We recently encountered this insightful piece on new types of social media marketing. The newly emerging form of marketing invites online interactively engaged play between marketers and consumers. One of the differences with this novel approach is that it is not predominantly top-down, attempting to fully foresee and plan; rather, it places greater reliance on a more open-ended, risk-laden process itself, akin to improvising.
It got us to thinking about play and creativity.
As we observe in Innovating Minds:
“Play provides us with brief times in-between that encourage a “re-set” or refreshing of our mental landscapes and a release of tension and an invitation to participation. Humor and creativity are significantly positively associated with one another, in part reflecting shared characteristics such as risk taking, insight, cognitive flexibility with mild positive affect, and surprise. Playful imaginative exploration—including in virtual online environments—may provide an impetus for creativity and act as a space that can welcome and sustain ambiguity and may stimulate nonroutine abstract learning in teams and organizations.”
Or to quote organizational theorist and professor James G. March:
“A strict insistence on purpose, consistency, and rationality limits our ability to find new purposes. Play relaxes that insistence to allow us to act ‘unintelligently’ or ‘irrationally,’ or ‘foolishly’ to explore alternative ideas of possible purposes and alternative concepts of behavioral consistency. And it does this while maintaining our basic commitment to the necessity of intelligence.”
Goal-guided behavior is not incompatible with spontaneity. The creative process, under some circumstances, can itself be seen as a deep interweaving of the thoughts of multiple individuals in different roles. Play and learning can be emergent ambiguity-laden processes which can evoke a form of meaning-making/meaning guided turn-taking to which each participant contributes questions as well as answers. Oftentimes, we make and find meaning as we go.
John A. Deighton & Leora Kornfeld. (2014). Beyond Bedlam: How Consumers and Brands Alike Are Playing the Web. GfK Marketing Intelligence Review, 6, no. 2, pp. 28–33.
James G. March (1976). The technology of foolishness. In March, J. G. & Olsen, J. P. (Eds., pp. 69–81). Ambiguity and Choice in Organizations. Bergen, Norway: Universitetsforlaget.
Jessica Mesmer-Magnus, David J. Glew, & Chockalingam Viswesvaran, (2012). A meta-analysis of positive humor in the workplace. Journal of Managerial Psychology, 27, pp. 155–190.
Noel Murray, Harish Sujan, Edward R. Hirt, & Mita Sujan (1990). The influence of mood on categorization: A cognitive flexibility interpretation. Journal of Personality and Social Psychology, 59, pp. 411–425.