. The magic circle defines the invisible yet unbreakable boundaries set by the rules of a game. There is a shared sense of humor when you play games that creates a safe environment for us to be silly. And when you think of our everyday endeavors and going through life as adults, we're not really encouraged to be playful. But when we play games, we relax and become more receptive and less judgmental. Figure 4: A Game of Thrones
What can I learn from playing a game?
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Becoming a successful entrepreneur requires a broad range of skills from budgeting to salesmanship to negotiating. These are skills that you never learned in a classroom. You may think that Monopoly does a good job of teaching business skills where once someone starts winning, the others are hammered until bankrupt. But true success doesn’t work that way. Every successful entrepreneur knows that cooperating with others forming lasting business partnerships are more sustainable in the long run. In these board games such as Co-opoly, Betrayal at the House on the Hill, Through the Ages: A Story of Civilization, Android: Netrunner, will teach you the real deal; real-life problems, teamwork, time management, mental stamina and the necessary business knowledge. We can all benefit from being more playful and the act of playing a game can be more about just having fun. Ready, set, play!
5. Get out of your box Always ask why things are the way they are in your life. Then, play the opposite game and see what it would be like to change it up. Insert spontaneity into your play by experimenting and traveling and doing one thing every day that scares you. Also, get inspired from an actual kid. After all, they’re the ones that have the least inhibitions about play. Use imaginative provocations to make you smile, to make you think and to make you act. Go around and have everyone finish the sentence “Wouldn’t it be great if…” This is one of the powerful mental exercise tools to use with your team to spark your best creative ideas. Questions, metaphor and flat-out challenges are all deployed to make sure that every day is a new day for you when it comes to doing more of the stuff that matters and less of the other stuff.
6. Immerse yourself in the state of play There is no one magic formula for everyone, but research shows there are several conditions that makes entering a state of play more likely. The first condition is having the confidence to fail, so that you can take risks within your work. This is only possible if you have plenty of time to work on a project. It’s important to have a sense of humor, which liberates the brain from rigid thinking and opens it to exploration, spontaneity and risk-taking. And the last important trait is intrinsic motivation, meaning you have to want to do what you are doing and be passionate about it in order to enter a state of play. So if it’s not something you’re doing during your day job that might mean finding what you love to do elsewhere or creating your own personal projects. 6
7. Be a giver of small bits of happiness We talk a lot about how to build a more fulfilling life. But it’s long been known that the best way to become happier is to give happiness to others. Think of creative ways and have fun with it whether it’s sticking a happy quote or positive note on someone’s desk, or complimenting a fellow worker on his recent project. You could also offer to write a recommendation for someone you worked with on LinkedIn. Your friend will definitely will appreciate this! If you spot something or hear of something that would be great for a friend, take the time to make the introductions and recommendations. Make a point to take a break from work and catch up on your personal hobbies; an act of kindness to yourself. Practice one random act of kindness every day or week to your family, friends and fellow workers. Get your friends on board too! Every time you feel an emotion, it spreads on an average of 6 people close to you. Every day, you are changing people’s lives, for better or for worse, just by how you feel. So let’s make the world a happier, fun place to be.
8. Share your play diary Finally, inspire people who to get involved by documenting your play with youtube videos or pinterest photos, tweets or blogs. Do it regularly. Tell a story, laugh, dance or sing about it. Connect with people compassionately about the playful things you’re doing, like sharing design prototypes, sketches, a video or a photo of what makes you happy.
Have the courage to start something you are passionate about. If you have ideas to make your community more playful, share them! Engage with social groups online or offline with the same interest to brainstorm a creative play intervention in your environment.
With real ENGAGEMENT comes real MOMENTUM
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THE supportive essay Defining PLAY DISCOVERING THE PLAYFUL PATH The supporting essay investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement. The findings demonstrates why play isn’t just essential for creativity and innovation, but crucial to our survival and overall well-being. What is play? Play in its purest sense, as recreational activity. Play is about doing something simply for the fun of it, no scores or goals attached. No rules and no guidelines. In fact, play is purposeless. To ascribe purpose takes the joy out of it.
“Play is done without purpose; if the purpose is more important, it’s not play” - Stuart Brown From an evolutionary point of view, research suggests that play is a biological necessity. There is evidence that suggests the forces that initiate play lie in the ancient survival centres of the brain, the brain stem where other anciently preserved survival capacities also reside. Humans have played since earliest times, and philosophers and scholars have thought about it for centuries. More than 2,000 years ago, Plato suggested, 'You can discover more about a person in an hour of play than in a year of conversation.' Last century, Albert Einstein called play 'the highest form of research'. Play is necessary for brain growth. Steve Keil believes that we develop more emotional maturity and better decision-making ability if we play more. In fact, studies in mammals show a nearly identical match in growth curves between brain size and playfulness during childhood. Other studies show those who play video games as kids have a 10-20 percent higher cognitive ability than those who don't. Below is a collection of excerpts that offers insights from various authors into what play is in cultural, psychological, developmental and spiritual context: 1.
Cultural Necessity - Excerpts from Johan Huizinga
“Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing.”
“Play is an integral part of the human experience & a necessary condition for the generation of culture… civilization is, in its earliest phases, played. It does not come from play like a baby detaching itself from the womb: it arises in play, and never leaves it.” 8
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Psychological Necessity - Excerpts from Bernard Suits
“The fact that this is the central Utopian activity shows that game- playing is the supreme intrinsic good, the one most worth choosing for itself, or apart from its effects.”
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Developmental Necessity - Excerpts from Stuart Brown
“The opposite of play isn’t work – it’s depression.”
“Violence is tied to an absence of play experiences.”
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Spiritual Necessity - Excerpts from Bernie De Koven
“The idea that there is such a thing as the well- played game represents a profound synthesis. It is a combination of the concepts of play and game, yielding a larger concept – the experience and expression of excellence.”
“Any victory, now that we know what it is we want to create together, is shared. No matter who wins a game, if we have played well together, we have accomplished what we set out to do. The victory is not determined by who wins, nor what game we play, but rather by the quality of playing that we have been able to create together.”
“How did it happen that I ever allowed myself to believe that winning the game was a more meaningful victory than my enjoyment of how we were playing together?”
Stuart Brown from National Institute for Play, broken down play into 10 types of play as follows: 1.
“Attunement Play” – unconscious mimicry / shared positive emotion (mother/infant smile) that attunes right brain
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“Body Play & Movement” – motion of the body and parts of the party; kinetic pleasure; establishes innovation, flexibility, resilience, adaptability
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“Object Play” – manipulation of objects with ones body; establishes problem- solving
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“Social Play” – playful interactions with others; establishes empathy, compassion i. Play and Belonging ii. Rough and Tumble Play iii. Celebratory Play
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“Imaginative and Pretend Play” – the ability to create a sense of things not actually present, within oneself and others; establishes innovation, creativity
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“Storytelling-Narrative Play” – to contextualize and establish cause and effect; the unit of human intelligibility,
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“Transformative-Integrative Creative Play” – the ability to germinate new ideas, shape and re-shape spontaneously
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Benefits of play
Why play?
Why should we care?
“What do most Nobel Laureates, innovative entrepreneurs, artists and performers, welladjusted children, happy couples and families, and the most successfully adapted mammals have in common? They play enthusiastically throughout their lives.” - Stuart Brown
Figure 1: Why Play?
Scientists say there are two main reasons we play: first, it is a preparation. It allows us to practice skills that we will need in a safe environment where we can fail with few consequences, so we can apply those skills when they are really needed. Bears in the wild who play as cubs have a much higher survival rate than those who don't. Play allows us to develop alternatives to despair, it helps us learn perseverance and gain optimism. According to Steve Jobs, CEO of Apple Inc., play helps one to understand very complex things in life and increase one’s self-esteem through exploration and learning. Imagine playing a simple game like the folk game Ninja. Before the game began, you were wondering around your usual business. But while playing, you are transformed in this fierce ninja, battling your opponents within the magic circle of the game. In the game, you don't care who the person you are playing with is but how well you play together. Playing games trigger our creative juices through solving problems, navigating complex
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systems and managing resources. As players we need to be creative and come up with good ideas to solve those problems. Playing games also empower us to change the rules. Whether it's creating fan art for your favourite Final Fantasy heroes or building your very own Minecraft Empires, there is no reason why we shouldn't look at games as open systems. With a variety of easy and free to access tools more and more players are becoming makers of games. There's always freedom to change the rules and turn a game you love into something new.
Play helps us to develop empathy. Consider the act of playing with others. You're trying to guess your opponent’s strategy and think what they are going to do next. Or you think of your team and wonder, how can I support my co-player to beat this goal? When playing games, by default you have to develop these skills by understanding someone else's' point of view. There’s the great Plato quote: "You can discover more about a person in an hour of play than in a year of conversation." It makes us more creative in our way of being and experiencing life. I particularly love games that take place in public spaces or offices for that reason since if you think about it in these worlds we're encouraged to be kind of serious since there are social norms of how to behave. But playing a game creates a safety net for us to act out silly things without feeling afraid of being judged. There is something to be said about the action of tinkering within games. It's all about trial and error. Any game you play, you will probably fail at it in the beginning. And you will fail many times. But, strangely, even if you will fail, you probably won't feel so bad about it. Whereas in real life you might fail and be depressed about it and not try again because you think, I'm not good at this. In games, you are in the state of flow and you still have confidence. It's a strange but lovely thing.
“Play is the enactment of anything that is not for real. Play is intended to be without consequence. We can play fight, and nobody gets hurt. We can play, in fact, with anything – ideas, emotions, challenges and principles. We can play with fear, getting as close as possible to sheer terror, without ever being really afraid. We can play with being other than we are – being famous, being mean, being a role, being a world.” - Bernie De Koven
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Impediments to play Mihaly Csikszentmihalyi said play is a flow state where we have just the right balance of challenge and opportunity given our skill sets; in the state of play we are so completely absorbed by our activity to the point which nothing else in the world seems to matter. You can see this all the time when you watch kids play. But what about adults? For adults, following a playful path takes practice. When you were a kid, it didn’t. It was what you did, always. Even though adults can continue to benefit from the effects of play, society and our education systems make us feel like it’s a waste of time as get older. We learn to suppress the crazy ideas and thoughts and stupidly brilliant questions we have as children in exchange for “serious responsibilities.” When a creativity test was given to adults over the age of 25, researchers found that about two percent of adults qualify as a "creative genius." When they gave the same test to kids between the ages of eight and 10, they were surprised to find 32 percent tested as a creative genius. And when that same test was given to kids between three- to five-years-old, 98 percent scored at the creative genius level. The pie chart below illustrates how little play we have in our lives which is only apparent at the beginning and towards the end of our life circle.
Figure 2: Life’s Circle without Play
Picasso said every child is an artist, and the only problem is remaining one when we grow up. I think it's because our society conditions us out of play when we are young. Classrooms instil a fear of mistakes and don’t put enough emphasis on imagination, intuition, or spontaneity. Instead play should be used with teachers in their classroom and by parents when they help their child with homework. Learning should not be drudgery. Play promotes true intellectual curiously. It has been shown to increase lifetime performance, just as adequate recess time leads to increased long term academic accomplishments.
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“Everyone is born creative. Everyone is given a box of crayons in kindergarten. Then when you hit puberty they take the crayons away and replace them with dry, uninspiring books on algebra, history, etc. Being suddenly hit years later with the "creative bug" is just a wee voice telling you, "I'd like my crayons back, please."” - Hugh Macleod Life however, has a way of taking play away from us. The harder life gets, the more we have to work at staying playful. More people than ever before live in cities yet the chances for social interaction is ever decreasing. People no longer have the mentality to stop and chat in the street. These interactions enhance our daily life and increase our openness and ability to build strong communities. We need this human interaction, this spontaneity, this playfulness, yet we often leave these things out of our daily lives to focus on comfort and security.
Figure 3: Impediments to Play (U.K.)
Figure 4: No Time for Play (U.K.)
Figure 3 concludes that most Gen X admits to spending most of their time with social media whereas the Millennials are always getting something to be taken care of. Boomers however has the lowest percentage which may suggest that there is less obstacles to play aside from their health condition. Nevertheless, a majority of them agree that their daily routine has become more structured and less fun. Interestingly in figure 4, time is the least reason of no time for play but most people do not know how to have fun anymore. This realization has given us hope that with more awareness and play interventions, more people are able to be playful again!
“When you stop doing things for fun, you might as well be dead.”– Hemingway Without enough play, we lose creativity. Stuart Brown thought about the role of play in our lives while conducting a detailed study of homicidal males in Texas. What he discovered was severe play deprivation in the lives of these murderers. When he later studied highly creative and successful individuals, there was a stark contrast. Highly successful people have a rich play life. Studies show that the key trait of the most successful creatives is having persistence to keep working through failures, no matter long it takes, in order to solve a problem. 13
Figure 5: The Opposite of Play
With a playful attitude towards life, one can progress further not just in getting things done but creating meaningful work that makes a change. On the other extreme, those who can’t play and won’t play are very much likely to be depressed. Studies show that humans can have a play deficit just like the well-documented sleep deficit. Adults who play are actually shown to be more productive at work and in business than adults who do not play. A severely play deprived child demonstrates multiple dysfunctional symptoms; the evidence continues to accumulate that the learning of emotional control, social competency, personal resiliency and continuing curiosity plus other life benefits, largely through rich developmentally appropriate play experiences. Likewise, an adult who has “lost” what was a playful youth and doesn’t play will demonstrate social, emotional and cognitive narrowing, be less able to handle stress and often experience a smouldering depression. So play is not just for kids. It’s a powerful state of mind that can benefit any kind of work that requires creativity and innovation.
“Look at life without play, and it’s not much of a life. If you think of all the things we do that are play- related and erase those, it’s pretty hard to keep going. [Without play,] there’s a sense of dullness, lassitude and pessimism, which doesn’t work well in the world we live.” — Stuart Brown, founder of the National Institute for Play The way you live. It can seem impossible, breaking into this way of life. Routinely approaching problems in a playful spirit, does not just happen on its own. Just as we are able to break bad habits, we can cultivate new ones. There are three basic factors that help turn playfulness into a habit: opportunities to engage in it, encouragement to go after such opportunities and rewards for doing so. In this respect, having a playful attitude is no different from any other habit, good or bad.
Figure 6: The Life Sucks Cycle
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Manifestation
play in the business model
There is a growing rise effort in making happiness the ultimate economic indicator. We know from any number of studies that happy workers are more productive and innovative and that consequently, happy companies have happier customers and make more money. Playing is serious work and it does work! Traditional thinking is just plain boring. Research shows that human beings have been hard-wired to express themselves and interact with each other through play. Engaging your customers, employees and stakeholders through innovative games delivers deeper, more actionable insight than those stodgy brainstorming sessions, online surveys or other tools. Recognizing these benefits of play, some high-profile companies such as Google, Pixar, Zappos, injected play into their employees’ lives, beyond simply outfitting workplaces with basketball courts or pool tables.
Play is innovation, results, teamwork, leadership and curiosity.
Figure 7: Google brainstorm session
Figure 8: Zappos meeting
Recent marketing campaigns catering to adults have been putting play back into our lives like Kit Kat, Nike, etc. These marketers who speaks to the value of play are tapping into an innate human desire. They can help people reimagine their world to be more playful. Employers seeking to foster play in business need to create an open, supportive dynamic which allows everyone to voice their ideas and inspirations as well as their fears about their ability to perform. When people feel truly included, they perform best. The willingness to abandon the old ways in favour of new, better ideas and solutions is crucial to the play mentality, a key to nurturing innovation in the business world.
“Our very early play experiences help us to define what we are and what we enjoy. We then try to recreate those key parts of ourselves over and over again, in work and in life.” -Peter Ruppe, Vice President and General Manager of Men's training and fitness, Nike.
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Conclusion There is a high desire to see play extend from childhood into adulthood. 88% adults agreed that “play should not only be a part of children’s lives but adults’ lives, too.” No wonder: There’s a wistfulness and nostalgia attached to play and everything that it suggests, with 74% saying they wish they could recapture some of the imagination, fun and creativity of childhood and 70% saying they miss being able to play like a child with no rules, boundaries or restrictions.
Figure 9: The Case for Play (U.K.)
Isn’t it time you fulfilled your play potential? Start playing more and change your life’s circle now!
Figure 10: Life’s Circle with Play
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Bibliography Books 1.
Arden, Allison. (2012). The Book of Doing: Everyday Activities to Unlock Your Creativity and Joy. Perigee Trade.
2.
Brown, Stuart. (2010). Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul. Avery Trade.
3.
Carroll, Kevin. (2005). Rules of the Red Rubber Ball: Find and Sustain Your Life's Work. ESPN.
4.
Heinberg, Richard. (2011). The End of Growth: Adapting to Our New Economic Reality. New Society Publishers.
5.
Kjerulf, Alexander. (2014). Happy Hour is 9 to 5. Pine Tribe Ltd.
6.
Kleon, Austin. (2012). Steal Like An Artist. Workman.
7.
Koven, Bernard De. (2014). A Playful Path. Lulu.com.
8.
Gray, Dave. (2010). Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers. O'Reilly Media.
9.
Stanier, Michael Bungay. (2010). Do More Great Work: Stop the Busywork. Start the Work That Matters. Workman Publishing Company.
Websites 1.
Berger, Warren. (2014). Find Your Passion With These 8 Thought-Provoking Questions. Retrieved from http://www.fastcodesign.com/3028946/find-your-passion-with-these-8-thought-provoking-questions
2.
Brown, Sunni. (2011). Doodlers, unite! Retrieved from http://www.ted.com/talks/sunni_brown
3.
Brown, Stuart. (2009). The National Institute for Play. Retrieved from http://www.nifplay.org/about_us.html
4.
De Koven, Bernie. (2013). Deep Fun. Retrieved from http://www.deepfun.com/
5.
Heinberg, Richard. (2012). Happiness Is The Ultimate Economic Indicator. Retrieved from http://www.fastcoexist.com/1679289/happiness-is-the-ultimate-economic-indicator
6.
Howe, Chelsea. (2014). IxD Play 01: PLAY 101. Retrieved from http://de.slideshare.net/Manojalpa/ixd-play01?qid=ae321e8f-6961-482d-be5f-c712893f2db4&v=default&b=&from_search=3
7.
J.P. (2012). Happiness No longer the dismal science? Retrieved from http://www.economist.com/blogs/feastandfamine/2012/04/happiness
8.
JWT Intelligence. (2012). Play as a Competitive Advantage. Retrieved from http://www.slideshare.net/jwtintelligence/play-as-a-competitive-advantage-july-2012-13618718
9.
Keil, Steve. (2011). A manifesto for play, for Bulgaria and beyond. Retrieved from http://www.ted.com/talks/steve_keil_a_manifesto_for_play_for_bulgaria_and_beyond
10. Merchant, Nilofer. (2013). Got a meeting? Take a walk. Retrieved from http://www.ted.com/talks/nilofer_merchant_got_a_meeting_take_a_walk 11. Stanier, Michael Bungay. (2011). The Eight Irresistible Principles of Fun. Retrieved from http://www.boxofcrayons.biz/free/movies/eightprinciples/ 12. The importance of play: John Cohn at TEDxDelft. (2011). Retrieved from http://tedxtalks.ted.com/video/Theimportance-of-play-John-Coh;search%3Atag%3A%22ep1402%22 13. Thoen, Lindsay Van. (2014). 4 Games that make you a better entrepreneur. Retrieved from https://www.freelancersunion.org/blog/2014/03/25/4-games-make-you-better-entrepreneur-freelancer/
14. Tung, Portia. (2011). The Power of Play - Making Good Teams Great. Retrieved from http://de.slideshare.net/portiatung/the-powerofplay36
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figure lists The Manifesto 1.
Figure 1. Created by F, Alyani.
2.
Figure 2: Walking meetings. Retrieved from http://blog.ted.com/2013/04/29/walking-meetings-5-surprisingthinkers-who-swore-by-them/
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Figure 3: Collaborative wall. Retrieved from http://magazine.good.is/articles/how-to-design-a-co-working-spaceaimed-at-collaboration-and-creativity
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Figure 4: A Game of Thrones. Retrieved from http://en.wikipedia.org/wiki/File:A_Game_Of_Thrones_board_game_detail.jpg
The Supportive Essay 1.
Figure 1: Why Play? Retrieved from http://www.buildingtrustinternational.org/PLAYbrief.pdf
2.
Figure 2: Life’s Circle without Play. Retrieved from Paul Arden. (2003). “It’s Not How Good You Are, It’s How Good You Want to Be”. Phaidon Press.
3.
Figure 3: Impediments to Play (U.K.). Retrieved from SONAR™. JWT’s proprietary online tool. (May 31-June 4, 2012).
4.
Figure 4: No Time for Play (U.K.). Retrieved from SONAR™. JWT’s proprietary online tool. (May 31-June 4, 2012).
5.
Figure 5: The Opposite of Play. Retrieved from http://de.slideshare.net/portiatung/the-powerofplay36
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Figure 6: The Life Sucks Cycle. Retrieved from http://www.savagechickens.com/
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Figure 7: Google brainstorm session. Retrieved from http://2.bp.blogspot.com/-h1Onxn0ZNRI/UMjhYQuLYwI/AAAAAAAAKYc/7YJjpRdxDhs/s1600/prototyping.jpeg
8.
Figure 8: Zappos meeting. Retrieved from http://online.wsj.com/news/articles/SB10001424052702303592404577364211355544468?ref=SB10001424052702303978 104577362402264009714#1
9.
Figure 9: The Case for Play (U.K.). Retrieved from SONAR™. JWT’s proprietary online tool. (May 31-June 4, 2012).
10. Figure 10: Life’s Circle without Play. Retrieved from Paul Arden. (2003). “It’s Not How Good You Are, It’s How Good You Want to Be”. Phaidon Press.
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