
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.