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Serious play

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

Improv theater as a method for enhancing public communication

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

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

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

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

Impact edit

While the concept of "serious play" may sound like an oxymoron, it is the dual nature of the concept that makes it powerful. It is play with a purpose and intentionality that goes beyond simply having fun.[13][21][22][23] The serious aspect requires a degree of focus on a task or challenge, while the play aspect emphasizes imagination and toying with boundaries. Together, these seemingly juxtapose components are able to foster a deeper engagement – also known as a state of flow[24] where participants lose track of time and their inner critique. Being intentful also enables us to better tolerate the ambiguity and uncertainty that characterizes many of the problems modern organizations face.

Using play as a way to develop adaptive human potential is not new.[25] In "Product Design and Intentional Emergence facilitated by Serious Play", Mabogunje et al.[26] summarize that "play has:

  • The cognitive benefit of drawing on the imagination to develop new insight.[27][28]
  • The social benefit of developing new frames for interaction.[29]
  • The emotional benefits of providing positive affective associations as well as a safe context in which to take risks, to try on new roles, and to explore new potential forms of practice.[30]
  • The tendency to lose sense of time and engrossment resulting in increased involvement"[24][31]

Through their non-judgmental and cross sector/hierarchy communicative approaches, serious play methods allow for solutions and connections to emerge that more rigid traditional methods had missed.

There exists an array of serious play methods – from "energizers" to prototyping methods and from open-ended, emergence-oriented interventions to goal-achievement-oriented interventions (e.g. gamification) – all of which offer different affordances in terms of knowledge creation, sharing, and conversion.[32]

Characterizing different methods edit

Table 1 below characterizes five types of serious play methods, that are reoccurring in the academic literature, according to the following five parameters:

 
Wheel of Knowledge

Purpose/rational: What is the purpose of applying the method?

Role(s) of the participant(s): Do the participants work individually or in teams? Which types of roles/activities do they engage in?

Level of Materiality: Does the method typically involve physical artifacts? Are the meaning of these literal or metaphorical? Or, in contrast, is the intervention typically delivered through a digital/virtual game or an incentive structure?

Degree of structure: Is the method explorative/open-ended? Does it allow for emergence? Or is there a "one best way" of doing the activity? Is there a quantifiable output?

Phase applicability: In which of the phase(s) mentioned in the Wheel of Knowledge[32] is this method applicable? (Socialization, Externalization, Internalization, and/or Combination).

Serious play method Purpose Role(s) of participant(s) Materiality Degree of structure Phase applicability References
LEGO Serious Play To access and make knowledge, wisdom, and perspectives shared through model construction and storytelling. To facilitate a constructive dialogue (ideate, reflect, and strategize) about a given topic/ issue. Participants take on roles as: individual builder, storyteller, active listener, co-constructor of physical models and metaphorical meaning. Non-competitive. The physical constraints of the building system puts emphasis on metaphors and meaning-making and takes pressure off making something that resembles. Material and metaphorical Semi structured: Facilitated, structured process and turn taking. Process does allow for pursuing new directions as new knowledge emerge. Participants build and tell in response to prompt, there is however no right or wrong answer – the model is their interpretation. Exploration, socialization, ideation, innovation (Roos & Victor, 1999) (Mabogunje et al., 2008) (Gauntlett & Holzwarth, 2006)
Low fidelity prototyping To engage participants in generating, sharing, and maturing ideas through constructing, explaining, and refining low fidelity prototypes. Participants take on roles as: individual builder, storyteller, active listener. Non-competitive, though participants may feel self-conscious about their drawing or building skills. Highly material and literal Semi structured: Facilitated, structured process and turn taking. However, the process allows for pursuing new directions as new knowledge emerge. Exploration, socialization, ideation, innovation (Schulz et al., 2015) (Sanders & Stappers, 2008) (Von Hippel, 2006)
Role-play / improv To practice thinking and (inter)acting improvisational, understanding visceral reactions, suspending judgment, and going with a situation as it develops through unrehearsed open-ended scenarios. Participants are impromptu storytellers as they act out their interpretation of the prompt, through using their body-language, mimic, voice, humor, gesticulation, etc. Audience when other participants are performing. Non-competitive, though participants often feel self-conscious when pushing their comfort zone. Generally immaterial, but can include props Low degree of imposed structure, Explorative in nature, Open-ended within the contextual prompt given and adhering to the rules of improv: say "yes and...", make statements, agree to the premise proposed, blurt out what comes to mind, whatever happens is right (Robson, 2015) [33][34] Exploration, socialization (Boess, 2006) (Thoring & Mueller, 2012) (Lloyd-Smith & Meyerson, 2015)
Simulations To practice task-specific interactions with people and/or technologies by simulating scenarios in risk-free educational environments (physical or virtual). Participants are the main character of their own mission. Can be individual or collaborative (team based). Performance may be rated comparatively to personal best or that of other individuals. Virtual (e.g. virtual reality) or material (taking place in the physical world) Structured: goals and desired outcomes are predefined. Room to experiment with ways of doing the task. Learning by doing. Internalization (learning), socialization (if done in groups) (Colella, 2000) (Rieber, 1996) (Aldrich, 2005)
Gamification To incentivize productivity and/or behavior change through competition and/or a game-like reward- structure Participants strive to achieve the goals outlined to obtain rewards and reinforcing, positive feedback. This can be individually or collaboratively. Typically competitive (against personal best or other participants/teams) Immaterial (e.g. company incentive structure) or virtual (e.g. game or app) Highly structured: "one best way", desired goals and outcomes are predefined. May appear open-ended to the participant, however, structure is imposed through the underlying game algorithms or company policies (incentives). Optimization, exploitation (Jagoda, 2013) (Millen, DiMicco, & Street, 2012) (Muntean, 2011)

Workshops will often use multiple serious play methods to complement each other and allow participants to explore different applicability phases of the challenges they face.

See also edit

References edit

  1. ^ "Lego Official Serious Play Site".
  2. ^ Gauntlett, David (2007). Creative explorations: new approaches to identities and audiences. Routledge. ISBN 978-0415396592.
  3. ^ Stephenson, William (1988). Play Theory of Mass Communication (revised ed.). Transaction Publishers. ISBN 9780887387050.
  4. ^ Terr, Lenore (2000). Beyond Love and Work: why adults need to play. Touchstone. ISBN 978-0684863160.
  5. ^ James Paul Gee (2004). What Video Games Have to Teach Us About Learning and Literacy.
  6. ^ Kane, Patrick (2005). The Play Ethic: a manifesto for a different way of living. Pan. ISBN 9780330489300.
  7. ^ Schrage, Michael (2000). Serious Play: How the World's Best Companies Simulate to Innovate. Harvard Business School Press. ISBN 9780875848143.
  8. ^ "The Design Thinking Process". ReDesigning Theater. Retrieved June 21, 2016.
  9. ^ Kristiansen; Rasmussen (2014). Building A Better Business: Using The Lego Serious Play Method. Wiley. ISBN 978-1118832455.
  10. ^ Burgi; Victor; Lentz (2004). "Modeling how their business really works prepares managers for sudden change". Strategy & Leadership. 32 (2): 28–35. doi:10.1108/10878570410525106.
  11. ^ Sorensen; Spoelstra (2012). "Play at Work: continuation, intervention, and usurpation". Organization. 19 (1): 81–97. doi:10.1177/1350508411407369. S2CID 143679779.
  12. ^ Aliya Sternstein (June 29, 2016). "Check out the US military's sandbox of silly-putty that predicts disasters and war". Defense One.
  13. ^ a b Evans; Palmer (1989). "Intergroup Encounters of a Different Kind: the experiential research model". Studies in Higher Education. 14 (3): 297–308. doi:10.1080/03075078912331377683.
  14. ^ Dale Mann: Serious Play (1996)
  15. ^ Montesa-Andres; Garrigos-Simon; Narangajavana (2011). "A Proposal for Using Lego Serious Play in Education". Innovation and Teaching Technologies. Springer International Publishing. doi:10.1007/978-3-319-04825-3_10. ISBN 978-3-319-04824-6.
  16. ^ Katie Watson (2011). "Teaching Medical Skills with Improvisation Techniques". Acad. Med. 86 (10): 1260–5. doi:10.1097/ACM.0b013e31822cf858. PMID 21869654.
  17. ^ Mary Anne Peabody (2015). "Building with Purpose: Using Lego Serious Play in Therapy Supervision". International Journal of Play Therapy. 24 (1): 30–40. doi:10.1037/a0038607.
  18. ^ Hubbard, Ruth; Paquet, Gilles. "Cat's Cradling: APEX Forums on Wicked Problems". {{cite journal}}: Cite journal requires |journal= (help)
  19. ^ "University of Foreign Military and Cultural Studies / Red Teaming". University of Foreign Military and Cultural Studies. Retrieved June 21, 2016.
  20. ^ Jacqueline Lloyd Smith; Denise Meyerson (2015). Strategic Play: The Creative Facilitator's Guide. Wordzworth Publishing. ISBN 978-1783240258.
  21. ^ Statler; Heracleous; Jacobs (2011). "Serious Play as a Practice of Paradox". Journal of Applied Behavioral Science. 47 (2): 236–256. doi:10.1177/0021886311398453. S2CID 143939406.
  22. ^ Roos; Victor (1999). "Towards a New Model of Strategy-making as Serious Play". European Management Journal. 17 (4): 348–355. doi:10.1016/S0263-2373(99)00015-8.
  23. ^ Rieber; Smith; Noah (1998). "The Value of Serious Play". Educational Technology. 38 (6): 29–37.
  24. ^ a b Csikszentmyhalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper & Row. ISBN 9780060162535.
  25. ^ Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press. ISBN 9780674017337.
  26. ^ Mabogunje; et al. (2008). L. Roosimölder (ed.). "Product Design and Intentional Emergence facilitated by Serious Play". Ds 50: Proceedings of Norddesign 2008 Conference, Tallinn, Estonia, 21.-23.08.2008: 9–18.
  27. ^ Piaget, J. (1951). The Child's Conception of the World. London: Routledge.
  28. ^ Papert, Seymond (1996). The Connected Family. Atlanta: Longstreet Press. ISBN 9781563523359.
  29. ^ Vygotsky, L.S. (1978). Mind in Society: The development of higher psychological processes. Cambridge, MA: Harvard University Press. ISBN 9780674576292.
  30. ^ Bateson, G. (1972). Steps to an Ecology of Mind (PDF). Northvale NJ: Jason Aronson Inc.
  31. ^ Mainemelis, C. (2001). "When the Muse takes it All: A model for the Experience of Timeliness in Organizations". Academy of Management Review. 26 (4): 548–565. doi:10.5465/amr.2001.5393891.
  32. ^ a b Jensen, Camilla; et al. (2016). "Play is the Proper Prescription for Entrepreneurship". {{cite journal}}: Cite journal requires |journal= (help)
  33. ^ Tina Fey (2011). Bossypants. New York: Little, Brown and Co. ISBN 9781609419691.
  34. ^ "Putting the rules of improv to work". MPD Adventures. June 30, 2014. Retrieved June 21, 2016.

serious, play, term, serious, play, refers, array, playful, inquiry, innovation, methods, that, serve, vehicles, complex, problem, solving, typically, work, related, contexts, lego, serious, play, best, known, examples, however, serious, play, methods, also, i. The term serious play refers to an array of playful inquiry and innovation methods that serve as vehicles for complex problem solving typically in work related contexts Lego Serious Play 1 is one of the best known examples however serious play methods also include improv theater role play exercises low fidelity prototyping as well as certain simulations and gamification interventions etc Improv theater as a method for enhancing public communicationIn recent years an increasing body of academic and popular literature have argued that being in a playful mode engaging in playful processes and applying a playful open mindset can foster creativity and innovation as it emphasizes possibilities freedom and process versus outcome self consciousness responsibility and shame According to Gauntlett 2007 2 The non judgmental environment of play it is claimed is more likely to foster surprising and innovative ideas see Stephenson 1998 3 Terr 2000 4 Gee 2004 5 Kane 2005 6 The term serious play was popularized with the publication of Michael Schrage s book Serious Play How the World s Best Companies Simulate to Innovate in 2000 7 Serious intent methods can be used as vehicles for engaging teams in the five stages of the design thinking process empathizing defining ideating prototyping and testing 8 The methods are designed to create a safe environment for exploring and sharing ideas and help engage teams in behaviors and mindsets that integrate disparate knowledge and align team efforts towards problem solving and organizational change Serious play methods are most often used in creative industries e g product and service design yet also hold a promise to foster creativity innovation and entrepreneurship in general management practices as well While much of the serious play literature focuses on business 9 10 11 its benefits are applied in numerous fields including military 12 education 13 14 15 healthcare 16 psychology 17 and governance 18 Serious play methods can bring together diverse groups of stakeholders collaborators and elicit empathy active listening reflexivity and high levels of participation Because serious play is still an emergent field and used in various contexts it is sometimes branded as or referred to by other names For instance the University of Foreign Military and Cultural Studies Fort Leavenworth Kansas utilizes an array of serious play methods when dealing with complex problems which they refer to as liberating structures 19 Similarly to serious play is the concept of strategic play which was the subject of a facilitator s guide book written by Jacqueline Lloyd Smith amp Denise Meyerson 20 Contents 1 Impact 2 Characterizing different methods 3 See also 4 ReferencesImpact editWhile the concept of serious play may sound like an oxymoron it is the dual nature of the concept that makes it powerful It is play with a purpose and intentionality that goes beyond simply having fun 13 21 22 23 The serious aspect requires a degree of focus on a task or challenge while the play aspect emphasizes imagination and toying with boundaries Together these seemingly juxtapose components are able to foster a deeper engagement also known as a state of flow 24 where participants lose track of time and their inner critique Being intentful also enables us to better tolerate the ambiguity and uncertainty that characterizes many of the problems modern organizations face Using play as a way to develop adaptive human potential is not new 25 In Product Design and Intentional Emergence facilitated by Serious Play Mabogunje et al 26 summarize that play has The cognitive benefit of drawing on the imagination to develop new insight 27 28 The social benefit of developing new frames for interaction 29 The emotional benefits of providing positive affective associations as well as a safe context in which to take risks to try on new roles and to explore new potential forms of practice 30 The tendency to lose sense of time and engrossment resulting in increased involvement 24 31 Through their non judgmental and cross sector hierarchy communicative approaches serious play methods allow for solutions and connections to emerge that more rigid traditional methods had missed There exists an array of serious play methods from energizers to prototyping methods and from open ended emergence oriented interventions to goal achievement oriented interventions e g gamification all of which offer different affordances in terms of knowledge creation sharing and conversion 32 Characterizing different methods editTable 1 below characterizes five types of serious play methods that are reoccurring in the academic literature according to the following five parameters nbsp Wheel of KnowledgePurpose rational What is the purpose of applying the method Role s of the participant s Do the participants work individually or in teams Which types of roles activities do they engage in Level of Materiality Does the method typically involve physical artifacts Are the meaning of these literal or metaphorical Or in contrast is the intervention typically delivered through a digital virtual game or an incentive structure Degree of structure Is the method explorative open ended Does it allow for emergence Or is there a one best way of doing the activity Is there a quantifiable output Phase applicability In which of the phase s mentioned in the Wheel of Knowledge 32 is this method applicable Socialization Externalization Internalization and or Combination Serious play method Purpose Role s of participant s Materiality Degree of structure Phase applicability ReferencesLEGO Serious Play To access and make knowledge wisdom and perspectives shared through model construction and storytelling To facilitate a constructive dialogue ideate reflect and strategize about a given topic issue Participants take on roles as individual builder storyteller active listener co constructor of physical models and metaphorical meaning Non competitive The physical constraints of the building system puts emphasis on metaphors and meaning making and takes pressure off making something that resembles Material and metaphorical Semi structured Facilitated structured process and turn taking Process does allow for pursuing new directions as new knowledge emerge Participants build and tell in response to prompt there is however no right or wrong answer the model is their interpretation Exploration socialization ideation innovation Roos amp Victor 1999 Mabogunje et al 2008 Gauntlett amp Holzwarth 2006 Low fidelity prototyping To engage participants in generating sharing and maturing ideas through constructing explaining and refining low fidelity prototypes Participants take on roles as individual builder storyteller active listener Non competitive though participants may feel self conscious about their drawing or building skills Highly material and literal Semi structured Facilitated structured process and turn taking However the process allows for pursuing new directions as new knowledge emerge Exploration socialization ideation innovation Schulz et al 2015 Sanders amp Stappers 2008 Von Hippel 2006 Role play improv To practice thinking and inter acting improvisational understanding visceral reactions suspending judgment and going with a situation as it develops through unrehearsed open ended scenarios Participants are impromptu storytellers as they act out their interpretation of the prompt through using their body language mimic voice humor gesticulation etc Audience when other participants are performing Non competitive though participants often feel self conscious when pushing their comfort zone Generally immaterial but can include props Low degree of imposed structure Explorative in nature Open ended within the contextual prompt given and adhering to the rules of improv say yes and make statements agree to the premise proposed blurt out what comes to mind whatever happens is right Robson 2015 33 34 Exploration socialization Boess 2006 Thoring amp Mueller 2012 Lloyd Smith amp Meyerson 2015 Simulations To practice task specific interactions with people and or technologies by simulating scenarios in risk free educational environments physical or virtual Participants are the main character of their own mission Can be individual or collaborative team based Performance may be rated comparatively to personal best or that of other individuals Virtual e g virtual reality or material taking place in the physical world Structured goals and desired outcomes are predefined Room to experiment with ways of doing the task Learning by doing Internalization learning socialization if done in groups Colella 2000 Rieber 1996 Aldrich 2005 Gamification To incentivize productivity and or behavior change through competition and or a game like reward structure Participants strive to achieve the goals outlined to obtain rewards and reinforcing positive feedback This can be individually or collaboratively Typically competitive against personal best or other participants teams Immaterial e g company incentive structure or virtual e g game or app Highly structured one best way desired goals and outcomes are predefined May appear open ended to the participant however structure is imposed through the underlying game algorithms or company policies incentives Optimization exploitation Jagoda 2013 Millen DiMicco amp Street 2012 Muntean 2011 Workshops will often use multiple serious play methods to complement each other and allow participants to explore different applicability phases of the challenges they face See also editSerious gameReferences edit Lego Official Serious Play Site Gauntlett David 2007 Creative explorations new approaches to identities and audiences Routledge ISBN 978 0415396592 Stephenson William 1988 Play Theory of Mass Communication revised ed Transaction Publishers ISBN 9780887387050 Terr Lenore 2000 Beyond Love and Work why adults need to play Touchstone ISBN 978 0684863160 James Paul Gee 2004 What Video Games Have to Teach Us About Learning and Literacy Kane Patrick 2005 The Play Ethic a manifesto for a different way of living Pan ISBN 9780330489300 Schrage Michael 2000 Serious Play How the World s Best Companies Simulate to Innovate Harvard Business School Press ISBN 9780875848143 The Design Thinking Process ReDesigning Theater Retrieved June 21 2016 Kristiansen Rasmussen 2014 Building A Better Business Using The Lego Serious Play Method Wiley ISBN 978 1118832455 Burgi Victor Lentz 2004 Modeling how their business really works prepares managers for sudden change Strategy amp Leadership 32 2 28 35 doi 10 1108 10878570410525106 Sorensen Spoelstra 2012 Play at Work continuation intervention and usurpation Organization 19 1 81 97 doi 10 1177 1350508411407369 S2CID 143679779 Aliya Sternstein June 29 2016 Check out the US military s sandbox of silly putty that predicts disasters and war Defense One a b Evans Palmer 1989 Intergroup Encounters of a Different Kind the experiential research model Studies in Higher Education 14 3 297 308 doi 10 1080 03075078912331377683 Dale Mann Serious Play 1996 Montesa Andres Garrigos Simon Narangajavana 2011 A Proposal for Using Lego Serious Play in Education Innovation and Teaching Technologies Springer International Publishing doi 10 1007 978 3 319 04825 3 10 ISBN 978 3 319 04824 6 Katie Watson 2011 Teaching Medical Skills with Improvisation Techniques Acad Med 86 10 1260 5 doi 10 1097 ACM 0b013e31822cf858 PMID 21869654 Mary Anne Peabody 2015 Building with Purpose Using Lego Serious Play in Therapy Supervision International Journal of Play Therapy 24 1 30 40 doi 10 1037 a0038607 Hubbard Ruth Paquet Gilles Cat s Cradling APEX Forums on Wicked Problems a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help University of Foreign Military and Cultural Studies Red Teaming University of Foreign Military and Cultural Studies Retrieved June 21 2016 Jacqueline Lloyd Smith Denise Meyerson 2015 Strategic Play The Creative Facilitator s Guide Wordzworth Publishing ISBN 978 1783240258 Statler Heracleous Jacobs 2011 Serious Play as a Practice of Paradox Journal of Applied Behavioral Science 47 2 236 256 doi 10 1177 0021886311398453 S2CID 143939406 Roos Victor 1999 Towards a New Model of Strategy making as Serious Play European Management Journal 17 4 348 355 doi 10 1016 S0263 2373 99 00015 8 Rieber Smith Noah 1998 The Value of Serious Play Educational Technology 38 6 29 37 a b Csikszentmyhalyi M 1990 Flow The Psychology of Optimal Experience New York Harper amp Row ISBN 9780060162535 Sutton Smith B 1997 The ambiguity of play Cambridge MA Harvard University Press ISBN 9780674017337 Mabogunje et al 2008 L Roosimolder ed Product Design and Intentional Emergence facilitated by Serious Play Ds 50 Proceedings of Norddesign 2008 Conference Tallinn Estonia 21 23 08 2008 9 18 Piaget J 1951 The Child s Conception of the World London Routledge Papert Seymond 1996 The Connected Family Atlanta Longstreet Press ISBN 9781563523359 Vygotsky L S 1978 Mind in Society The development of higher psychological processes Cambridge MA Harvard University Press ISBN 9780674576292 Bateson G 1972 Steps to an Ecology of Mind PDF Northvale NJ Jason Aronson Inc Mainemelis C 2001 When the Muse takes it All A model for the Experience of Timeliness in Organizations Academy of Management Review 26 4 548 565 doi 10 5465 amr 2001 5393891 a b Jensen Camilla et al 2016 Play is the Proper Prescription for Entrepreneurship a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Tina Fey 2011 Bossypants New York Little Brown and Co ISBN 9781609419691 Putting the rules of improv to work MPD Adventures June 30 2014 Retrieved June 21 2016 Retrieved from https en wikipedia org w index php title Serious play amp oldid 1176396502, wikipedia, wiki, book, books, library,

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