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Serious play information


Improv theater as a method for enhancing public communication

The term serious play refers to an array of playful inquiry and innovation methods that serve as vehicles for complex problem-solving, typically in work-related contexts. Lego Serious Play[1] is one of the best known examples; however, serious play methods also include improv theater, role play exercises, low fidelity prototyping, as well as certain simulations and gamification interventions, etc.

In recent years, an increasing body of academic and popular literature have argued that being in a playful mode (engaging in playful processes and applying a playful, open mindset) can foster creativity and innovation as it emphasizes possibilities, freedom, and process versus outcome, self-consciousness, responsibility and shame. According to Gauntlett (2007),[2] "The non-judgmental environment of play, it is claimed, is more likely to foster surprising and innovative ideas" (see Stephenson (1998);[3] Terr (2000);[4] Gee (2004);[5] Kane (2005)[6]).

The term "serious play" was popularized with the publication of Michael Schrage's book Serious Play: How the World's Best Companies Simulate to Innovate in 2000.[7]

Serious intent methods can be used as vehicles for engaging teams in the five stages of the design thinking process: empathizing, defining, ideating, prototyping, and testing.[8] The methods are designed to create a safe environment for exploring and sharing ideas and help engage teams in behaviors and mindsets that integrate disparate knowledge and align team efforts towards problem-solving and organizational change. Serious play methods are most often used in creative industries (e.g. product and service design), yet also hold a promise to foster creativity, innovation and entrepreneurship in general management practices as well. While much of the serious play literature focuses on business,[9][10][11] its benefits are applied in numerous fields, including military,[12] education,[13][14][15] healthcare,[16] psychology,[17] and governance.[18] Serious play methods can bring together diverse groups of stakeholders/collaborators, and elicit empathy, active listening, reflexivity, and high levels of participation.

Because serious play is still an emergent field and used in various contexts, it is sometimes branded as or referred to by other names. For instance, the University of Foreign Military and Cultural Studies, Fort Leavenworth, Kansas, utilizes an array of serious play methods when dealing with complex problems, which they refer to as liberating structures.[19] Similarly to serious play is the concept of strategic play, which was the subject of a facilitator's guide book written by Jacqueline Lloyd Smith & Denise Meyerson.[20]

  1. ^ "Lego Official Serious Play Site".
  2. ^ Gauntlett, David (2007). Creative explorations: new approaches to identities and audiences. Routledge. ISBN 978-0415396592.
  3. ^ Stephenson, William (1988). Play Theory of Mass Communication (revised ed.). Transaction Publishers. ISBN 9780887387050.
  4. ^ Terr, Lenore (2000). Beyond Love and Work: why adults need to play. Touchstone. ISBN 978-0684863160.
  5. ^ James Paul Gee (2004). What Video Games Have to Teach Us About Learning and Literacy.
  6. ^ Kane, Patrick (2005). The Play Ethic: a manifesto for a different way of living. Pan. ISBN 9780330489300.
  7. ^ Schrage, Michael (2000). Serious Play: How the World's Best Companies Simulate to Innovate. Harvard Business School Press. ISBN 9780875848143.
  8. ^ "The Design Thinking Process". ReDesigning Theater. Retrieved June 21, 2016.
  9. ^ Kristiansen; Rasmussen (2014). Building A Better Business: Using The Lego Serious Play Method. Wiley. ISBN 978-1118832455.
  10. ^ Burgi; Victor; Lentz (2004). "Modeling how their business really works prepares managers for sudden change". Strategy & Leadership. 32 (2): 28–35. doi:10.1108/10878570410525106.
  11. ^ Sorensen; Spoelstra (2012). "Play at Work: continuation, intervention, and usurpation". Organization. 19 (1): 81–97. doi:10.1177/1350508411407369. S2CID 143679779.
  12. ^ Aliya Sternstein (June 29, 2016). "Check out the US military's sandbox of silly-putty that predicts disasters and war". Defense One.
  13. ^ Evans; Palmer (1989). "Intergroup Encounters of a Different Kind: the experiential research model". Studies in Higher Education. 14 (3): 297–308. doi:10.1080/03075078912331377683.
  14. ^ Dale Mann: Serious Play (1996)
  15. ^ Montesa-Andres; Garrigos-Simon; Narangajavana (2011). "A Proposal for Using Lego Serious Play in Education". Innovation and Teaching Technologies. Springer International Publishing. doi:10.1007/978-3-319-04825-3_10. ISBN 978-3-319-04824-6.
  16. ^ Katie Watson (2011). "Teaching Medical Skills with Improvisation Techniques". Acad. Med. 86 (10): 1260–5. doi:10.1097/ACM.0b013e31822cf858. PMID 21869654.
  17. ^ Mary Anne Peabody (2015). "Building with Purpose: Using Lego Serious Play in Therapy Supervision". International Journal of Play Therapy. 24 (1): 30–40. doi:10.1037/a0038607.
  18. ^ Hubbard, Ruth; Paquet, Gilles. "Cat's Cradling: APEX Forums on Wicked Problems". {{cite journal}}: Cite journal requires |journal= (help)
  19. ^ "University of Foreign Military and Cultural Studies / Red Teaming". University of Foreign Military and Cultural Studies. Retrieved June 21, 2016.
  20. ^ Jacqueline Lloyd Smith; Denise Meyerson (2015). Strategic Play: The Creative Facilitator's Guide. Wordzworth Publishing. ISBN 978-1783240258.

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