The following is an excerpt from a forthcoming book by Barbara J. Fulmer entitled, What Makes Jack A Dull Corporate Boy. In her book she presents compelling evidence for play as a superior medium for learning and exchanging information.

Some types of corporate gatherings need nothing more than an exciting event, perhaps based around a flashy audience participation game. For other cases, the objectives may be to introduce new members and build a cohesive team through group challenges where only cooperation will win out. However, most meetings have as their objective the exchange of information. We would hope that these meetings conclude with the participants being better informed, entertained, sharing the group's team spirit and looking forward to the next meeting. But too often the reverse is the case.

You cannot bore anyone into learning or liking you, but the opposite is certainly true. Sales meetings, product launches, conferences, seminars and meetings all have the potential to do more harm than good when they are poorly planned and conducted. Ill will is a frequent consequence of tedious meetings.

Work? What work?

There is a tendency to think of games in terms of play, where play is the opposite of work and work is something unpleasant. To understand the concepts underlying corporate games, we need to rethink these notions.

Work is a state of mind! What is work to someone else may be child's play to you, because of the ease with which you can accomplish it. Or your past experience with the task. So instead of perceiving the task as labor, toil and drudgery, your experience in its accomplishment may be pleasant, enjoyable and satisfying. Work, as it relates to people is not an absolute.

Acceptance of this idea allows us to consider that perceptions of work may be altered because work is a state of mind.

The need to know.

The amount of information available to us doubles every 266 days, a truly daunting prospect. Especially if you're responsible for keeping corporate personnel up to speed and competitive.

Historically, learning/retention has been the responsibility of Training Departments; now we see that every type of meeting is a candidate for improved techniques in information exchange.

Corporate Management is concerned and with good reason. Training is expensive, but no training can be even more expensive in the long run. The worst possible scenario is bearing the expense of training with no return on the investment because the trainee "didn't get it." Thus it comes as no surprise that managers responsible for training are receptive to new training approaches that can guarantee a high rate of success.

Learning through play.

Into this learning breach comes a surprising solution - learning through play. Under the umbrella of games, we can list categories such as contestant type games, role playing and more physical team challenge events. But the common denominator in all cases is play.

Play increases receptivity because it is an innate learning mechanism provided by nature to all children. This learning system remains with us our entire lives but it is not encouraged by higher learning institutions, largely because it presents student control problems. Play learning is also more effective because participants are challenged in a non-threatening way that encourages and rewards interaction. Thus "students" become more focused and receptive. Several university studies confirm that information gained via a playful learning environment is retained far longer than would otherwise be the case.

The best learning situation is interactive - a two-way street. Efficient learning is not a one-way download. Without interaction, the information can be imparted just as effectively via video tape while the presenter polishes his or her golf game. It is not until the final exam that the extent of a student's understanding can be assessed, and by then it's too late to remedy any learning problems. However with interaction, the presenter has constant feedback and can assess if the audience is "getting it." And if not, make midcourse corrections. In this way, understanding and retention is assured.

Play is a four-letter word.

Unfortunately, this academic expediency gets carried over into everyday life where play is a four-letter word. "Quit playing around" pretty much sums up the widely-held notion that play and work are at opposite ends of the spectrum. However, this is not the case among corporations whose continuing success rests upon its ability to generate a steady stream of new ideas. So in corporate think tanks we find that the workplace is more relaxed, the dress code virtually nonexistent and "playing around" is encouraged.

For specific examples of "play at work," we can look inside the typical advertising agency. In the highly competitive advertising industry, agencies live and die by their ideas and creativity. A stroll through a successful advertising agency can be an "Alice in Wonderland" experience. The décor may include a basketball court, video games, dart boards, ping pong equipment and people riding the halls on scooters and bicycles. Staring out the window for hours on end is not considered goofing off. Moving an ideation session to the lawn or a nearby park, a restaurant or a rooftop is expected.

To learn more about why games belong in your corporate training strategy, we urge you to browse this Corporate Games Worldwide web site and then contact us via the e-mail link for more information and specific case histories.