Session Information
32 SES 06, Transition of Organizations (Ethics, Emotions and Fun)
Paper Session
Contribution
The topic of workplace fun and its associated buzzwords have captured the imagination of HR and Training teams in organisations around the globe. Unlike many of the flash-in-the-pan organisational fads, workplace fun is fuelling noteworthy transformations of organisations around the world. Responding to this global trend, this paper assesses the individual impact of workplace-fun related practice in a globalising context through a critical review of academic and professional literature.
The research questions we seek to answer are:
- What is fun?
- Who benefits from workplace fun?
- What is the purpose of fun at work?
The literature on fun in the workplace, both consultative and academic, almost avoids defining the nature of “fun”. Much of the writing on workplace fun assumes a priori that fun is either a “childlike exuberance” or the excitement of solving puzzles and games. With no theoretical positions available in the literature, it is necessary to examine the literature to interpret the authors’ understanding of “fun.” It is revealed authors tend to rely on two epistemologies of fun: either fun is treated as external to the individual offering objective tools, activities and events or it is considered internal to the individual as the result of psychoemotional responses to stimuli. The former epistemology informs the design of “fun-at-work;” here, employers superimpose leisure actives within peripheral workspaces: luau themed lunches, employee outings, silly tie day. On the other hand, the theory that fun is internal to the individual, well supported by many psychologists, originates an approach to workplace fun we call “fun-as-work,” where job duties themselves are made more enjoyable, especially through gamification.
With two different models of fun identified in the literature, the challenge then becomes how the individual might be impacted by both fun-at-work and fun-as-work. Much of this analysis is informed by Parrish and Linder-VanBerschot (2010) who provide a tripartite ontological model of human thought and behaviour. They argue that human nature, culture, and individual personality are the three channels of influence through which the human individual is affected by and affects upon society. This ontology gives the discussion on workplace fun the holistic lens.
The Human Nature sphere of influence is described by defining the discussion on what fun really is. Consensus seems to be that interest in workplace fun first emerges from the conversation about corporate cultures and is defined as very boisterous, extroverted, social, and competitive; the treatment of fun is also supplementary to job activity: fun-at-work. The fun-as-work discussions almost unanimously rely on the idea of Flow, or self-rewarding activity. Adding Csikszentmihalyi to the discussion shows the interest of professional consultants in the enjoyment employees get from the worktask itself. However, it has been suggested that measuring “fun” with Flow might be too individualistic for collectivist cultures. There are many other models of fun which also could be explored, for example the emotional “4 Keys 2 Fun” model from cognitive psychologist Nicole Lazzaro (2004). This paper sides with the psychologists’ perspective, that fun is a within-individual experience, and not an external activity or ritual of “corporate culture.” Despite the (debatably) universal characteristics to fun, academic thought on workplace fun must be informed by the differences among individual experiences. To do that, there are the other two spheres of ontological influence which are considered in the Methodology and Results sections.
Method
Expected Outcomes
References
• Asakawa, K. (2010). Flow Experience, Culture and Well-Being: How Do Autotelic Japanese College Students Feel, Behave, and Think in Their Daily Lives. Journal of Happiness Studies, 11(2), 205-223. doi:10.1007/s10902-008-9132-3. • Ceja, L. & Navarro, J. (2011). Dynamic Patterns of Flow in the Workplace: Characterizing Within-Individual Variability Using a Complexity Science Approach. Journal of Organizational Behavior, 32(4), 627-651. doi: 10.1002/job.747. • Chan, S. (2010). Does workplace fun matter? Developing a useable typology of workplace fun in a qualitative study. International journal of hospitality management. 29(4), 720-728. • Csíkszentmihályi, M. (2008). Flow: The Psychology of Optimal Experience. New York: Harper Perennial. • Ford, R. C., Newstrom, J. W., & McLaughlin, F. S. (2004). Making workplace fun more functional. Industrial and Commercial Training, 36(2), 117-120. Retrieved from http://search.proquest.com.ezproxy.library.ubc.ca/docview/214106770?accountid=14656 • Hamari, J., Koivisto, J., Sarsa, H. (2014). Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. System Sciences (HICSS), 2014 47th Hawaii International Conference on System Science, 3025-3034, 6-9 Jan. 2014. doi: 10.1109/HICSS.2014.377 • Johnston, A., Mumby, D., Westwood, R. (2007). Representing the Unrepresentable: Gender, Humour, and Organisation. In Westwood, R. and Rhodes, C. (Eds.), Humour, Work and Organization, pp. 93-112. London: Routledge. • Kenny, K. and Eulcher, G. (2012). ‘Some Good Clean Fun’: Humour, Control and Subversion in an Advertising Agency. Gender, Work and Organisation, 19(3), pp. 306-322. doi:10.1111/j.14680432.2012.000594.x • Lamm, E., and Meeks, M. D. (2009). Workplace fun: The moderating effects of generational differences. Employee Relations, 31(6), 613-631. doi:10.1108/01425450910991767 • Lazzaro, N. (2004). Why We Play Games: Four Keys to Emotion without Story. Retrieved 3 July 2013 from: http://xeodesign.com/xeodesign_whyweplaygames.pdf • Macfadyen, L. (2011). Perils of Parsimony. Information, Communication & Society. 14(2), 280-293. doi: http://dx.doi.org/10.1080/1369118X.2010.486839 • Parrish, P., & Linder-VanBerschot, J. (2010). Cultural dimensions of learning: Addressing the challenges of multicultural instruction. The International Review of Research in Open and Distance Learning, 11(2), 1-19. Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/809/1553 • Warren, S. and Fineman, S. (2007). ‘Don't get me wrong, it's fun here, but...’: Ambivalence and Paradox in a 'Fun' Work Environment. In Westwood, R. and Rhodes, C. (Eds.), Humour, Work and Organization, 93-112. London: Routledge. • Yamakami, T. (2013). Cross-Culture Analysis of Mobile Social Games: Lessons Learned from Globalized Mobile Social Games. 2013 IEEE Third International Conference on Cloud and Green Computing, pp. 266-270. doi: 10.1109/CGC.2013.49
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