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PLAY
AS A COMPETITIVE
ADVANTAGE




                   July 2012
                       Image credit: niznoz
TABLE OF CONTENTS
WHAT WE’LL COVER (cont’d.)

Executive Summary......................................................................................................... 3
Play As a Competitive Advantage....................................................................................... 4
 •	Defining Play............................................................................................................... 5

 •	Benefits of Play............................................................................................................ 6

 •	Impediments to Play...................................................................................................... 9

 •	Manifestations........................................................................................................... 12

 •	What It Means............................................................................................................ 17

Appendix..................................................................................................................... 19
 •	More About Our Experts/Influencers................................................................................. 20

 •	Additional Charts........................................................................................................ 21



A note to readers: To make the report easy to navigate, we’ve added hyperlinks to the Table of Contents, so you can
jump immediately to the items that most interest you (or, alternatively, you can read the material straight through).

This is a report from JWTIntelligence. Go to JWTIntelligence.com to download this and other trend research.




                                                                                                                                    2
EXECUTIVE SUMMARY
WHAT WE’LL COVER (cont’d.)

Play is a vital human activity, as natural as dreaming and as beneficial as sleep. Its emotional and social rewards are
numerous. But in today’s fast-paced, bottom-line world, adults are pushed to age out of play. We place a premium on
productivity, and we’ve grown increasingly less apt to spare the time for pursuits that don’t have specific goals attached.

The paradox is that to compete successfully, we need to embrace purposeless activity. More people are starting to
understand this and to act accordingly. Increasingly, adults will seek to balance out their myriad organized and tech-
based activities with more unstructured time and recreational pursuits. They’ll not only be happier and healthier but
find that they’ve gained competitive advantages.

This report looks at the varied benefits of play and outlines the impediments to play in our always-on culture. We
spotlight how companies are injecting the idea of play into their business models, how marketers are advocating for
adult play in their messaging, and how people feel about the role of play in their lives.

METHODOLOGY
All of our trend reports are the result of quantitative, qualitative and desk research conducted by JWTIntelligence
throughout the year. Specifically for this report, we conducted a quantitative study in the U.S. and the U.K. using SONAR™,
JWT’s proprietary online tool, from May 31-June 4, 2012. We surveyed 503 Americans and 503 Britons aged 18-plus. In
addition, we interviewed four experts and influencers in the areas of creativity and play.

EXPERTS AND INFLUENCERS*
              ALLISON ARDEN,                                                   BERNIE DEKOVEN,
              VP/publisher, Advertising Age, and                               game designer, fun theorist and author,
              author, The Book of Doing: Everyday                              The Well-Played Game
              Activities to Unlock Creativity and Joy


              STUART L. BROWN, M.D.,                                           AUSTIN KLEON,
              founder, National Institute for Play, and                        artist and author, Steal Like an Artist:
              author, Play: How It Shapes the Brain, Opens                     10 Things Nobody Told You About
              the Imagination, and Invigorates the Soul                        Being Creative




                                                                           *See Appendix to learn more about these experts and influencers.




                                                                                                                                              3
PLAY AS A COMPETITIVE
ADVANTAGE
Adults will increasingly adopt for themselves the revitalized idea that kids should have plenty of
unstructured play to balance out today’s plethora of organized and tech-based activities. In an age
when people feel they can’t spare time for pursuits that don’t have specific goals attached, there will
be a growing realization that unstructured time begets more imagination, creativity and innovation—all
competitive advantages.



                                  The advantage of a playful person or a playful
                                  company process is that they’re much more nimble.
                                  They’re really able to enter a competitive scene with
                                  lightness and with an ability to respond wisely to the
                                  challenges. And if there is otherwise a sense of
                  nonplay, there often is a kind of fixed and rigid and semicompulsive way
                  of problem solving — which doesn’t work nearly as well as if there is
                  this ability to give and take with the circumstances.”
                                                              —STUART BROWN, founder of the
                                                                   National Institute for Play




                                                                                                 Image credit: asterix611   4
PLAY AS A COMPETITIVE ADVANTAGE
WHAT WE’LL COVER (cont’d.)                                                    (cont’d.)



Defining play: This report defines play in its purest sense, as recreational activity. Play is about doing
something simply for the fun of it—no scores or goals attached. No rules and no guidelines. In fact, play is
purposeless. To ascribe purpose takes the joy out of it.

            Play is “a free activity standing quite consciously
            outside ‘ordinary’ life as being ‘not serious’ but at the           PROPERTIES OF PLAY
            same time absorbing the player intensely and utterly.”              Apparently purposeless: Done for
                           —Dutch historian JOHAN HUIZINGA, Homo Ludens         its own sake.

                                                                                Voluntary: It is not obligatory or
             The problem is that to insist on [play’s] benefits                 required by duty.
             risks violating the spirit, if not the very meaning,               Inherent attraction: It’s fun, and it
             of play. … One plays because it’s fun to do so, not                makes us feel good.
because of any instrumental advantage it may yield. The point
                                                                                Freedom from time: When fully
isn’t to perform well or to master a skill, even though those
                                                                                engaged in play, we lose a sense of the
things might end up happening. … Play, then, is about process                   passage of time.
not product. It has no goal other than itself. And among the
external goals that are inconsistent with play is a deliberate                  Diminished consciousness of self: We
                                                                                stop worrying about whether we look
effort to do something better or faster than someone else.
                                                                                good or awkward, smart or stupid.
If you’re keeping score—in fact, if you’re competing at all—
then what you’re doing isn’t play.”                                             Improvisational potential: We’re not
                    —author and lecturer ALFIE KOHN, “The Point of Play Is      locked into a rigid way of doing things
                             That It Has No Point,” Big Think, Dec. 3, 2011     and are therefore open to serendipity
                                                                                and chance. The result? We stumble on
                                                                                new behaviors, thoughts, strategies,
              Play is one of those things we tend to take for                   movements or ways of being.
              granted until we miss it. It is much like breathing or
                                                                                Continuation desire: We desire to
              dreaming in the way it fits seamlessly, invisibly, into
                                                                                keep doing it, and the pleasure of the
a healthy life. It is a natural capacity of the human mind. As with
                                                                                experience drives that desire.
breathing, we do it effortlessly. And as with dreaming, while we
can be totally immersed in play, we often forget about it when                  Derived from Play, by Stuart Brown,
we are done. To try to find the point in play is to miss the point              M.D., founder of the National Institute
                                                                                for Play, with Christopher Vaughan
of it. Play, after all, has no point; it’s purposeless.”
  —MARK EPSTEIN, M.D., “Play’s the Thing,” O, The Oprah Magazine, May 2002



            An essential component of play is its frivolity; biologists generally use phrases like
            ‘apparently purposeless activity’ in their definitions of play.”
                                  —ROBIN MARANTZ HENIG, “Taking Play Seriously,” The New York Times, Feb. 17, 2008




                                                                                                                          5
BENEFITS
OF PLAY
From an evolutionary standpoint it may seem a wonder that play takes place at all. As a New York Times
writer put it, “It all seems incredibly wasteful, and nature does not usually tolerate waste.” But play has
persisted and remains an intrinsic human activity, as natural as dreaming. “It’s something very fundamental
for the well-being and development and maintenance of good things within the human spirit and body,” says
Stuart Brown, founder of the National Institute for Play.

The trouble is, in many parts of the world, we’ve developed a culture in which adults are pushed to age out
of play. Our research found that 53% of American and British adults feel they don’t do things “just for fun”
anymore, and 51% find it difficult to be creative and playful in their everyday lives. (See Figure 1A; for country
breakdowns, see Appendix, Figures 1B-C.)


                     Play isn’t a luxury—it’s a necessity. Play is as important to our physical
                     and mental health as getting enough sleep, eating well and exercising.
                     Play teaches us how to manage and transform our ‘negative’ emotions and
          experiences. It supercharges learning, helps us relieve stress and connects us to others
          and the world around us. Play can also make work more productive and pleasurable.”
                  —GINA KEMP, MELINDA SMITH, BERNIE DEKOVEN and JEANNE SEGAL, “Play, Creativity and Lifelong
                              Learning: Why Play Matters for Both Kids and Adults,” Helpguide.org, February 2012




                                                                                                  Image credit: Criss Cross Circus   6
BENEFITS OF PLAY (cont’d.)

For many, adulthood means mastering the art of maximizing            FIGURE 1A:
productivity and responsibility. This mindset relegates              No time for play
“pointless” activity to the realm of children; activities that       Percentage of American and British adults who agree
don’t contribute directly to a greater goal are seen as not               Millennials (18-34)     Gen X (35-47)         Boomers (48-67)
worth pursuing. The paradox is that we need to embrace play
if we’re to compete successfully in today’s fast-paced and                                                              53
                                                                           I don’t feel like
ever-shifting world. No matter which way you slice it, life is         I have time for play                              55     50%
                                                                         just for fun’s sake
made better through play.                                                                                         41

According to evolutionary biologist Marc Bekoff, play is in
                                                                                                                           58
essence a dress rehearsal for the unexpected. He believes             I feel like I don’t do
that it builds “mental suppleness and a broader behavioral            things “just for fun”                               57      53%
                                                                                    anymore
vocabulary” in animals, as The New York Times explains it,                                                         44
helping them to achieve success (e.g., find food or a mate).
From building stronger relationships to sharpening problem-                                      47                     54
                                                                     I find it difficult to be
solving skills, play is a natural antidote to an array of modern-   creative and playful in                              55     51%
day ills that affect us across life stages.                                my everyday life
                                                                                                                   44

Taking a break from goal-oriented behavior recharges us,
especially during times of stress. Mental downtime—shooting                          There’s this certain confidence that
hoops, doodling, dancing and so on—permits our minds to
                                                                                     comes from unstructured play. It’s
wander, and subsequently to make the leaps that help us
                                                                                     like, ‘I don’t know what I’m doing.
generate new ideas or crack problems we’ve been puzzling
over. Indeed, almost two-thirds of our survey respondents                            It just feels good. I’m just following
agreed that the most playful people they know are the best                           this thing until it tells me where
problem solvers; Americans (68%) were more likely to say so         it’s going.’ A lot of people can’t deal with that
than Britons (61%).                                                 because the whole world tells you, when you go to
As psychiatrist Mark Epstein puts it, “Play brings balance to our
                                                                    kung fu lessons or violin practice or whatever you
emotional lives. … [It] helps us make sense of our worlds.”         do, at the end of it you’re supposed to be better.
                                                                    And the whole thing about creative work is that
Play helps to spur more creative ideas. Stepping back from
                                                                    you just don’t know what’s going to happen ’cause
a problem and engaging in fun, unrelated activities—letting
                                                                    you can’t guarantee that you’re going to have a
the problem marinate in the subconscious until all the
components have become integrated—tends to result in                final product.”            —AUSTIN KLEON, artist and author
                                                                                                                        of Steal Like an Artist
better, bolder solutions than what’s typically generated when
we’re unable or unwilling to give ourselves time to play.
                                                                                   Look at life without play, and it’s
In solo play, we can find new inspirations or motivations that                     not much of a life. If you think of
make us more productive in everyday life. And through the give
                                                                                   all the things we do that are play-
and take of play with others, we learn how to better navigate
                                                                                   related and erase those, it’s pretty
our complex social worlds. Play helps us reduce fear and
embarrassment around social interactions and build trust and                       hard to keep going. [Without play,]
bonds with people. And by providing a controlled environment        there’s a sense of dullness, lassitude and
to engage in risk-taking behavior—animals, for instance, play       pessimism, which doesn’t work well in the
fight while the stakes are low—play makes it easier to act          world we live.”           —STUART BROWN, founder of the
boldly (e.g., throwing out that far-flung idea during a meeting).                                                  National Institute for Play



                                                                                                                                                  7
BENEFITS OF PLAY (cont’d.)

                           PLAY IS WHAT THE DOCTOR ORDERED

                                                         WORK BENEFITS
                        •	 Triggers creativity and innovation            •	 Increases energy and helps to
                        •	 Keeps you functional under stress                prevent burnout

                        •	 Refreshes your mind and body                  •	 Makes you more happy, flexible
                                                                            and resilient
                        •	 Encourages teamwork
                                                                         •	 Increases productivity
                        •	 Helps you see problems in new ways




                        SOCIAL BENEFITS                                      EMOTIONAL/MENTAL
                        •	 Increases trust                                   BENEFITS
                        •	 Strengthens group bonds                           •	 Brings happiness
                        •	 Builds empathy                                    •	 Improves problem-
                        •	 Builds compassion                                    solving skills

                        •	 Generates capacity                                •	 Teaches perseverance
                           for intimacy
                                                                             •	 Fights off burnout
                        •	 Builds more meaningful
                           connections                                       •	 Provides clarity
                        •	 Fosters cooperation                               •	 Builds confidence
                           and teamwork
                                                                             •	 Promotes serenity,
                        •	 Teaches social skills
                                                                                calm and relaxation
                           through give and take
                        •	 Fights loneliness, isolation,                     •	 Builds motivation
                           anxiety and depression                            •	 Fosters creativity
                        •	 Increases sense of community
                        •	 Brings joy, vitality and
                           resilience to relationships
                        •	 Heals resentments
                           and disagreements


                                                 Source: Gina Kemp, Melinda Smith, Bernie DeKoven and Jeanne Segal, “Play, Creativity
                                                 and Learning: Why Play Matters for Both Kids and Adults,” Helpguide.org, February 2012



            Through play, an individual avoids what                                          We’re living in a world that
            [Patrick Bateson, a Cambridge University                                         is changing so quickly. Things
            biologist and prominent play scholar]                                            that were the right answer are
called the lure of ‘false endpoints,’ a problem-solving                                      no longer necessarily the right
style more typical of harried adults than of playful                                         answer. And so we need to be
youngsters. False endpoints are avoided through play,                         able to explore the possibilities and be open.
Bateson wrote, because players are having so much                             If we can bring play more into our adult lives,
fun they keep noodling away at a problem and might                            start moving our creativity into our adult
well arrive at something better than the first, good-                         lives, there are some great benefits to that.”
enough solution. ”      —ROBIN MARANTZ HENIG, “Taking Play                                —ALLISON ARDEN, publisher of Advertising Age
                  Seriously,” The New York Times, Feb. 17, 2008                                       and author of The Book of Doing




                                                                                                                                          8
IMPEDIMENTS
TO PLAY
Who doesn’t want to function better and live a happier, more well-rounded life? Given evidence to suggest that
we’re actually hardwired for play, why is it that we’ve squeezed play out of our adult lives? To paraphrase Keith
Johnstone, the famed improvisational theater coach, perhaps we’ve got the whole framework backward: Why
do we think of “children as immature adults” rather than “adults as atrophied children”?

As we age, the impediments to play are plenty. The common denominator is today’s always-on culture,
which values productivity over playfulness and leaves little time or space to play just for the sake of it.
Sure enough, half our survey respondents said they don’t have time for play just for fun’s sake. (See Figure
1A; for country breakdowns, see Appendix, Figures 1B-C.)

              I think there is an assembly-line                              [Our culture] is not really what I
              mentality that if you don’t keep the                           would call conducive to play, so
              assembly line moving, if you don’t                             you’d have to make a conscious
              keep having very specific guidelines                           choice to have fun, and that’s
              as to work output, if there isn’t a                            very hard. And oddly enough, it
clock to punch, people aren’t going to get                   takes a lot of discipline, because you have to
things done. And I think that wise management                give yourself permission.”
transcends that.”       —STUART BROWN, founder of the                            —BERNIE DEKOVEN, game designer,
                               National Institute for Play                                 fun theorist and author




                                                                                                    Image credit: amrufm   9
IMPEDIMENTS TO PLAY (cont’d.)

Quantifiable me: Thanks in part to technology, we’ve become         FIGURE 2A:
accustomed to measuring or tracking almost every aspect of our      Impediments to play
lives, from how much we sleep and exercise to “checking in” to      Percentage of American and British adults who agree
restaurants and sharing meal photos online. Almost everything            Millennials (18-34)     Gen X (35-47)    Boomers (48-67)
is linked to a quantifiable or “productive” goal, whether it’s a
faster run or a Foursquare badge. Sixty-two percent of American                                                                  74
                                                                    Everything in my life
and British adults agreed that “everything in my life seems         seems to have a goal                               62                  62%
                                                                     attached to it today
to have a goal attached to it today”; the measure-everything                                                     49
Millennials (74%) were more apt to say this than Gen Xers (62%)
and Boomers (49%).                                                                                                                    77
                                                                        I always feel like
                                                                     something is coming
GTD syndrome: While there’s nothing wrong with “Getting              at me that I have to
                                                                                                                                  75        72%
                                                                             take care of
Things Done,” as David Allen, an authority on personal and                                                                 63
organizational productivity, calls it in a book by that name, it
becomes a point of concern when productivity is prized over         With mobile phones,
                                                                                                47                               73
                                                                            texting, social
play most or all of the time. Indeed, 72% of our U.S. and U.K.     networking, emailing,
                                                                                                                                 74        71%
                                                                   etc., it’s rare that we
survey respondents agreed that “I always feel like something         are ever truly alone
                                                                   with our own thoughts                                    65
is coming at me that I have to take care of.” In becoming
hyper-efficient machines with a checklist mentality, we are
                                                                          Over the years,
squashing a basic human instinct.                                                               47                               72
                                                                           my day to day
                                                                        has become more
                                                                      structured and less
                                                                                                                                  75       68%
Life in real time: Our computer and phone screens provide                    free flowing
                                                                              or creative                             58
a constant stream of real-time information, images and
conversations, instilling a sense of urgency (often a false
one). In this reactive, must-attend-to-now culture, first
                                                                                 The question that drives [Millennials’]
solution trumps best solution—which often comes with time,
space and play. As John Cleese has said, feeling the need to                     work is ‘What do I need to respond
make quick, confident decisions all the time is actually “the                    to?’ rather than ‘What should I create
most effective way of strangling creativity at birth.”              today?’ They swat emails that fly at them, sit in
                                                                    meetings that they unthinkingly agreed to two
Vanquished boredom: In the past, boredom often led us to
play, but today we seek out instant gratification whenever          months earlier, take phone calls seeking their
we’re unoccupied. In theory, we never have to be bored              approval or advice. But they don’t build. They don’t
in today’s hyper-connected society. Television provides a           sit and think.”    —PRIYA PARKER, founder of visioning and
marathon of content, and our smartphones and tablets—fully                               strategy firm Thrive Labs, CNN.com, March 2012

charged with Netflix, YouTube and endless apps—are rarely
more than an arm’s distance away. A world of entertainment
is always waiting.                                                    THE TOP 4 THINGS U.S. AND U.K. ADULTS
                                                                      DO WHEN THEY HAVE FREE TIME
Even when we don’t seek to vanquish any hint of boredom,
the near constant blinking, buzzing, alerts and notifications
coming from our digital devices have made prolonged
moments of solitude a rarity. Seven in 10 of our American
                                                                      70%                Watch
                                                                                         TV          59%          Spend time
                                                                                                                  on the computer

and British respondents admitted that “with mobile phones,
texting, social networking, emailing, etc., it’s rare that we’re
                                                                      58%                Read
                                                                                                     56%          Listen to
                                                                                                                  music
                                                                      See Appendix, Figures 5A-C, to find out what else Americans and
every truly alone with our own thoughts.” (See Figure 2A; for         Britons do when they have free time.
country breakdowns, see Appendix, Figures 2B-C.)


                                                                                                                                                  10
IMPEDIMENTS TO PLAY (cont’d.)

Our instant gratification lifestyle comes at the cost of uninterrupted time and space, key components of getting
into the play state. By filling each free minute with bits of connectivity, we relinquish any downtime we might
devote to play.

The adultification of kids’ play: In today’s hyper-competitive world, many children are being forced to grow older at a
younger age. Well-intentioned adults are systematically redefining play for kids, pushing them into organized activities (piano
lessons, language classes, sports leagues) and educationally oriented play activities (automated learning toys and e-books).
Opportunities for imaginative play and simply getting
dirty are fewer and farther between, hindering                            Play is just a natural thing that animals
development of the cognitive, social, problem-solving                     do, but somehow we’ve driven it out
and intellectual skills that early childhood play fosters.                of kids.” —KATHY HIRSH-PASEK, developmental
                                                                                            psychologist at Temple University,
                                                                                            The New York Times, Jan. 5, 2011




      RE-EXPERIENCING                                           FIGURE 3A:

      PLAY AS A PARENT                                          Playtime with children
                                                                Percentage of American and British adults who agree
      Are adults with kids more or less likely to indulge            Dads        Moms
      in play? On the one hand, having children means
                                                                    I’m inspired by how
      less free time, but on the other hand, it can spur           creative my children
                                                                                                                       87
                                                                     are when they play
      a return to carefree play.                                                                                            94

      Our research found that, not surprisingly, the                    Playing with my
                                                                    children is fun; how                               87
      parents we surveyed have significantly less time           often do you get to be
                                                                  completely childlike?                                     94
      to play than those without kids: a mean of 3.7
      hours vs. 5.8 hours on a typical weekday and 5.5
                                                                 When playing with my
                                                                                                                        90
      hours vs. 8.1 hours for the child-free on a typical        children, I try to be in
                                                                            the moment
      weekend. But while parenthood leaves little time                                                                   92
      to unwind, 9 in 10 parents we surveyed said they
                                                                  Sometimes, when I am
      are inspired by the creativity of their children         playing with my children,                     65
                                                             I am thinking of everything
      when they play and that playing with their kids is             else I need to do or                         75
                                                                         should be doing
      a fun chance to be completely childlike.
                                                              Though I’d never admit it
                                                              out loud, it’s hard for me                    64
      It seems to be easier for men to tune out                to tune out my everyday
      everyday worries while playing with kids, while        worries and have playtime                           70
                                                                       with my children
      women are more likely to feel distracted: Three-
                                                                     Sometimes playing                      64
      quarters of mothers say they’re sometimes                  with my children feels
      thinking about everything else they should be                 like a responsibility                  60
      doing, compared with about two-thirds of fathers.
      And 70% of women said it’s hard to tune out                                                     43
                                                                   I don’t have time to
      everyday worries during playtime vs. 64% of                play with my children
                                                                                                 37
      men. (For country breakdowns, see Appendix,
      Figures 3B-C.)




                                                                                                                                  11
MANIFESTATIONS

Play in the business model: Recognizing the benefits of play, some high-profile companies inject play
into their employees’ lives, beyond simply outfitting workplaces with basketball courts or pool tables.

•	 Google, 20% time: Google famously gives its engineers one day a week to work on passion projects not
   specifically linked to their job descriptions. Gmail and Google News came out of 20% time, validating the
   idea that letting employees play with ideas and pursue projects just for fun makes business sense.

	 Other companies have found inspiration in Google’s policy. Australian software company Atlassian, for
  example, has instituted 20% time for engineers, as well as quarterly FedEx Days for its developers: They
  spend 24 hours working on anything of interest, with a slant toward Atlassian’s products, starting on a
  Thursday afternoon and unveiling the results to co-workers the following Friday afternoon (the overnight
  turnaround gave rise to the name FedEx Days).

•	 Twitter, Hack Week: Once a quarter, Twitter sets aside a week for its engineers to pursue projects outside
   the scope of their day-to-day work. With little direction from higher-ups, employees can be as creative as
   they’d like. The results have included various new products and features.




                                                                                                Image credit: B.K. Dewey   12
MANIFESTATIONS (cont’d.)
WHAT WE’LL COVER (cont’d.)

•	Hackathons: Whether sponsored or independent, hackathons let programmers collaboratively play around with ideas
  and approaches without setting any specific goals. The growing popularity of hackathons in the tech world indicates the
  widespread acceptance of the idea that unstructured exploration is important for growth and innovation in the workplace—
  corporate, startup or otherwise.

•	Pixar: Famous for its animated films, Pixar has also
  become known for playful and creative offices that
  encourage employees to unwind and play with ideas.
  In addition to game rooms, there are theme rooms and
  even hidden rooms; there are open, expansive spaces
  and more intimate areas, such as a cubicle that’s a tiny
  house. One goal is to help create “forced collisions” of
  employees in the building so that ideas can be generated
  spontaneously. And in addition to job-specific courses,
  Pixar also offers classes based around fun, pressure-free
  activities, such as belly dancing. Classes are open to
  any employee—for example, an accountant can take a
  sculpting class.

•	Sketching ideas: Finding that sketches and doodles can
  simplify the communication of complicated concepts and
  improve the retention of less interesting information,
  companies such as Facebook, Zappos and Citrix
  provide employees with numerous writeable surfaces
  (whiteboards, chalkboards, etc.). Facebook has taken
  to coating most of its office walls with dry-erase or
  chalkboard paint, allowing for
  a quick sketch at any time. And
  Zappos has “graphic recorders,”
  who sketch meeting minutes and
  other such info in fun, cartoon-
  like ways. Similarly, JWT’s Brand
  Toys are unique and playful
  visualizations of brands’ images—
  created using quantitative data
  (from Millward Brown’s BrandZ
  study) and real-time online buzz—
  designed to make it easy for users
  to compare the character and
  personality of 3,000-plus brands
  across the world.




                                                                                                 Image credits: Pixar; Sunni Brown   13
MANIFESTATIONS (cont’d.)
WHAT WE’LL COVER (cont’d.)

Marketers advocating for play: While brands often want to be associated with lightheartedness and fun, a number of recent
marketing campaigns have specifically depicted adults putting some play back into their lives.


•	Kit Kat, “Crane” and Chunky 3 campaign: Last year Kit
  Kat, which advocates “breaks,” depicted various types of
  at-work hijinks. “Crane,” from JWT London, is a TV spot
  showing crane operators at a construction site coordinating
  wrecking balls to create a giant Newton’s cradle (the
  suspended metal balls clicking back and forth often seen on
  executives’ desks). And in a campaign for the Kit Kat
  Chunky 3, created by JWT Sydney, co-workers play
  various games: juggling bricks, practicing golf trick shots.
  Consumers could also submit their own creative work breaks
  for a chance to win prizes.

•	Cheetos, “Take a Cheetos break”: In this U.S.
  campaign, store employees relax in a fort built out of
  mattresses, sales associates at a music store repeatedly
  play “Chopsticks” on a piano, and construction workers
  have a mini dance party in a house they’re building.
  These breaks, like the ones in the Kit Kat commercials,
  are all about taking some time out of the day to simply
  let loose.

•	Nike, “Tag”: A prizewinning classic that still resonates today, this commercial was a part of Nike’s 2001 “Play” campaign in
  the U.S. It shows the mundane morning commute getting a shakeup with a citywide game of tag. When one man becomes
  “it,” he and everyone he encounters run excitedly from place to place as he searches for someone to tag. It’s a reminder of
  how much fun can be had from even the simplest game.

•	Puma, “After Hours Athlete”:
  An installment of Puma’s
  “Social” campaign, this spot for
  the sport and lifestyle brand
  celebrates those who make
  the time for fun with an ode to
  the “After Hours Athlete”—the
  person who goes out on the town
  and keeps going until the sun
  rises. States the Puma Social
  website’s welcome page: “Forget
  calorie counting, fitness training,
  and hydration levels. PUMA
  Social is all about the playfulness
  in after-hours sports.”




                                                                                                             Image credits: Kit Kat;
                                                                                                                                       14
                                                                                                               Cheetos; Nike; Puma
MANIFESTATIONS (cont’d.)
WHAT WE’LL COVER (cont’d.)

•	Cadbury, “Spots v Stripes”: This two-year campaign, which recently ended, focused on helping Britons rediscover “the spirit
  of play and lighthearted competition” ahead of the Olympics. British and Irish consumers were encouraged to join a team—
  either Spots or Stripes—and compete in various competitions and games. The campaign resulted in more than 2.3 million
  games played and 11 world records broken.

•	Heineken, Pub Rugby Activation: When Heineken recently
  sponsored the Dubai Rugby Sevens tournament, the promotional
  material became a game in itself. Heineken produced 9,000
  cardboard coasters that could be turned into rugby balls, while
  1,700 tent cards were made in the shape of rugby posts. Instead
  of just watching rugby, fans could play their own mini-version.

•	Honda, “Leap List”: In the manifesto commercial for Honda’s
  “Leap List” campaign, Matthew Broderick, as himself, re-enacts
  some iconic scenes from Ferris Bueller’s Day Off. Playing hooky
  from work, Broderick spends the day doing things like playing
  carnival games, running around with kids in a museum and
  practicing tai chi on the beach. It seems that while “Bueller”
  may be middle-aged now, he’s still
  fueled by a childlike sense of fun
  and joie de vivre.

•	Unilever, “Dirt is good”: This
  2008 campaign for detergent
  brands Persil, Skip, Via and Omo
  emphasizes that play makes us
  human. One commercial begins
  with a sullen robot inching its
  way out of a house and into the
  backyard. Timidly at first, it begins
  to interact with the leaves and
  grass, gradually transforming into
  a boy as it romps around. When
  a summer rain begins to fall, the
  robot runs to jump and splash in
  the mud, eventually becoming
  entirely human.




                                                                                             Image credits: Heineken; Honda; Unilever   15
MANIFESTATIONS                        (cont’d.)



Play in culture: The concept that play is important for adults can be found in books, research and real-life examples that are
all helping to inspire people.

•	National Institute for Play: Founded by researcher Stuart Brown, this California-based institute is “committed to bringing
  the unrealized knowledge, practices and benefits of play into public life.” Brown emphasizes, for instance, that play
  creates new connections between neurons and disparate brain centers, and that engaging in activities such as puzzles and
  reading may significantly reduce one’s chances of developing Alzheimer’s disease. Brown
  and Christopher Vaughan also explore the topic in their book, Play: How It Shapes the Brain,
  Opens the Imagination, and Invigorates the Soul.

•	Austin Kleon, Steal Like an Artist: 10 Things Nobody Told You About Being Creative:
  Kleon, an artist, outlines ways to become more innovative and creative. One key is creating
  the time and environment to play with ideas free of distractions or mundane responsibilities.
  Among other things, Kleon also emphasizes the importance of physical movement to kick-
  start our minds into action (something that Stuart Brown also advocates) and making the
  time for side projects, which can often lead to one’s best ideas.

                         •	Allison Arden, The Book of Doing: Arden lists a number of ideas and activities to fire up the
                           imagination, including some things we used to do as kids (e.g., recapturing a favorite childhood
                           activity or building something out of natural material). Arden’s reasons for writing the book
                           included a desire to live life more fully and to reignite her creativity. In the process, she began to
                           thrive on the “freedom and energy” that resulted from playful activities, which in turn influenced
                           her creativity and efficiency at work.

                         •	Steve Jobs’ calligraphy course: Mentioned during his 2005 commencement speech at Stanford
                           University, Jobs’ famous foray into calligraphy as a college dropout helped helped influence the
                           Apple co-founder’s aesthetic sensibilities—ultimately leading to a tech company that’s distinguished by
                           elegant design. Jobs had attended the class purely out of curiosity—for fun, not out of obligation.

•	“Caine’s Arcade”: This short documentary-turned-viral video
  recently captured imaginations by demonstrating a child’s
  playful imagination at work. Nine-year-old Caine spent a
  summer building an elaborate arcade out of cardboard boxes
  in his father’s Los Angeles auto parts store, finding ingenious
  ways to replicate the games he loves. Filmmaker Nirvan
  Mullick created the film after a chance encounter led to his
  becoming Caine’s first customer at the arcade, showing the
  benefits of being open to inspiration anywhere.

	 In June, Caine participated in “JWT Junior Worldmakers:
  What Three Kids Can Teach Us About Creativity, Business, and
  Imagination,” a seminar at the Cannes Lions International
  Festival of Creativity that focused on the importance of
  raw creativity. “We all were born creative. But through the
  process of growing up, we lose our unfiltered imagination
  and the fearlessness that makes us kids,” said Jeff Benjamin,
  JWT’s chief creative officer in North America.



                                                                                    Image credits: Austin Kleon; Allison Arden; Caine’s Arcade   16
WHAT IT MEANS

There’s a real desire to see unstructured play extend from childhood well into adulthood. Nine in 10
American and British adults agreed that “play should not only be a part of children’s lives but adults’ lives,
too.” No wonder: There’s a wistfulness and nostalgia attached to play and everything that it suggests, with
78% saying they wish they could recapture some of the imagination, fun and creativity of childhood and 74%
saying they miss being able to play like a child with no rules, boundaries or restrictions. (See Figure 4A; for
country breakdowns, see Appendix, Figures 4B-C.)

Society has become so automated and results-oriented that most of us don’t have the time or inclination to
take forays outside the structured framework. But in a quickly changing world, people who aren’t afraid to
rewrite the rules or rethink the status quo are those who get ahead. Explains Allison Arden: “When you go
through the shorthand of creating things based on what other people have done, you oftentimes miss the
opportunity or lose the recognition of what you have the capability of doing yourself.”


                                                You need to not know what
                                                the end stage is in order to
                                                get somewhere new.”
                                                       —AUSTIN KLEON, artist and
                                                      author of Steal Like an Artist




                                                                                                 Image credit: fridayn   17
WHAT IT MEANS                        (cont’d.)



Injecting play into everyday life—doing things that bring joy,                     “Play isn’t just for children. The idea of
regardless of how closely these activities are aligned with                        play is closely related to imagination,
an end goal—can help to foster discovery and exploration,
                                                                                   inventiveness, and that deep sense
both essential for creative economies. “Play is the greatest
                                                                     of absorption. … Read virtually any account of
natural resource in a creative economy,” declared Laura
Seargeant Richardson, an experience designer at Frog Design,
                                                                     creativity, in the humanities or the sciences, and
in a keynote speech at MIT’s Sandbox Summit in 2010. She             you’ll find mentions of the relevance of daydreaming,
expanded on this in The Atlantic last May:                           fooling around with possibilities…. The argument
                                                                     here isn’t just that we need to let little kids play so
  In the future, economies won’t be driven by financial
                                                                     they’ll be creative when they’re older, but that play,
  capital or even the more narrowly focused scientific
  capital, but by play capital as well. I predict countries          or something quite close to it, should be a part of a
  that take play seriously, not only nurturing it in education       teenager’s or adults’ life, too.”
  and the workforce but also formalizing it as a national                        —ALFIE KOHN, author and lecturer, “The Point of Play
  effort, will quickly rise in the world order. This is not                           Is That It Has No Point,” Big Think, Dec. 3, 2011

  Twister in the boardroom. Rather it’s what Jeremy Levy,
                                                                     FIGURE 4A:
  a physics professor at the University of Pittsburgh, would
  call “a highly advanced form of play.”
                                                                     The case for play
                                                                     Percentage of American and British adults who agree
Marketers that speak to the value of play are tapping into               Millennials (18-34)        Gen X (35-47)   Boomers (48-67)

an innate human desire. Brands can help people reimagine
                                                                       Play should not                                                 87
their world and become more active participants in it through         only be a part of
play. This may mean helping consumers see their day-to-day             children’s lives,                                               90         90%
                                                                            but adults’
environment through a more playful lens—as Kit Kat has done—                  lives, too                                                    93
or encouraging people to dial down the constant stream of
information, images and digital conversations so they can focus                                                                        87
                                                                          It feels good
on real-world doing.                                                         to be silly                                                93       89%
                                                                            sometimes
Employers seeking to foster play in business need to move away                                                                         88

from product without process—focusing on each layer of the
                                                                         I wish I could
problem at hand instead of trying to steamroll through to a                  recapture
                                                                                               47                                 81
specific result. The willingness to abandon a creation in favor of         some of the
                                                                      imagination, fun
                                                                                                                               80           78%
new, better ideas and solutions, crucial to the play mentality, is    and creativity of
                                                                                                                             74
                                                                             childhood
a key to nurturing innovation in the business world.
                                                                     Sometimes I miss
                                                                                               47                              80
                                                                         being able to
                                                                      play like a child
                                                                        with no rules,
                                                                                                                             75         74%
                                                                       boundaries and
                                                                           restrictions                                 66




                                       Never turn down an opportunity to have fun. Have faith in
                                       fun. If you’re really enjoying yourself, then entertain the
                                       possibility that you might be doing something that’s good for
                                       yourself.” —BERNIE DEKOVEN, game designer, fun theorist and author




                                                                                                                                                        18
APPENDIX:
MORE ABOUT OUR EXPERTS/
INFLUENCERS




                          Image credit: niznoz
APPENDIX: MORE ABOUT OUR EXPERTS/INFLUENCERS
WHAT WE’LL COVER (cont’d.)
                   ALLISON ARDEN, VP/publisher, Advertising Age, and
                   author, The Book of Doing: Everyday Activities to Unlock Creativity and Joy
                   Advertising Age publisher since 2007, Arden is on a mission to raise the value of creativity and help
                   others embrace their personal creativity for success in business and life. Arden and her team have
                   expanded the way Advertising Age serves the community with products and programs including Ad Age’s
                   LookBook, Ad Age on Campus and Ad Age Insights, a new division helping marketers better understand
the industry’s changing landscape. Arden also worked with the Effies to create the GoodWorks Effie, which recognizes
brands using their platforms to affect positive change. Arden previously served as associate publisher and general
manager, interactive, for Advertising Age and Creativity.
Prior to joining Crain Communications in 1996, Arden launched 3DDesign magazine and its website as national sales
manager. She serves on the board of directors for the American Advertising Federation, Advertising Women of New York
and VCU Brandcenter, and was inducted into the AAF’s Advertising Hall of Achievement in 2009. Learn more about her book
at bookofdoing.com, and follow Arden on Twitter @allisonarden.

                  STUART L. BROWN, M.D., founder, National Institute for Play, and
                  author, Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul
                  Trained in general and internal medicine, psychiatry and clinical research, Brown first recognized the
                  essential contributions of play to human development by discovering its absence in the life stories
                  of murderers and felony drunken drivers. His years of clinical practice affirmed the importance and
                  need for healthy play throughout the life cycle, and Brown’s evaluations of highly creative individuals
revealed the centrality of playfulness to their success and well-being. The National Geographic Society sponsored
Brown’s exploration of animal play in the wild, resulting in an Explorer TV program.
Brown’s exploration of the evolution and neuroscience of human and animal play have helped to focus a central
commitment to bringing the promises and stories of play into general cultural consciousness. He established the National
Institute for Play, which aims to establish a new discipline, the Science of Play. The NIFP has produced a three-hour PBS
series, The Promise of Play; published a companion book to the PBS film Where Do the Children Play?; and conducted a
conference on play science at Stanford University. Learn more about his work at playnovation.com and nifplay.org.

                 BERNIE DEKOVEN, game designer, fun theorist and author, The Well-Played Game
                 DeKoven is a fun theorist, game designer, international lecturer, workshop facilitator, author
                 and award-winning game designer. In his book, The Well-Played Game, he voiced a philosophy
                 of “healthy competition” that was incorporated into the core teachings of the New Games
                 Foundation. He’s a lifetime member of The Association for the Study of Play and winner of the 2006
                 Ifni-Raynolds award for “outstanding achievement in the field of fun” from the North American
Simulation and Gaming Association. He is the author of the deepFUN.com website.


                  AUSTIN KLEON, artist and author, Steal Like an Artist: 10 Things Nobody Told You About Being Creative
                  Kleon is a writer, artist, speaker and New York Times best-selling author. He’s written two books:
                  Steal Like an Artist, an illustrated manifesto for creativity in the digital age, and Newspaper
                  Blackout, a collection of poetry made by redacting newspaper articles with a permanent marker.
                  His art has been called “brilliant” by New York magazine, and The New Yorker said his poems
                  “resurrect the newspaper when everyone else is declaring it dead.” His work has been featured
on 20x200.com, NPR’s Morning Edition and PBS’ NewsHour, and in Time, The Atlantic, Forbes and The Wall Street
Journal. He’s spoken about creativity, visual thinking and being an artist online for organizations such as Pixar,
Google, SXSW, TEDx and The Economist. He lives in Austin, Texas, with his wife, Meghan, and their dog, Milo. Visit
him online at austinkleon.com.


                                                                                                                            20
APPENDIX:
ADDITIONAL CHARTS




                    Image credit: niznoz
APPENDIX: ADDITIONAL CHARTS
             FIGURE 1B:
             No time for play (U.S.)
             Percentage of American adults who agree
                  Millennials (18-34)     Gen X (35-47)         Boomers (48-67)


                                                               51
                   I don’t feel like
               I have time for play                                 58    50%
                 just for fun’s sake
                                                          41


                                                                    57
              I feel like I don’t do
              things “just for fun”                             54        51%
                            anymore
                                                          43


                                         47                    51
             I find it difficult to be
            creative and playful in                             54        50%
                   my everyday life
                                                           46




             FIGURE 1C:
             No time for play (U.K.)
             Percentage of British adults who agree
                  Millennials (18-34)     Gen X (35-47)         Boomers (48-67)


                                                                55
                   I don’t feel like
               I have time for play                            51         49%
                 just for fun’s sake
                                                      40


                                                                    59
              I feel like I don’t do
              things “just for fun”                                  60    55%
                            anymore
                                                           46


                                         47                         57
             I find it difficult to be
            creative and playful in                             55         52%
                   my everyday life
                                                          43




                                                                                  22
APPENDIX: ADDITIONAL CHARTS                                         (cont’d.)

             FIGURE 2B:
             Impediments to play (U.S.)
             Percentage of American adults who agree
                  Millennials (18-34)      Gen X (35-47)            Boomers (48-67)


                                                                                      79
             Everything in my life
             seems to have a goal                                          65                  67%
              attached to it today
                                                                     56


                                                                                         81
                 I always feel like
              something is coming
              at me that I have to
                                                                                    76         74%
                      take care of
                                                                           65


             With mobile phones,
                                          47                                         77
                     texting, social
            networking, emailing,
            etc., it’s rare that we
                                                                                71            72%
              are ever truly alone
            with our own thoughts                                              69


                   Over the years,
                                          47                                    72
                    my day to day
                 has become more
               structured and less
                                                                                    75        70%
                      free flowing
                       or creative                                         64




               FIGURE 2C:
               Impediments to play (U.K.)
               Percentage of British adults who agree
                    Millennials (18-34)        Gen X (35-47)         Boomers (48-67)


                                                                                69
               Everything in my life
               seems to have a goal                                       59               57%
                attached to it today
                                                               42


                                                                                    72
                   I always feel like
                something is coming
                at me that I have to
                                                                                     73       68%
                        take care of
                                                                          60


              With mobile phones,
                                           47                                   69
                      texting, social
             networking, emailing,
             etc., it’s rare that we
                                                                                     76       69%
               are ever truly alone
             with our own thoughts                                         61


                     Over the years,
                                           47                                       72
                      my day to day
                   has become more
                 structured and less
                                                                                     74       66%
                        free flowing
                         or creative                                 52




                                                                                                     23
APPENDIX: ADDITIONAL CHARTS                             (cont’d.)

               FIGURE 3B:
               Playtime with children (U.S.)
               Percentage of American adults who agree
                    Dads        Moms

                   I’m inspired by how
                  creative my children
                                                                     88
                    are when they play
                                                                          94

                       Playing with my
                   children is fun; how                              89
                often do you get to be
                 completely childlike?                                    95

                When playing with my
                children, I try to be in
                                                                      92
                           the moment
                                                                      92

                 Sometimes, when I am
              playing with my children,                    61
            I am thinking of everything
                    else I need to do or                        73
                        should be doing
             Though I’d never admit it
             out loud, it’s hard for me                    61
              to tune out my everyday
            worries and have playtime                           71
                      with my children

                    Sometimes playing                      60
                with my children feels
                   like a responsibility                  58


                  I don’t have time to             45
                play with my children
                                              38




                                                                               24
APPENDIX: ADDITIONAL CHARTS                             (cont’d.)

               FIGURE 3C:
               Playtime with children (U.K.)
               Percentage of British adults who agree
                    Dads        Moms

                   I’m inspired by how
                  creative my children
                                                                        85
                    are when they play
                                                                             94

                       Playing with my
                   children is fun; how                                 85
                often do you get to be
                 completely childlike?                                       93

                When playing with my
                children, I try to be in
                                                                         88
                           the moment
                                                                             92

                 Sometimes, when I am
              playing with my children,                       70
            I am thinking of everything
                    else I need to do or                           77
                        should be doing
             Though I’d never admit it
             out loud, it’s hard for me                      68
              to tune out my everyday
            worries and have playtime                         69
                      with my children

                    Sometimes playing                        68
                with my children feels
                   like a responsibility                    64


                  I don’t have time to             41
                play with my children
                                              34




                                                                                  25
APPENDIX: ADDITIONAL CHARTS                               (cont’d.)

              FIGURE 4B:
              The case for play (U.S.)
              Percentage of American adults who agree
                   Millennials (18-34)    Gen X (35-47)    Boomers (48-67)


                                                                                    91
                     Play should not
                   only be a part of
                children’s lives, but
                                                                                    90         92%
                   adults’ lives, too
                                                                                         94


                                                                                    90
                    It feels good to
                 be silly sometimes
                                                                                         96    91%
                                                                                   88


                                         47                                    85
                       I wish I could
             recapture some of the
               imagination, fun and
                                                                          80              82%
             creativity of childhood
                                                                              82



                   Sometimes I miss      47                                    85
                  being able to play
                like a child with no                                      78              78%
              rules, boundaries and
                        restrictions                                71




              FIGURE 4C:
              The case for play (U.K.)
              Percentage of British adults who agree
                   Millennials (18-34)    Gen X (35-47)    Boomers (48-67)


                                                                               84
                     Play should not
                   only be a part of
                children’s lives, but
                                                                                    90        88%
                   adults’ lives, too
                                                                                    91


                                                                               83
                    It feels good to
                 be silly sometimes
                                                                                    90        87%
                                                                                   87


                                         47                               77
                       I wish I could
             recapture some of the
               imagination, fun and
                                                                          79            74%
             creativity of childhood
                                                                    67



                   Sometimes I miss      47                              75
                  being able to play
                like a child with no                                 73             70%
              rules, boundaries and
                        restrictions                           61




                                                                                                     26
APPENDIX: ADDITIONAL CHARTS                                         (cont’d.)

                 FIGURE 5A:
                 Free-time activities (U.S. and U.K.)
                 Percentage of American and British adults who do the
                 following when they have free time

                             Watch TV                                          70

                    Spend time on the
             computer (e.g., Facebook,                                    59
                      read blogs, etc.)
                                  Read                                    58

                       Listen to music                                   56

            Spend time with my family                               48

                          Go shopping                           44
                                            47
                Go for a leisurely walk                        42

                      Spend time with
                           my friends                          41

                      Do housework or                          40
                          other chores      47

               Eat out at a restaurant                     38

                  Play video games or                      37
                         games online

                               Exercise                   36

                                   Nap                    36

                     Go to the movies                     34

                       Baking/cooking                 32

                             Gardening                32

                     Have sex with my
                       partner/spouse                 31

                         Brain puzzles
                  (crossword, Sudoku)                27

                  Play board games or
                                cards           18

                            Play sports         16

                          Photography           16

                 Crafts (e.g., knitting,
                      sewing, pottery)      15

                  Write (e.g., journal,
                         diary, poetry)    13

                              Meditate     11




                                                                                    27
APPENDIX: ADDITIONAL CHARTS                                          (cont’d.)

                 FIGURE 5B:
                 Free-time activities (U.S.)
                 Percentage of American adults who do the following
                 when they have free time

                             Watch TV                                           72

                    Spend time on the
             computer (e.g., Facebook,                                     62
                      read blogs, etc.)
                                  Read                                    57

                       Listen to music                                    58

            Spend time with my family                                50

                          Go shopping                            45
                                           47
                Go for a leisurely walk                     40

                      Spend time with
                           my friends                           41

                      Do housework or                      38
                          other chores     47

               Eat out at a restaurant                          42

                  Play video games or                           44
                         games online

                               Exercise                    37

                                   Nap                          43

                     Go to the movies                      38

                       Baking/cooking                 32

                             Gardening                29

                     Have sex with my
                       partner/spouse                      35

                         Brain puzzles
                  (crossword, Sudoku)             25

                  Play board games or
                                cards            21

                            Play sports     17

                          Photography       16

                 Crafts (e.g., knitting,
                      sewing, pottery)      16

                  Write (e.g., journal,
                         diary, poetry)     15

                              Meditate     13




                                                                                     28
APPENDIX: ADDITIONAL CHARTS                                    (cont’d.)

                 FIGURE 5C:
                 Free-time activities (U.K.)
                 Percentage of British adults who do the following
                 when they have free time

                             Watch TV                                     69

                    Spend time on the
             computer (e.g., Facebook,                          55
                      read blogs, etc.)
                                  Read                               60

                       Listen to music                          54

            Spend time with my family                      45

                          Go shopping                     43
                                           47
                Go for a leisurely walk                    45

                      Spend time with
                           my friends                     41

                      Do housework or                     42
                          other chores     47

               Eat out at a restaurant           33

                  Play video games or           30
                         games online

                               Exercise              35

                                   Nap          29

                     Go to the movies           30

                       Baking/cooking           31

                             Gardening               35

                     Have sex with my
                       partner/spouse           27

                         Brain puzzles
                  (crossword, Sudoku)           29

                  Play board games or
                                cards      15

                            Play sports    15

                          Photography      16

                 Crafts (e.g., knitting,
                      sewing, pottery)     15

                  Write (e.g., journal,
                         diary, poetry)    11

                              Meditate     8




                                                                               29
JWT: JWT is the world’s best-known marketing communications brand. Headquartered in New York, JWT is a true global network
with more than 200 offices in over 90 countries employing nearly 10,000 marketing professionals.

JWT consistently ranks among the top agency networks in the world and continues a dominant presence in the industry by staying
on the leading edge—from producing the first-ever TV commercial in 1939 to today, developing award-winning branded content for
brands such as Johnson & Johnson, Diageo’s Smirnoff, Macy’s, Ford and HSBC.

JWT embraces a “worldmade” philosophy, making things inspired by the world through blending technological innovation with
international imagination.

JWT has forged deep relationships with clients including Bayer, Bloomberg, Brand USA, Cadbury, Diageo, DTC, Ford, HSBC, Johnson
& Johnson, Kellogg’s, Kimberly-Clark, Kraft, Nestlé, Nokia, Rolex, Royal Caribbean, Schick, Shell, Unilever, Vodafone and many
others. JWT’s parent company is WPP (NASDAQ: WPPGY).

JWTIntelligence: JWTIntelligence is a center for provocative thinking that is a part of JWT. We make sense of the chaos in a world
of hyper-abundant information and constant innovation—finding quality amid the quantity.

We focus on identifying changes in the global zeitgeist so as to convert shifts into compelling opportunities for brands. We have
done this on behalf of multinational clients across several categories including pharmaceuticals, cosmetics, food, and home and
personal care.




                                                  Play As a Competitive Advantage                   CONTACT:
                                                  Written by 	                 Jessica Vaughn       Ann M. Mack
                                                  	                            Nicholas Ayala       212-210-7378
                                                                                                    ann.mack@jwt.com
                                                  Editor	                      Marian Berelowitz    @annmmack
                                                  Director of trendspotting	   Ann M. Mack          Jessica Vaughn
                                                  Contributors	                Will Palley          212-210-8583
466 Lexington Avenue                                                                                jessica.vaughn@jwt.com
                                                  	                            Sarah Siegel
New York, NY 10017                                                                                  @jess_vaughn
                                                  SONAR™ 	                     Mark Truss
www.jwt.com | @JWT_Worldwide                      	                            Heather Tramposch    Nicholas Ayala
www.jwtintelligence.com | @JWTIntelligence                                                          212-210-8523
                                                  Design 	                     Peter Mullaney       nicholas.ayala@jwt.com
www.anxietyindex.com | @AnxietyIndex                                                                @nickbayala
                                                                                                    Marian Berelowitz
                                                                                                    212-210-7378
                                                                                                    marian.berelowitz@jwt.com
                                                                                                    @melonbee

                                                                                                    © 2012 J. Walter Thompson Company.
                                                                                                    All Rights Reserved.

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Play As A Competitive Advantage

  • 1. PLAY AS A COMPETITIVE ADVANTAGE July 2012 Image credit: niznoz
  • 2. TABLE OF CONTENTS WHAT WE’LL COVER (cont’d.) Executive Summary......................................................................................................... 3 Play As a Competitive Advantage....................................................................................... 4 • Defining Play............................................................................................................... 5 • Benefits of Play............................................................................................................ 6 • Impediments to Play...................................................................................................... 9 • Manifestations........................................................................................................... 12 • What It Means............................................................................................................ 17 Appendix..................................................................................................................... 19 • More About Our Experts/Influencers................................................................................. 20 • Additional Charts........................................................................................................ 21 A note to readers: To make the report easy to navigate, we’ve added hyperlinks to the Table of Contents, so you can jump immediately to the items that most interest you (or, alternatively, you can read the material straight through). This is a report from JWTIntelligence. Go to JWTIntelligence.com to download this and other trend research. 2
  • 3. EXECUTIVE SUMMARY WHAT WE’LL COVER (cont’d.) Play is a vital human activity, as natural as dreaming and as beneficial as sleep. Its emotional and social rewards are numerous. But in today’s fast-paced, bottom-line world, adults are pushed to age out of play. We place a premium on productivity, and we’ve grown increasingly less apt to spare the time for pursuits that don’t have specific goals attached. The paradox is that to compete successfully, we need to embrace purposeless activity. More people are starting to understand this and to act accordingly. Increasingly, adults will seek to balance out their myriad organized and tech- based activities with more unstructured time and recreational pursuits. They’ll not only be happier and healthier but find that they’ve gained competitive advantages. This report looks at the varied benefits of play and outlines the impediments to play in our always-on culture. We spotlight how companies are injecting the idea of play into their business models, how marketers are advocating for adult play in their messaging, and how people feel about the role of play in their lives. METHODOLOGY All of our trend reports are the result of quantitative, qualitative and desk research conducted by JWTIntelligence throughout the year. Specifically for this report, we conducted a quantitative study in the U.S. and the U.K. using SONAR™, JWT’s proprietary online tool, from May 31-June 4, 2012. We surveyed 503 Americans and 503 Britons aged 18-plus. In addition, we interviewed four experts and influencers in the areas of creativity and play. EXPERTS AND INFLUENCERS* ALLISON ARDEN, BERNIE DEKOVEN, VP/publisher, Advertising Age, and game designer, fun theorist and author, author, The Book of Doing: Everyday The Well-Played Game Activities to Unlock Creativity and Joy STUART L. BROWN, M.D., AUSTIN KLEON, founder, National Institute for Play, and artist and author, Steal Like an Artist: author, Play: How It Shapes the Brain, Opens 10 Things Nobody Told You About the Imagination, and Invigorates the Soul Being Creative *See Appendix to learn more about these experts and influencers. 3
  • 4. PLAY AS A COMPETITIVE ADVANTAGE Adults will increasingly adopt for themselves the revitalized idea that kids should have plenty of unstructured play to balance out today’s plethora of organized and tech-based activities. In an age when people feel they can’t spare time for pursuits that don’t have specific goals attached, there will be a growing realization that unstructured time begets more imagination, creativity and innovation—all competitive advantages. The advantage of a playful person or a playful company process is that they’re much more nimble. They’re really able to enter a competitive scene with lightness and with an ability to respond wisely to the challenges. And if there is otherwise a sense of nonplay, there often is a kind of fixed and rigid and semicompulsive way of problem solving — which doesn’t work nearly as well as if there is this ability to give and take with the circumstances.” —STUART BROWN, founder of the National Institute for Play Image credit: asterix611 4
  • 5. PLAY AS A COMPETITIVE ADVANTAGE WHAT WE’LL COVER (cont’d.) (cont’d.) Defining play: This report defines play in its purest sense, as recreational activity. Play is about doing something simply for the fun of it—no scores or goals attached. No rules and no guidelines. In fact, play is purposeless. To ascribe purpose takes the joy out of it. Play is “a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’ but at the PROPERTIES OF PLAY same time absorbing the player intensely and utterly.” Apparently purposeless: Done for —Dutch historian JOHAN HUIZINGA, Homo Ludens its own sake. Voluntary: It is not obligatory or The problem is that to insist on [play’s] benefits required by duty. risks violating the spirit, if not the very meaning, Inherent attraction: It’s fun, and it of play. … One plays because it’s fun to do so, not makes us feel good. because of any instrumental advantage it may yield. The point Freedom from time: When fully isn’t to perform well or to master a skill, even though those engaged in play, we lose a sense of the things might end up happening. … Play, then, is about process passage of time. not product. It has no goal other than itself. And among the external goals that are inconsistent with play is a deliberate Diminished consciousness of self: We stop worrying about whether we look effort to do something better or faster than someone else. good or awkward, smart or stupid. If you’re keeping score—in fact, if you’re competing at all— then what you’re doing isn’t play.” Improvisational potential: We’re not —author and lecturer ALFIE KOHN, “The Point of Play Is locked into a rigid way of doing things That It Has No Point,” Big Think, Dec. 3, 2011 and are therefore open to serendipity and chance. The result? We stumble on new behaviors, thoughts, strategies, Play is one of those things we tend to take for movements or ways of being. granted until we miss it. It is much like breathing or Continuation desire: We desire to dreaming in the way it fits seamlessly, invisibly, into keep doing it, and the pleasure of the a healthy life. It is a natural capacity of the human mind. As with experience drives that desire. breathing, we do it effortlessly. And as with dreaming, while we can be totally immersed in play, we often forget about it when Derived from Play, by Stuart Brown, we are done. To try to find the point in play is to miss the point M.D., founder of the National Institute for Play, with Christopher Vaughan of it. Play, after all, has no point; it’s purposeless.” —MARK EPSTEIN, M.D., “Play’s the Thing,” O, The Oprah Magazine, May 2002 An essential component of play is its frivolity; biologists generally use phrases like ‘apparently purposeless activity’ in their definitions of play.” —ROBIN MARANTZ HENIG, “Taking Play Seriously,” The New York Times, Feb. 17, 2008 5
  • 6. BENEFITS OF PLAY From an evolutionary standpoint it may seem a wonder that play takes place at all. As a New York Times writer put it, “It all seems incredibly wasteful, and nature does not usually tolerate waste.” But play has persisted and remains an intrinsic human activity, as natural as dreaming. “It’s something very fundamental for the well-being and development and maintenance of good things within the human spirit and body,” says Stuart Brown, founder of the National Institute for Play. The trouble is, in many parts of the world, we’ve developed a culture in which adults are pushed to age out of play. Our research found that 53% of American and British adults feel they don’t do things “just for fun” anymore, and 51% find it difficult to be creative and playful in their everyday lives. (See Figure 1A; for country breakdowns, see Appendix, Figures 1B-C.) Play isn’t a luxury—it’s a necessity. Play is as important to our physical and mental health as getting enough sleep, eating well and exercising. Play teaches us how to manage and transform our ‘negative’ emotions and experiences. It supercharges learning, helps us relieve stress and connects us to others and the world around us. Play can also make work more productive and pleasurable.” —GINA KEMP, MELINDA SMITH, BERNIE DEKOVEN and JEANNE SEGAL, “Play, Creativity and Lifelong Learning: Why Play Matters for Both Kids and Adults,” Helpguide.org, February 2012 Image credit: Criss Cross Circus 6
  • 7. BENEFITS OF PLAY (cont’d.) For many, adulthood means mastering the art of maximizing FIGURE 1A: productivity and responsibility. This mindset relegates No time for play “pointless” activity to the realm of children; activities that Percentage of American and British adults who agree don’t contribute directly to a greater goal are seen as not Millennials (18-34) Gen X (35-47) Boomers (48-67) worth pursuing. The paradox is that we need to embrace play if we’re to compete successfully in today’s fast-paced and 53 I don’t feel like ever-shifting world. No matter which way you slice it, life is I have time for play 55 50% just for fun’s sake made better through play. 41 According to evolutionary biologist Marc Bekoff, play is in 58 essence a dress rehearsal for the unexpected. He believes I feel like I don’t do that it builds “mental suppleness and a broader behavioral things “just for fun” 57 53% anymore vocabulary” in animals, as The New York Times explains it, 44 helping them to achieve success (e.g., find food or a mate). From building stronger relationships to sharpening problem- 47 54 I find it difficult to be solving skills, play is a natural antidote to an array of modern- creative and playful in 55 51% day ills that affect us across life stages. my everyday life 44 Taking a break from goal-oriented behavior recharges us, especially during times of stress. Mental downtime—shooting There’s this certain confidence that hoops, doodling, dancing and so on—permits our minds to comes from unstructured play. It’s wander, and subsequently to make the leaps that help us like, ‘I don’t know what I’m doing. generate new ideas or crack problems we’ve been puzzling over. Indeed, almost two-thirds of our survey respondents It just feels good. I’m just following agreed that the most playful people they know are the best this thing until it tells me where problem solvers; Americans (68%) were more likely to say so it’s going.’ A lot of people can’t deal with that than Britons (61%). because the whole world tells you, when you go to As psychiatrist Mark Epstein puts it, “Play brings balance to our kung fu lessons or violin practice or whatever you emotional lives. … [It] helps us make sense of our worlds.” do, at the end of it you’re supposed to be better. And the whole thing about creative work is that Play helps to spur more creative ideas. Stepping back from you just don’t know what’s going to happen ’cause a problem and engaging in fun, unrelated activities—letting you can’t guarantee that you’re going to have a the problem marinate in the subconscious until all the components have become integrated—tends to result in final product.” —AUSTIN KLEON, artist and author of Steal Like an Artist better, bolder solutions than what’s typically generated when we’re unable or unwilling to give ourselves time to play. Look at life without play, and it’s In solo play, we can find new inspirations or motivations that not much of a life. If you think of make us more productive in everyday life. And through the give all the things we do that are play- and take of play with others, we learn how to better navigate related and erase those, it’s pretty our complex social worlds. Play helps us reduce fear and embarrassment around social interactions and build trust and hard to keep going. [Without play,] bonds with people. And by providing a controlled environment there’s a sense of dullness, lassitude and to engage in risk-taking behavior—animals, for instance, play pessimism, which doesn’t work well in the fight while the stakes are low—play makes it easier to act world we live.” —STUART BROWN, founder of the boldly (e.g., throwing out that far-flung idea during a meeting). National Institute for Play 7
  • 8. BENEFITS OF PLAY (cont’d.) PLAY IS WHAT THE DOCTOR ORDERED WORK BENEFITS • Triggers creativity and innovation • Increases energy and helps to • Keeps you functional under stress prevent burnout • Refreshes your mind and body • Makes you more happy, flexible and resilient • Encourages teamwork • Increases productivity • Helps you see problems in new ways SOCIAL BENEFITS EMOTIONAL/MENTAL • Increases trust BENEFITS • Strengthens group bonds • Brings happiness • Builds empathy • Improves problem- • Builds compassion solving skills • Generates capacity • Teaches perseverance for intimacy • Fights off burnout • Builds more meaningful connections • Provides clarity • Fosters cooperation • Builds confidence and teamwork • Promotes serenity, • Teaches social skills calm and relaxation through give and take • Fights loneliness, isolation, • Builds motivation anxiety and depression • Fosters creativity • Increases sense of community • Brings joy, vitality and resilience to relationships • Heals resentments and disagreements Source: Gina Kemp, Melinda Smith, Bernie DeKoven and Jeanne Segal, “Play, Creativity and Learning: Why Play Matters for Both Kids and Adults,” Helpguide.org, February 2012 Through play, an individual avoids what We’re living in a world that [Patrick Bateson, a Cambridge University is changing so quickly. Things biologist and prominent play scholar] that were the right answer are called the lure of ‘false endpoints,’ a problem-solving no longer necessarily the right style more typical of harried adults than of playful answer. And so we need to be youngsters. False endpoints are avoided through play, able to explore the possibilities and be open. Bateson wrote, because players are having so much If we can bring play more into our adult lives, fun they keep noodling away at a problem and might start moving our creativity into our adult well arrive at something better than the first, good- lives, there are some great benefits to that.” enough solution. ” —ROBIN MARANTZ HENIG, “Taking Play —ALLISON ARDEN, publisher of Advertising Age Seriously,” The New York Times, Feb. 17, 2008 and author of The Book of Doing 8
  • 9. IMPEDIMENTS TO PLAY Who doesn’t want to function better and live a happier, more well-rounded life? Given evidence to suggest that we’re actually hardwired for play, why is it that we’ve squeezed play out of our adult lives? To paraphrase Keith Johnstone, the famed improvisational theater coach, perhaps we’ve got the whole framework backward: Why do we think of “children as immature adults” rather than “adults as atrophied children”? As we age, the impediments to play are plenty. The common denominator is today’s always-on culture, which values productivity over playfulness and leaves little time or space to play just for the sake of it. Sure enough, half our survey respondents said they don’t have time for play just for fun’s sake. (See Figure 1A; for country breakdowns, see Appendix, Figures 1B-C.) I think there is an assembly-line [Our culture] is not really what I mentality that if you don’t keep the would call conducive to play, so assembly line moving, if you don’t you’d have to make a conscious keep having very specific guidelines choice to have fun, and that’s as to work output, if there isn’t a very hard. And oddly enough, it clock to punch, people aren’t going to get takes a lot of discipline, because you have to things done. And I think that wise management give yourself permission.” transcends that.” —STUART BROWN, founder of the —BERNIE DEKOVEN, game designer, National Institute for Play fun theorist and author Image credit: amrufm 9
  • 10. IMPEDIMENTS TO PLAY (cont’d.) Quantifiable me: Thanks in part to technology, we’ve become FIGURE 2A: accustomed to measuring or tracking almost every aspect of our Impediments to play lives, from how much we sleep and exercise to “checking in” to Percentage of American and British adults who agree restaurants and sharing meal photos online. Almost everything Millennials (18-34) Gen X (35-47) Boomers (48-67) is linked to a quantifiable or “productive” goal, whether it’s a faster run or a Foursquare badge. Sixty-two percent of American 74 Everything in my life and British adults agreed that “everything in my life seems seems to have a goal 62 62% attached to it today to have a goal attached to it today”; the measure-everything 49 Millennials (74%) were more apt to say this than Gen Xers (62%) and Boomers (49%). 77 I always feel like something is coming GTD syndrome: While there’s nothing wrong with “Getting at me that I have to 75 72% take care of Things Done,” as David Allen, an authority on personal and 63 organizational productivity, calls it in a book by that name, it becomes a point of concern when productivity is prized over With mobile phones, 47 73 texting, social play most or all of the time. Indeed, 72% of our U.S. and U.K. networking, emailing, 74 71% etc., it’s rare that we survey respondents agreed that “I always feel like something are ever truly alone with our own thoughts 65 is coming at me that I have to take care of.” In becoming hyper-efficient machines with a checklist mentality, we are Over the years, squashing a basic human instinct. 47 72 my day to day has become more structured and less 75 68% Life in real time: Our computer and phone screens provide free flowing or creative 58 a constant stream of real-time information, images and conversations, instilling a sense of urgency (often a false one). In this reactive, must-attend-to-now culture, first The question that drives [Millennials’] solution trumps best solution—which often comes with time, space and play. As John Cleese has said, feeling the need to work is ‘What do I need to respond make quick, confident decisions all the time is actually “the to?’ rather than ‘What should I create most effective way of strangling creativity at birth.” today?’ They swat emails that fly at them, sit in meetings that they unthinkingly agreed to two Vanquished boredom: In the past, boredom often led us to play, but today we seek out instant gratification whenever months earlier, take phone calls seeking their we’re unoccupied. In theory, we never have to be bored approval or advice. But they don’t build. They don’t in today’s hyper-connected society. Television provides a sit and think.” —PRIYA PARKER, founder of visioning and marathon of content, and our smartphones and tablets—fully strategy firm Thrive Labs, CNN.com, March 2012 charged with Netflix, YouTube and endless apps—are rarely more than an arm’s distance away. A world of entertainment is always waiting. THE TOP 4 THINGS U.S. AND U.K. ADULTS DO WHEN THEY HAVE FREE TIME Even when we don’t seek to vanquish any hint of boredom, the near constant blinking, buzzing, alerts and notifications coming from our digital devices have made prolonged moments of solitude a rarity. Seven in 10 of our American 70% Watch TV 59% Spend time on the computer and British respondents admitted that “with mobile phones, texting, social networking, emailing, etc., it’s rare that we’re 58% Read 56% Listen to music See Appendix, Figures 5A-C, to find out what else Americans and every truly alone with our own thoughts.” (See Figure 2A; for Britons do when they have free time. country breakdowns, see Appendix, Figures 2B-C.) 10
  • 11. IMPEDIMENTS TO PLAY (cont’d.) Our instant gratification lifestyle comes at the cost of uninterrupted time and space, key components of getting into the play state. By filling each free minute with bits of connectivity, we relinquish any downtime we might devote to play. The adultification of kids’ play: In today’s hyper-competitive world, many children are being forced to grow older at a younger age. Well-intentioned adults are systematically redefining play for kids, pushing them into organized activities (piano lessons, language classes, sports leagues) and educationally oriented play activities (automated learning toys and e-books). Opportunities for imaginative play and simply getting dirty are fewer and farther between, hindering Play is just a natural thing that animals development of the cognitive, social, problem-solving do, but somehow we’ve driven it out and intellectual skills that early childhood play fosters. of kids.” —KATHY HIRSH-PASEK, developmental psychologist at Temple University, The New York Times, Jan. 5, 2011 RE-EXPERIENCING FIGURE 3A: PLAY AS A PARENT Playtime with children Percentage of American and British adults who agree Are adults with kids more or less likely to indulge Dads Moms in play? On the one hand, having children means I’m inspired by how less free time, but on the other hand, it can spur creative my children 87 are when they play a return to carefree play. 94 Our research found that, not surprisingly, the Playing with my children is fun; how 87 parents we surveyed have significantly less time often do you get to be completely childlike? 94 to play than those without kids: a mean of 3.7 hours vs. 5.8 hours on a typical weekday and 5.5 When playing with my 90 hours vs. 8.1 hours for the child-free on a typical children, I try to be in the moment weekend. But while parenthood leaves little time 92 to unwind, 9 in 10 parents we surveyed said they Sometimes, when I am are inspired by the creativity of their children playing with my children, 65 I am thinking of everything when they play and that playing with their kids is else I need to do or 75 should be doing a fun chance to be completely childlike. Though I’d never admit it out loud, it’s hard for me 64 It seems to be easier for men to tune out to tune out my everyday everyday worries while playing with kids, while worries and have playtime 70 with my children women are more likely to feel distracted: Three- Sometimes playing 64 quarters of mothers say they’re sometimes with my children feels thinking about everything else they should be like a responsibility 60 doing, compared with about two-thirds of fathers. And 70% of women said it’s hard to tune out 43 I don’t have time to everyday worries during playtime vs. 64% of play with my children 37 men. (For country breakdowns, see Appendix, Figures 3B-C.) 11
  • 12. MANIFESTATIONS Play in the business model: Recognizing the benefits of play, some high-profile companies inject play into their employees’ lives, beyond simply outfitting workplaces with basketball courts or pool tables. • Google, 20% time: Google famously gives its engineers one day a week to work on passion projects not specifically linked to their job descriptions. Gmail and Google News came out of 20% time, validating the idea that letting employees play with ideas and pursue projects just for fun makes business sense. Other companies have found inspiration in Google’s policy. Australian software company Atlassian, for example, has instituted 20% time for engineers, as well as quarterly FedEx Days for its developers: They spend 24 hours working on anything of interest, with a slant toward Atlassian’s products, starting on a Thursday afternoon and unveiling the results to co-workers the following Friday afternoon (the overnight turnaround gave rise to the name FedEx Days). • Twitter, Hack Week: Once a quarter, Twitter sets aside a week for its engineers to pursue projects outside the scope of their day-to-day work. With little direction from higher-ups, employees can be as creative as they’d like. The results have included various new products and features. Image credit: B.K. Dewey 12
  • 13. MANIFESTATIONS (cont’d.) WHAT WE’LL COVER (cont’d.) • Hackathons: Whether sponsored or independent, hackathons let programmers collaboratively play around with ideas and approaches without setting any specific goals. The growing popularity of hackathons in the tech world indicates the widespread acceptance of the idea that unstructured exploration is important for growth and innovation in the workplace— corporate, startup or otherwise. • Pixar: Famous for its animated films, Pixar has also become known for playful and creative offices that encourage employees to unwind and play with ideas. In addition to game rooms, there are theme rooms and even hidden rooms; there are open, expansive spaces and more intimate areas, such as a cubicle that’s a tiny house. One goal is to help create “forced collisions” of employees in the building so that ideas can be generated spontaneously. And in addition to job-specific courses, Pixar also offers classes based around fun, pressure-free activities, such as belly dancing. Classes are open to any employee—for example, an accountant can take a sculpting class. • Sketching ideas: Finding that sketches and doodles can simplify the communication of complicated concepts and improve the retention of less interesting information, companies such as Facebook, Zappos and Citrix provide employees with numerous writeable surfaces (whiteboards, chalkboards, etc.). Facebook has taken to coating most of its office walls with dry-erase or chalkboard paint, allowing for a quick sketch at any time. And Zappos has “graphic recorders,” who sketch meeting minutes and other such info in fun, cartoon- like ways. Similarly, JWT’s Brand Toys are unique and playful visualizations of brands’ images— created using quantitative data (from Millward Brown’s BrandZ study) and real-time online buzz— designed to make it easy for users to compare the character and personality of 3,000-plus brands across the world. Image credits: Pixar; Sunni Brown 13
  • 14. MANIFESTATIONS (cont’d.) WHAT WE’LL COVER (cont’d.) Marketers advocating for play: While brands often want to be associated with lightheartedness and fun, a number of recent marketing campaigns have specifically depicted adults putting some play back into their lives. • Kit Kat, “Crane” and Chunky 3 campaign: Last year Kit Kat, which advocates “breaks,” depicted various types of at-work hijinks. “Crane,” from JWT London, is a TV spot showing crane operators at a construction site coordinating wrecking balls to create a giant Newton’s cradle (the suspended metal balls clicking back and forth often seen on executives’ desks). And in a campaign for the Kit Kat Chunky 3, created by JWT Sydney, co-workers play various games: juggling bricks, practicing golf trick shots. Consumers could also submit their own creative work breaks for a chance to win prizes. • Cheetos, “Take a Cheetos break”: In this U.S. campaign, store employees relax in a fort built out of mattresses, sales associates at a music store repeatedly play “Chopsticks” on a piano, and construction workers have a mini dance party in a house they’re building. These breaks, like the ones in the Kit Kat commercials, are all about taking some time out of the day to simply let loose. • Nike, “Tag”: A prizewinning classic that still resonates today, this commercial was a part of Nike’s 2001 “Play” campaign in the U.S. It shows the mundane morning commute getting a shakeup with a citywide game of tag. When one man becomes “it,” he and everyone he encounters run excitedly from place to place as he searches for someone to tag. It’s a reminder of how much fun can be had from even the simplest game. • Puma, “After Hours Athlete”: An installment of Puma’s “Social” campaign, this spot for the sport and lifestyle brand celebrates those who make the time for fun with an ode to the “After Hours Athlete”—the person who goes out on the town and keeps going until the sun rises. States the Puma Social website’s welcome page: “Forget calorie counting, fitness training, and hydration levels. PUMA Social is all about the playfulness in after-hours sports.” Image credits: Kit Kat; 14 Cheetos; Nike; Puma
  • 15. MANIFESTATIONS (cont’d.) WHAT WE’LL COVER (cont’d.) • Cadbury, “Spots v Stripes”: This two-year campaign, which recently ended, focused on helping Britons rediscover “the spirit of play and lighthearted competition” ahead of the Olympics. British and Irish consumers were encouraged to join a team— either Spots or Stripes—and compete in various competitions and games. The campaign resulted in more than 2.3 million games played and 11 world records broken. • Heineken, Pub Rugby Activation: When Heineken recently sponsored the Dubai Rugby Sevens tournament, the promotional material became a game in itself. Heineken produced 9,000 cardboard coasters that could be turned into rugby balls, while 1,700 tent cards were made in the shape of rugby posts. Instead of just watching rugby, fans could play their own mini-version. • Honda, “Leap List”: In the manifesto commercial for Honda’s “Leap List” campaign, Matthew Broderick, as himself, re-enacts some iconic scenes from Ferris Bueller’s Day Off. Playing hooky from work, Broderick spends the day doing things like playing carnival games, running around with kids in a museum and practicing tai chi on the beach. It seems that while “Bueller” may be middle-aged now, he’s still fueled by a childlike sense of fun and joie de vivre. • Unilever, “Dirt is good”: This 2008 campaign for detergent brands Persil, Skip, Via and Omo emphasizes that play makes us human. One commercial begins with a sullen robot inching its way out of a house and into the backyard. Timidly at first, it begins to interact with the leaves and grass, gradually transforming into a boy as it romps around. When a summer rain begins to fall, the robot runs to jump and splash in the mud, eventually becoming entirely human. Image credits: Heineken; Honda; Unilever 15
  • 16. MANIFESTATIONS (cont’d.) Play in culture: The concept that play is important for adults can be found in books, research and real-life examples that are all helping to inspire people. • National Institute for Play: Founded by researcher Stuart Brown, this California-based institute is “committed to bringing the unrealized knowledge, practices and benefits of play into public life.” Brown emphasizes, for instance, that play creates new connections between neurons and disparate brain centers, and that engaging in activities such as puzzles and reading may significantly reduce one’s chances of developing Alzheimer’s disease. Brown and Christopher Vaughan also explore the topic in their book, Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul. • Austin Kleon, Steal Like an Artist: 10 Things Nobody Told You About Being Creative: Kleon, an artist, outlines ways to become more innovative and creative. One key is creating the time and environment to play with ideas free of distractions or mundane responsibilities. Among other things, Kleon also emphasizes the importance of physical movement to kick- start our minds into action (something that Stuart Brown also advocates) and making the time for side projects, which can often lead to one’s best ideas. • Allison Arden, The Book of Doing: Arden lists a number of ideas and activities to fire up the imagination, including some things we used to do as kids (e.g., recapturing a favorite childhood activity or building something out of natural material). Arden’s reasons for writing the book included a desire to live life more fully and to reignite her creativity. In the process, she began to thrive on the “freedom and energy” that resulted from playful activities, which in turn influenced her creativity and efficiency at work. • Steve Jobs’ calligraphy course: Mentioned during his 2005 commencement speech at Stanford University, Jobs’ famous foray into calligraphy as a college dropout helped helped influence the Apple co-founder’s aesthetic sensibilities—ultimately leading to a tech company that’s distinguished by elegant design. Jobs had attended the class purely out of curiosity—for fun, not out of obligation. • “Caine’s Arcade”: This short documentary-turned-viral video recently captured imaginations by demonstrating a child’s playful imagination at work. Nine-year-old Caine spent a summer building an elaborate arcade out of cardboard boxes in his father’s Los Angeles auto parts store, finding ingenious ways to replicate the games he loves. Filmmaker Nirvan Mullick created the film after a chance encounter led to his becoming Caine’s first customer at the arcade, showing the benefits of being open to inspiration anywhere. In June, Caine participated in “JWT Junior Worldmakers: What Three Kids Can Teach Us About Creativity, Business, and Imagination,” a seminar at the Cannes Lions International Festival of Creativity that focused on the importance of raw creativity. “We all were born creative. But through the process of growing up, we lose our unfiltered imagination and the fearlessness that makes us kids,” said Jeff Benjamin, JWT’s chief creative officer in North America. Image credits: Austin Kleon; Allison Arden; Caine’s Arcade 16
  • 17. WHAT IT MEANS There’s a real desire to see unstructured play extend from childhood well into adulthood. Nine in 10 American and British adults agreed that “play should not only be a part of children’s lives but adults’ lives, too.” No wonder: There’s a wistfulness and nostalgia attached to play and everything that it suggests, with 78% saying they wish they could recapture some of the imagination, fun and creativity of childhood and 74% saying they miss being able to play like a child with no rules, boundaries or restrictions. (See Figure 4A; for country breakdowns, see Appendix, Figures 4B-C.) Society has become so automated and results-oriented that most of us don’t have the time or inclination to take forays outside the structured framework. But in a quickly changing world, people who aren’t afraid to rewrite the rules or rethink the status quo are those who get ahead. Explains Allison Arden: “When you go through the shorthand of creating things based on what other people have done, you oftentimes miss the opportunity or lose the recognition of what you have the capability of doing yourself.” You need to not know what the end stage is in order to get somewhere new.” —AUSTIN KLEON, artist and author of Steal Like an Artist Image credit: fridayn 17
  • 18. WHAT IT MEANS (cont’d.) Injecting play into everyday life—doing things that bring joy, “Play isn’t just for children. The idea of regardless of how closely these activities are aligned with play is closely related to imagination, an end goal—can help to foster discovery and exploration, inventiveness, and that deep sense both essential for creative economies. “Play is the greatest of absorption. … Read virtually any account of natural resource in a creative economy,” declared Laura Seargeant Richardson, an experience designer at Frog Design, creativity, in the humanities or the sciences, and in a keynote speech at MIT’s Sandbox Summit in 2010. She you’ll find mentions of the relevance of daydreaming, expanded on this in The Atlantic last May: fooling around with possibilities…. The argument here isn’t just that we need to let little kids play so In the future, economies won’t be driven by financial they’ll be creative when they’re older, but that play, capital or even the more narrowly focused scientific capital, but by play capital as well. I predict countries or something quite close to it, should be a part of a that take play seriously, not only nurturing it in education teenager’s or adults’ life, too.” and the workforce but also formalizing it as a national —ALFIE KOHN, author and lecturer, “The Point of Play effort, will quickly rise in the world order. This is not Is That It Has No Point,” Big Think, Dec. 3, 2011 Twister in the boardroom. Rather it’s what Jeremy Levy, FIGURE 4A: a physics professor at the University of Pittsburgh, would call “a highly advanced form of play.” The case for play Percentage of American and British adults who agree Marketers that speak to the value of play are tapping into Millennials (18-34) Gen X (35-47) Boomers (48-67) an innate human desire. Brands can help people reimagine Play should not 87 their world and become more active participants in it through only be a part of play. This may mean helping consumers see their day-to-day children’s lives, 90 90% but adults’ environment through a more playful lens—as Kit Kat has done— lives, too 93 or encouraging people to dial down the constant stream of information, images and digital conversations so they can focus 87 It feels good on real-world doing. to be silly 93 89% sometimes Employers seeking to foster play in business need to move away 88 from product without process—focusing on each layer of the I wish I could problem at hand instead of trying to steamroll through to a recapture 47 81 specific result. The willingness to abandon a creation in favor of some of the imagination, fun 80 78% new, better ideas and solutions, crucial to the play mentality, is and creativity of 74 childhood a key to nurturing innovation in the business world. Sometimes I miss 47 80 being able to play like a child with no rules, 75 74% boundaries and restrictions 66 Never turn down an opportunity to have fun. Have faith in fun. If you’re really enjoying yourself, then entertain the possibility that you might be doing something that’s good for yourself.” —BERNIE DEKOVEN, game designer, fun theorist and author 18
  • 19. APPENDIX: MORE ABOUT OUR EXPERTS/ INFLUENCERS Image credit: niznoz
  • 20. APPENDIX: MORE ABOUT OUR EXPERTS/INFLUENCERS WHAT WE’LL COVER (cont’d.) ALLISON ARDEN, VP/publisher, Advertising Age, and author, The Book of Doing: Everyday Activities to Unlock Creativity and Joy Advertising Age publisher since 2007, Arden is on a mission to raise the value of creativity and help others embrace their personal creativity for success in business and life. Arden and her team have expanded the way Advertising Age serves the community with products and programs including Ad Age’s LookBook, Ad Age on Campus and Ad Age Insights, a new division helping marketers better understand the industry’s changing landscape. Arden also worked with the Effies to create the GoodWorks Effie, which recognizes brands using their platforms to affect positive change. Arden previously served as associate publisher and general manager, interactive, for Advertising Age and Creativity. Prior to joining Crain Communications in 1996, Arden launched 3DDesign magazine and its website as national sales manager. She serves on the board of directors for the American Advertising Federation, Advertising Women of New York and VCU Brandcenter, and was inducted into the AAF’s Advertising Hall of Achievement in 2009. Learn more about her book at bookofdoing.com, and follow Arden on Twitter @allisonarden. STUART L. BROWN, M.D., founder, National Institute for Play, and author, Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul Trained in general and internal medicine, psychiatry and clinical research, Brown first recognized the essential contributions of play to human development by discovering its absence in the life stories of murderers and felony drunken drivers. His years of clinical practice affirmed the importance and need for healthy play throughout the life cycle, and Brown’s evaluations of highly creative individuals revealed the centrality of playfulness to their success and well-being. The National Geographic Society sponsored Brown’s exploration of animal play in the wild, resulting in an Explorer TV program. Brown’s exploration of the evolution and neuroscience of human and animal play have helped to focus a central commitment to bringing the promises and stories of play into general cultural consciousness. He established the National Institute for Play, which aims to establish a new discipline, the Science of Play. The NIFP has produced a three-hour PBS series, The Promise of Play; published a companion book to the PBS film Where Do the Children Play?; and conducted a conference on play science at Stanford University. Learn more about his work at playnovation.com and nifplay.org. BERNIE DEKOVEN, game designer, fun theorist and author, The Well-Played Game DeKoven is a fun theorist, game designer, international lecturer, workshop facilitator, author and award-winning game designer. In his book, The Well-Played Game, he voiced a philosophy of “healthy competition” that was incorporated into the core teachings of the New Games Foundation. He’s a lifetime member of The Association for the Study of Play and winner of the 2006 Ifni-Raynolds award for “outstanding achievement in the field of fun” from the North American Simulation and Gaming Association. He is the author of the deepFUN.com website. AUSTIN KLEON, artist and author, Steal Like an Artist: 10 Things Nobody Told You About Being Creative Kleon is a writer, artist, speaker and New York Times best-selling author. He’s written two books: Steal Like an Artist, an illustrated manifesto for creativity in the digital age, and Newspaper Blackout, a collection of poetry made by redacting newspaper articles with a permanent marker. His art has been called “brilliant” by New York magazine, and The New Yorker said his poems “resurrect the newspaper when everyone else is declaring it dead.” His work has been featured on 20x200.com, NPR’s Morning Edition and PBS’ NewsHour, and in Time, The Atlantic, Forbes and The Wall Street Journal. He’s spoken about creativity, visual thinking and being an artist online for organizations such as Pixar, Google, SXSW, TEDx and The Economist. He lives in Austin, Texas, with his wife, Meghan, and their dog, Milo. Visit him online at austinkleon.com. 20
  • 21. APPENDIX: ADDITIONAL CHARTS Image credit: niznoz
  • 22. APPENDIX: ADDITIONAL CHARTS FIGURE 1B: No time for play (U.S.) Percentage of American adults who agree Millennials (18-34) Gen X (35-47) Boomers (48-67) 51 I don’t feel like I have time for play 58 50% just for fun’s sake 41 57 I feel like I don’t do things “just for fun” 54 51% anymore 43 47 51 I find it difficult to be creative and playful in 54 50% my everyday life 46 FIGURE 1C: No time for play (U.K.) Percentage of British adults who agree Millennials (18-34) Gen X (35-47) Boomers (48-67) 55 I don’t feel like I have time for play 51 49% just for fun’s sake 40 59 I feel like I don’t do things “just for fun” 60 55% anymore 46 47 57 I find it difficult to be creative and playful in 55 52% my everyday life 43 22
  • 23. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 2B: Impediments to play (U.S.) Percentage of American adults who agree Millennials (18-34) Gen X (35-47) Boomers (48-67) 79 Everything in my life seems to have a goal 65 67% attached to it today 56 81 I always feel like something is coming at me that I have to 76 74% take care of 65 With mobile phones, 47 77 texting, social networking, emailing, etc., it’s rare that we 71 72% are ever truly alone with our own thoughts 69 Over the years, 47 72 my day to day has become more structured and less 75 70% free flowing or creative 64 FIGURE 2C: Impediments to play (U.K.) Percentage of British adults who agree Millennials (18-34) Gen X (35-47) Boomers (48-67) 69 Everything in my life seems to have a goal 59 57% attached to it today 42 72 I always feel like something is coming at me that I have to 73 68% take care of 60 With mobile phones, 47 69 texting, social networking, emailing, etc., it’s rare that we 76 69% are ever truly alone with our own thoughts 61 Over the years, 47 72 my day to day has become more structured and less 74 66% free flowing or creative 52 23
  • 24. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 3B: Playtime with children (U.S.) Percentage of American adults who agree Dads Moms I’m inspired by how creative my children 88 are when they play 94 Playing with my children is fun; how 89 often do you get to be completely childlike? 95 When playing with my children, I try to be in 92 the moment 92 Sometimes, when I am playing with my children, 61 I am thinking of everything else I need to do or 73 should be doing Though I’d never admit it out loud, it’s hard for me 61 to tune out my everyday worries and have playtime 71 with my children Sometimes playing 60 with my children feels like a responsibility 58 I don’t have time to 45 play with my children 38 24
  • 25. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 3C: Playtime with children (U.K.) Percentage of British adults who agree Dads Moms I’m inspired by how creative my children 85 are when they play 94 Playing with my children is fun; how 85 often do you get to be completely childlike? 93 When playing with my children, I try to be in 88 the moment 92 Sometimes, when I am playing with my children, 70 I am thinking of everything else I need to do or 77 should be doing Though I’d never admit it out loud, it’s hard for me 68 to tune out my everyday worries and have playtime 69 with my children Sometimes playing 68 with my children feels like a responsibility 64 I don’t have time to 41 play with my children 34 25
  • 26. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 4B: The case for play (U.S.) Percentage of American adults who agree Millennials (18-34) Gen X (35-47) Boomers (48-67) 91 Play should not only be a part of children’s lives, but 90 92% adults’ lives, too 94 90 It feels good to be silly sometimes 96 91% 88 47 85 I wish I could recapture some of the imagination, fun and 80 82% creativity of childhood 82 Sometimes I miss 47 85 being able to play like a child with no 78 78% rules, boundaries and restrictions 71 FIGURE 4C: The case for play (U.K.) Percentage of British adults who agree Millennials (18-34) Gen X (35-47) Boomers (48-67) 84 Play should not only be a part of children’s lives, but 90 88% adults’ lives, too 91 83 It feels good to be silly sometimes 90 87% 87 47 77 I wish I could recapture some of the imagination, fun and 79 74% creativity of childhood 67 Sometimes I miss 47 75 being able to play like a child with no 73 70% rules, boundaries and restrictions 61 26
  • 27. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 5A: Free-time activities (U.S. and U.K.) Percentage of American and British adults who do the following when they have free time Watch TV 70 Spend time on the computer (e.g., Facebook, 59 read blogs, etc.) Read 58 Listen to music 56 Spend time with my family 48 Go shopping 44 47 Go for a leisurely walk 42 Spend time with my friends 41 Do housework or 40 other chores 47 Eat out at a restaurant 38 Play video games or 37 games online Exercise 36 Nap 36 Go to the movies 34 Baking/cooking 32 Gardening 32 Have sex with my partner/spouse 31 Brain puzzles (crossword, Sudoku) 27 Play board games or cards 18 Play sports 16 Photography 16 Crafts (e.g., knitting, sewing, pottery) 15 Write (e.g., journal, diary, poetry) 13 Meditate 11 27
  • 28. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 5B: Free-time activities (U.S.) Percentage of American adults who do the following when they have free time Watch TV 72 Spend time on the computer (e.g., Facebook, 62 read blogs, etc.) Read 57 Listen to music 58 Spend time with my family 50 Go shopping 45 47 Go for a leisurely walk 40 Spend time with my friends 41 Do housework or 38 other chores 47 Eat out at a restaurant 42 Play video games or 44 games online Exercise 37 Nap 43 Go to the movies 38 Baking/cooking 32 Gardening 29 Have sex with my partner/spouse 35 Brain puzzles (crossword, Sudoku) 25 Play board games or cards 21 Play sports 17 Photography 16 Crafts (e.g., knitting, sewing, pottery) 16 Write (e.g., journal, diary, poetry) 15 Meditate 13 28
  • 29. APPENDIX: ADDITIONAL CHARTS (cont’d.) FIGURE 5C: Free-time activities (U.K.) Percentage of British adults who do the following when they have free time Watch TV 69 Spend time on the computer (e.g., Facebook, 55 read blogs, etc.) Read 60 Listen to music 54 Spend time with my family 45 Go shopping 43 47 Go for a leisurely walk 45 Spend time with my friends 41 Do housework or 42 other chores 47 Eat out at a restaurant 33 Play video games or 30 games online Exercise 35 Nap 29 Go to the movies 30 Baking/cooking 31 Gardening 35 Have sex with my partner/spouse 27 Brain puzzles (crossword, Sudoku) 29 Play board games or cards 15 Play sports 15 Photography 16 Crafts (e.g., knitting, sewing, pottery) 15 Write (e.g., journal, diary, poetry) 11 Meditate 8 29
  • 30. JWT: JWT is the world’s best-known marketing communications brand. Headquartered in New York, JWT is a true global network with more than 200 offices in over 90 countries employing nearly 10,000 marketing professionals. JWT consistently ranks among the top agency networks in the world and continues a dominant presence in the industry by staying on the leading edge—from producing the first-ever TV commercial in 1939 to today, developing award-winning branded content for brands such as Johnson & Johnson, Diageo’s Smirnoff, Macy’s, Ford and HSBC. JWT embraces a “worldmade” philosophy, making things inspired by the world through blending technological innovation with international imagination. JWT has forged deep relationships with clients including Bayer, Bloomberg, Brand USA, Cadbury, Diageo, DTC, Ford, HSBC, Johnson & Johnson, Kellogg’s, Kimberly-Clark, Kraft, Nestlé, Nokia, Rolex, Royal Caribbean, Schick, Shell, Unilever, Vodafone and many others. JWT’s parent company is WPP (NASDAQ: WPPGY). JWTIntelligence: JWTIntelligence is a center for provocative thinking that is a part of JWT. We make sense of the chaos in a world of hyper-abundant information and constant innovation—finding quality amid the quantity. We focus on identifying changes in the global zeitgeist so as to convert shifts into compelling opportunities for brands. We have done this on behalf of multinational clients across several categories including pharmaceuticals, cosmetics, food, and home and personal care. Play As a Competitive Advantage CONTACT: Written by Jessica Vaughn Ann M. Mack Nicholas Ayala 212-210-7378 ann.mack@jwt.com Editor Marian Berelowitz @annmmack Director of trendspotting Ann M. Mack Jessica Vaughn Contributors Will Palley 212-210-8583 466 Lexington Avenue jessica.vaughn@jwt.com Sarah Siegel New York, NY 10017 @jess_vaughn SONAR™ Mark Truss www.jwt.com | @JWT_Worldwide Heather Tramposch Nicholas Ayala www.jwtintelligence.com | @JWTIntelligence 212-210-8523 Design Peter Mullaney nicholas.ayala@jwt.com www.anxietyindex.com | @AnxietyIndex @nickbayala Marian Berelowitz 212-210-7378 marian.berelowitz@jwt.com @melonbee © 2012 J. Walter Thompson Company. All Rights Reserved.