1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
The paper proposes a conceptual framework in which work is experienced as play, motivated by growing adoption of serious games and gamification in business settings.
"Towards a Playful Organization Ideal-Type" proposes a conceptual framework for understanding organizations in which work is experienced as play. Motivated by the growing adoption of serious games and gamification in business settings, the paper argues that a playful organizational culture can be defined by six values: contingency, opportunism, equivalence, instructiveness, meritocracy, and conviviality. Drawing on five concepts of play (alternate reality, freedom of action, equivalence, engagement, and external inconsequence), the author grounds each value in play theory and treats games-specific theory as a subset of the broader literature. The stated aim is to supply a foundation for future empirical research and practical application rather than to test the framework empirically.
The argument is developed through qualitative and conceptual analysis, illustrated with examples from at least seventeen organizations, including Google, Disney, Pixar, Semco, and the Scottish Media Group. These cases are drawn from practitioner and management sources and are used to show how the proposed values can appear in practice. The paper presents no empirical data on whether these values improve performance or effectiveness, so its conclusions should be read as theoretical propositions awaiting validation.
A central contribution is the elaboration of conviviality, which the author argues fosters engagement, reduces the perceived consequences of failure, and encourages employees to take risks. Google's applicant criteria and its April Fools' tradition serve as illustrations. The playful organization is framed as the conceptual counterpart to Weber's bureaucracy, situating the ideal-type within classic organizational theory while drawing on play scholarship from Caillois and Huizinga and management literature on gamified work.
The paper acknowledges its own limitations, notably the simplicity of the ideal-type and the efficiency trade-offs that playful organizations may face. It positions the framework as a basis for design practice and social-scientific inquiry, with its reference base spanning organizational theory, games and play studies, motivation research, and playful-work case literature.
DiGRA · 2018