I’ve been associated with a group called the Applied
Improvisation Network since its inception in 2001. One of the main areas of
focus of the AIN is helping organizations realize the benefits of play – that is, using games and other
similar activities in training, teambuilding, and problem-solving, and just
generally adopting a more playful, lighthearted approach to the challenges of
organizational life.
Play
in the workplace can take many forms – from quick teambuilding games at the
start of a staff meeting (such as Word at a Time Story) to the type of
near-chaotic playground atmosphere pioneered by Google in its offices. The
benefits of play in the workplace include:
·
Reduced stress
·
Increased employee engagement
·
More creative ideas (by stimulating the
right brain)
·
A more positive work environment
·
Ultimately, better service and
solutions for customers, resulting in bottom-line impact for the organization
Still,
though, the benefits of play can be a hard sell in business organizations. Many
people seem to think that “work” and “play” are two distinct activities, with
“work” being the domain of serious, no-nonsense, analytical thinkers, and
“play” being regarded as a frivolous, time-wasting activity that gets in the
way of efficient operations. Even where play is allowed into an organization,
it’s often grudgingly seen as a necessary (but temporary) diversion from the
serious business of … business.
In
a classic article titled “What Is Team Building, Really?”, Peter Grazier suggests
another way to view the role of “playing” in organizations – a view that
highlights the integral link between playing and getting the job done.
Grazier
points out that business organizations are increasingly recognizing the
importance of teamwork among its members in generating innovative ideas, making
good decisions, and carrying out tactical and strategic plans. As Grazier says:
“Teaming
isn’t something we do because it creates harmonious work groups, or is neat to
do. It is a way to formalize the power of collaboration among individuals. It
is a way to blend the talents, skills, and inherent creativity of diverse
people. It is a way to use this collaboration so that the work group leverages
its skills, time, and resources for their own benefit and that of the
organization.”
To
reinforce team-based attitudes and actions, many people in organizations use teambuilding
activities. In essence, a teambuilding activity is a form of play - a form
that uses such structures as games, challenges, skits, and (yes!) improvisational-theater
activities to generate fun, energy, and (most important) learning about one’s
team members and about oneself.
I
think it’s fair to say that teamwork in organizations is a concept that most
people support. However, even people who agree with the importance of teamwork often deride teambuilding as a “feel good” activity that
has little to do with what happens back on the job. According to this view
(which I’ve frequently heard expressed), the only way people can really learn
to work together is to jump in and do actual work on actual projects.
The
problem with that view, says Grazier, is that teamwork often has a hard time naturally
emerging from our actual on-the-job interactions due to the continuing emphasis
that organizations tend to place on individual accomplishment. Grazier points
to the “psychic dissonance” that often arises when organizations say they want
teamwork but continue to evaluate and reward people in terms of their
individual results. As a result, people
find it difficult to truly embrace and pursue a collaborative approach to their
work.
This
is why taking people out of their normal work environment and having them
collaborate on non-work-related activities in a spirit of play is a central
aspect of teambuilding. Grazier notes that this is an echo of our experience from
schooldays, in which we learn about collaboration and the satisfaction of joint
accomplishment, not so much in the classroom, but on the playground. As he
says:
“We moved through our school system learning that the way to succeed
in the classroom (or ‘the real world’) was to do it ourselves in an ongoing
competition against others. On the playground, the system favored teaming.”

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