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  • Week 1

    • 1. Play is self-chosen and self-directed; players are always free to quit
    • 2. Play is activity in which means are more valued than ends.

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      • ne·ot·e·ny (n-tn-)

        n.

        1. Retention of juvenile characteristics in the adults of a species, as among certain amphibians.

    • Steve Keil
      • Depression is the opposite of play.

        Play does not equal frivolity.

        Play is universal.

        Play increases productivity.

    • 10 Expectations
      • relationships

        relevance

        time

        timing

        play

        practice

        choice

        authenticity

        challenge

        application

      • Unoccupied play: the child is relatively stationary and appears to be performing random movements with no apparent purpose. A relatively infrequent style of play.
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      • Solitary play: the child is are completely engrossed in playing and does not seem to notice other children. Most often seen in children between 2 and 3 years-old.
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      • Onlooker play: child takes an interest in other children’s play but does not join in. May ask questions or just talk to other children, but the main activity is simply to watch.
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      • Parallel play: the child mimics other children’s play but doesn’t actively engage with them. For example they may use the same toy.
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      • Associative play: now more interested in each other than the toys they are using. This is the first category that involves strong social interaction between the children while they play.
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      • Cooperative play: some organisation enters children’s play, for example the playing has some goal and children often adopt roles and act as a group.
    • 1. The Joker -- makes people laugh, plays practical jokes.

      2. The Kinesthete -- loves to move, dance, swim, play sports.

      3. The Explorer -- goes to new places, meets new people, seeks out new experiences (physically or mentally).

      4. The Competitor -- loves all forms of competition, has fun keeping score.

      5. The Director -- enjoys planning and executing events and experiences, like throwing parties, organizing outings, and leading.

      6. The Collector -- loves the thrill of collecting, whether objects or experiences.

      7. The Artist/Creator -- finds joy in making things, fixing things, decorating, working with his or her hands.

      8. The Storyteller -- loves to use imagination to create and absorb stories, in novels, movies, plays, performances.

    • play is just as pivotal for adults as it is for kids
    • Play brings joy. And it’s vital for problem solving, creativity and relationships

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  • Week 2

    • “The best moments in our lives are not the passive, receptive, relaxing times… The best moments usually occur if a person’s body or mind is stretched to its limits in a voluntary effort to accomplish something difficult and worthwhile.” ~ Mihaly Csikszentmihalyi (1990, p. 3)
    • Flow. In this state they are completely absorbed in an activity, especially an activity which involves their creative abilities

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    • Neural plasticity can best be thought of as the subtle but orchestrated dance that occurs between the brain and the environment; specifically, it is the ability of the brain to be shaped by experience and, in turn, for this newly remolded brain to facilitate the embrace of new experiences, which leads to further neural changes, ad infinitum.
    • three mechanisms by which experience induces changes in the brain

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  • Week 3

    • “there’s some evidence that great physical space enhances creativity,”
    • In over 30 years of research, I’ve found that people do their most creative work when they’re motivated by the work itself.”
    • Ben Waber
    • And the data are clear that the biggest driver of performance in complex industries like software is serendipitous interaction.

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    • This "gamification" of the workplace, or "enterprise gamification" in tech-industry parlance, is a fast-growing business
    • With some 400,000 employees, roughly 40% of whom work from home or on the road, gaming is a way to help colleagues connect and stay engaged, explains Mr. Hamilton

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    • TIME reports that today's students are less tolerant of ambiguity and have an aversion to complexity. And The Futurist suggests that the biggest challenge facing our children is their inability to think realistically, creatively, and optimistically about the future.
    • Eighty-five percent of today's companies searching for creative talent can't find it.

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    • 5 Reasons You Need to Play More
    • 1. It Boosts Our Creativity

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    • Gabe Zichermann,
    • Make Game-Based Marketing Work for You

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    • #1: Achievers (Bartle’s Types)
    • “Are driven by in-game goals, usually some form of points gathering—whether experience points, levels or money.”

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  • Week 4

    • games are more realistic and bloodier than ever,
    • Girls play at lower rates and are significantly less likely to play violent games.

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    • How do I balance client service with working on my own ideas?

        

      How do I avoid interruptions that mess with my creative flow?

        

      How do I stop putting off the stuff I hate but still have to do?

    • How do I make sure I'm getting stuff done, taking care of myself, making time from for play, and actively pushing myself outside my comfort zone?

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