Professional Documents
Culture Documents
Hector Villarreal
In a lifetime, full-time employees will spend more than 90,000 hours on the job, too
much time not to have fun while they are there. The concept of fun at work has been emphasized
by a growing number of companies and practitioners. For example, from the Fortune magazine
“The 100 best companies to work for in America” including Amazon, Facebook, Southwest
Airlines, Google, and Pixar, have emphasized the role of fun in the workplace (Karl, Peluchette,
hall, & Harland, 2005). Much of the popular literature suggests that fun at work is an easy and
Even well-known culture gurus argue that managers should implement fun activities at
work to help revitalize employees’ motivation and productivity, and reduce stress (Karl et al.,
2005). Similarly, other studies suggest that workplace fun may be reasonable job satisfaction
that cultivates morale, and improves the quality of customer service. The review of the scientific
literature, however, acknowledges that despite adding elements of fun to the workplace creates
an effective way to improve the organizational environment, management should take a tentative
approach and be aware of the implications that come along with doing so. Notwithstanding, the
increasing popularity of implementing fun activities at work to seek positive outcomes, opposing
studies suggest that workplace fun may do more harm than good. Such studies recognize that the
attempt to create pleasure from what may be mundane or stressful work is no easy task and that
several factors including age and personality may affect an employee’s perception of fun.
organization including attraction, recruiting, retention, turn over, employee’s satisfaction and
performance, and strength of corporate culture (Ford, McLaughlin, & Newstrom, 2003). The
FUN IN THE WORKPLACE Villarreal 3
present paper attempts to synthesize both, the positive and negative impacts of workplace fun
One of the most popular definitions comes from Flugge (2009), who defines fun at work
as “any social, interpersonal, or task activities at work of playful or humorous nature which
provide an individual with amusement, enjoyment, or pleasure.” Another definition comes from
McDowell (2005), who stated that fun at work is defined as “engaging in activities not
specifically related to the job that is enjoyable, amusing or playful”. Furthermore, Ford et al.
(2003) defines fun at work as “work environment that intentionally encourages, initiates and
supports a variety of enjoyable and pleasurable activities that positively impact the attitude and
productivity of individual groups.” Consistent with the definition by Ford et al. (2003) they
explain that the organization intentionally promotes the fun. It is important to note that, there are
distinct conceptualizations and constitutes of fun in the workplace in the literature (Twes,
Michel, & Barlett, 2012; Ford, McLaughlin, & Newstrom, 2014). For example; while Fluegge
(2009) emphasized fun activities shall be included in task activities, McDowell (2005)
highlighted that fun activities are excluded from task activities at work.
One of the more challenging issues for managers wishing to create a fun work
environment is to determine exactly what makes a work environment fun. In their great study on
workplace fun, Ford et al. (2003) administered a questionnaire to survey 572 practicing human
resources managers on various aspects of fun at work. To obtain this data, the questionnaire
contained ten general categories of fun activities frequently mentioned in the literature as good
ways to promote a fun work environment. Some of these ten items included (celebrations,
FUN IN THE WORKPLACE Villarreal 4
entertainment, playing games, having friendly competitions, social events, and humor). The
results of Ford et al. (2003) study found two essential things in the responses from their
participants; first, that nearly everyone does three specific activities to promote a fun work
environment and second, that there is a wide variation in other activities that organizations offer
to create a fun work environment. That is, there is no widespread consensus as to which
Interestingly, the top three activities seem relatively traditional. The results have
demonstrated that the most frequently used actions to spark fun at work in the USA are: casual
dress day, employee recognition and rewards, and company-provided food and refreshments
According to Bolton & Houlihan (2009), who studied the “contemporary experience in
the workplace,” there are three different types of fun at work, namely, the “managed variety,”
“natural or organic fun,” and “task related.” Not only that, but Bolton & Houlihan (2009)
criticize mainstream literature for its disregard of the distinction between “manufactured” and
“organic fun” in the workplace. Manufactured fun, “that which is imposed or required, may
create an environment of cubicle decorating cynics.” On the other hand, organic fun is a
“descendent of positive organizational culture and will thrive in the most diverse workplace”
In a similar vein, a research study by McDowell (2005), who studied “the complexity of
promoting fun at work,” developed different scales of fun at work which included socializing
with coworkers, celebrating at work, personal freedoms, and global fun at work. In this massive
FUN IN THE WORKPLACE Villarreal 5
study conducted by McDowell (2005), the author claims that fun and humor in the workplace
Fun at work is a vague concept that encloses a wide variety of fun activities, some of the
most favored activities include: “social events, celebrations, socialization, and friendly
competitions” (McDowell, 2005). Other classifications on types of fun at work come from Chan
(2010), who provides a useful typology of workplace fun activities in the hospitality industry,
staff-oriented activities include personal celebrations and events such as “birthdays, marriage,
and retirement.” Supervisor-oriented workplace fun activities include “lunches, breaks, and
informal gathering after work with immediate supervisors.” The author also reported that
hospitality firms often sponsor social-oriented workplace fun activities such as “company
According to Chan (2010), there are many factors on having fun in the workplace, and
specifically that humor and fun can positively impact employees; serving as a temporary escape
from the tension of work. In a case study approach to a small industrial and retail business
conducted by Chan (2010), researchers found a hierarchy of humor categories, which covered
four main areas including the use of “puns, wasting time, jokes, and teasing to get things done”.
The jokes were further sub-categorized into self-ridicule, risqué jokes, and industry jokes (Chan,
2010).
Martin, Rich, and Gayle (2004) found that males engaged in more negative and expressive
humor than females did, that, male subordinates used more humor than female subordinates, and
that subordinates reported using more real humor than managers did. Besides, Martin et al.
FUN IN THE WORKPLACE Villarreal 6
(2004) examined the result of prior research using meta-analysis to explore humor’s potential
role in organizational and employee effectiveness. Alternatively stated, the results suggest
cohesion, health, and coping effectiveness, as well as decreased burnout, stress, and work
Moreover, in another study, Smeltzer and Leap (1998) examined the acceptability of
different types of joking behavior in the workplace and focused on racist, sexist and neutral jokes
in the work settings. They found that women regarded sexist jokes as less appropriate than men
and woman were more offended by racist jokes than sexist jokes. Overall, workers described
using more positive than negative humor and that jokes and stories positively enhanced the work
environment.
reduce stress in employees and lead to a healthier workplace. Again, the present paper will
discuss on three main areas of impact: recruiting, retention, and employee performance.
A stream of research by Tews (2015) and colleagues focused on the impact of fun in the
context of applicant attraction. This study focused on fun activities, coworkers socializing and
fun job responsibilities with a sample of undergraduate job seekers who evaluated scenarios.
Tews et al. (2015) found that perceived workplace fun does have an impact on employee
attraction and that in the early stages of recruiting perceived fun is more sought after that
On the same subject, in Ford et al. (2003) research, he surveyed 572 practicing human
resources managers on various aspects of fun at work, including the advantages and
to substantial increment of the ability to attract new employees when a fun work environment
was present. The attraction of new employees was the most frequently reported advantage at
workplace fun in the study. Ease of employee attraction was found to be scientifically related to
a variety of different types of workplace fun. This contradicts the results of Tewes et al. (2014),
which is most likely due to the significant age difference (undergraduate students vs.
By contrast, Redman & Mathews (2002) addressed the issue from the viewpoint of the
recruiter. They suggest that recruiters in fun organizations should attempt to determine whether
or not the applicant has the same “fun” qualities as the organization by asking questions about
candidates’ “heart”, “attitude”, and “sense of humor” (Redman & Mathews, 2002). Utilizing
both of these theories part of a two-way recruiting strategy would benefit the organizations
looking to incorporate their fun work environment into their selection procedures.
In general, the findings that fun does have a positive impact on applicant attraction and,
that fun is more important than compensation opportunities for advancements when evaluating
advertisements during the early stages of the recruiting process. Notwithstanding, the results also
demonstrated that not all aspects of workplace fun are valued equally. In the later stages of the
recruiting process, fun coworker interactions and fun job responsibilities had a stronger impact
on applicant attraction than regular fun activities. Redeman et al. (2002) study illustrated that
first; workplace fun should be a central focus of recruiting efforts. Next, that in recruiting media
FUN IN THE WORKPLACE Villarreal 8
like, Facebook, Indeed, and LinkedIn, greater emphasis should be fun relative, to other job and
organization characteristics.
Finally, given that fun coworker interaction and fun job responsibilities were
demonstrated to be more important than formal fun activities in the context of on-site job
interviews, such aspects of fun should be emphasized by interviews during the phase of
recruiting. While the results of Redman & Mathews (2002) study, suggest that fun is a focus of
recruiting efforts, such a discussion should not be advocated if the workplace is not fun, in such
instance, management should focus on the mean to enhance fun in the workplace and then
market job vacancies accordingly. If applicants’ pre-hire perceptions of the workplace are not
congruent with their subsequent experiences on the job, they may become dissatisfied and
Very little research has been published in rigorous empirical sources in the area on how
workplace fun impacts on retention and turnover. One piece of information comes from Tews et
al. (2015), who studied how fun in the workplace impacted turnover. In this study they found
that fun is instrumental in reducing turnover among entry-level employees and that not all
pleasure is equal in reducing turnover, suggesting that consideration is paid to all the form it
takes. Despite its limitations, Tewes et al. (2015) research represents a step toward obtaining a
sharper focus on how workplace fun shapes an individual’s experience on the job and their
decision to remain or leave an organization. In addition, Tewes et al. (2015) defines fun activities
as celebrations, contests, team building activities and social events. In the same way, Ford et al.
(2003) stated that an organization would improve its ability to “attract new employees, have
turnover and absenteeism by creating and maintaining a fun work environment.” While
management support for fun was defined as the “extent to which managers allow and encourage
employees to have fun on the job”, it is important that this distinction be made because while the
results showed that fun activities were not related to voluntary turnover, manager support for fun
An abundance of anecdotal evidence reflecting a similar sentiment and suggests that fun
at work should enhance employee performance. Having fun at work may be seen as a positive
event, noted Cooper (2005) which thereby “creates a positive environment which then promotes
productivity, performance, and engagement.” Just as, Van Oech (1982) stated that “a fun
working environment is much more productive than a routine environment,” Cooper (2005)
study, suggests that fun at work enhance employee engagement and consequently a fun working
Furthermore, of the human resources managers surveyed in Ford’s et al. (2003) study,
seventy-four percent reported that workplace fun had a positive impact on the quality of
employee productivity and fifty-nine percent reported impact on the speed of learning a new
task. Interestingly, in another study where Schaufer (1997) also investigated about job
engagement, he found that a “positive, fulfilling, work-related, state of mind that is characterized
by vigor, dedication, and absorption” and in the same way, it “refers to a more persistent and
pervasive affective-cognitive state that is not focused on any particular object, event, individual,
In a different study by Ford et al. (2003), designed to investigate the relationship between
fun at work and work engagement; analyses were conducted from a sample of 66 respondents.
FUN IN THE WORKPLACE Villarreal 10
The results of these analyses found that socializing with co-workers had the highest mean score
compared to other fun at work scales. Altogether, there was a significant positive relationship
between pleasure at work and work engagement. Thus, as fun at work increases, the work
According to Flugge (2009), work engagement concerns the degree to which individuals
make full use of their cognitive, emotional, and physical resources to perform role-related work.
In his recent study Flugge (2009) found that fun at work is positively related to work
engagement. In a separate study conducted by Schaufer (1997), he states that work engagement
energizers for example, social support from coworkers and their superiors, performance, task
variety, feedback, job autonomy, coaching, and training facilities.” Equally important, in Ford et
al. (2003) study, the authors explained that many leaders focus on promoting worker engagement
to help engender a workforce that is “stimulated, involved, inspired, and receptive to change and
As noted above, existing literature generally supports the idea that there are both
advantages and disadvantages for the employee. Popular press articles include a variety of
positive outcomes that may stem from this practice. It has been suggested that happy or satisfied
workers suffer less stress, show higher levels or organizational citizen behaviors, miss less work,
are more creative, have better and more rewarding friendships at work than those who are not
happy (Ford et al., 2003). From the human resource managers surveyed in Ford et al. (2003)
study, 572 respondents; strongly favor promoting a fun work environment, because they believe
that those environments offer great benefits both to the individual and the organization. They
FUN IN THE WORKPLACE Villarreal 11
also found that 74 percent reported that workplace fun had a positive impact on the quality of
employee productivity and 59 percent said a positive effect on the speed of learning new tasks.
Surprisingly, Ford et al. (2003) even found that more than 80 percent of managers felt
that accidents rates, sexual harassment reports, equipment damage, and error rates would not be
hindered by the addition of fun to the workplace. These results are surprising as it indicates that
even items that may traditionally be thought of as disadvantageous to productivity are really not
disadvantaged at all. Moreover, McDowell´s (2005) research suggested that satisfaction can
significantly affect an employee’s performance, commitment, and cognition, both on and off the
job. Ultimately, as stated by Ford (2008) “an organization is only as successful as its employees,
and it follows that works must achieve a sufficient level of job satisfaction to remain
productive.”
Despite its potential benefits, other qualitative studies have cast workplace fun in a more
critical light. For example, Taylor and Bain (2003) illustrated that supervisor efforts to sponsor
fun may at times be counterproductive. For instance, senior managers could be resistant to
participating in the fun as such endeavors would “encroach on their already busy schedules”
when confronted with work overload and other job stressors. There are studies from different
authors, for example: Fleming (2005), Fleming and Sturdy (2009), Redman and Mathews (2002)
and Warren and Fineman (2007) that detailed mixed results for different organizationally
sponsored fun initiatives that encompassed elements such as social events, play and freedom for
personal expression. Although some employees enjoyed and appreciated these initiatives, other
employees were resistant and skeptical; in fact, Fleming (2005) found that many employees
In addition, Fleming and Sturdy (2009) found that some employees were resistant to
participation in outside social activities, forged interest in company fun and hid their real
identities when personal expression was encouraged. Although fun could be beneficial, these
various studies highlight that implementing fun in the workplace is not as straightforward as
portrayed in popular press publications Ford et al. (2003) reported that 60 percent of the human
resources managers who participated in their study agreed that employees would not care about
workplace fun. 58 percent agreed that there is no evidence that workplace fun will work. 56
percent agreed that creating workplace fun is not part of their job, and 55 percent agreed that
argue that the results of this study can relieve managers from such fear to have fun in the
workplace.
Conclusion
While there are still many questions to be answered and much research to be done, we
can safely conclude that implementing fun in the workplace is a convoluted balancing act of
several different dimensions. As a conclusion of this research, we can affirm that pleasure should
not necessarily be examined as a unitary construct. Instead, the analysis should treat workplace
A review of the literature on workplace fun allows us to conclude that there is very little
information published in empirical sources on how workplace fun might directly impact
employee retention and turnover. It is important to acknowledge that even if it seems plausible
that fun at workplace my correlate to job satisfaction and can profoundly affect life satisfaction
while conversely, job dissatisfaction can affect “physical and emotional health, which may lead
FUN IN THE WORKPLACE Villarreal 13
to tardiness, absenteeism and turnover. In addition, different studies have demonstrated that fun
These studies indicate that incorporating fun in the workplace can affect the aspects of
employee attraction and recruiting, retention and turnover, satisfaction and performance, and the
strength of corporate culture in both positive and negative ways. As noted by Guitard (2005),
having fun is the highest level of need for employees and often unmet at work. Given the
positive effects of workplace fun, managers should carefully choose the types of workplace fun
activities with a specific purpose in mind. It is imperative to note that traditional work
organizations’ assumption that any form of workplace fun interferes with, and detracts from
productivity is an old-time story, especially with fun-loving Generation Y (Ford et al., 2003).
Ultimately, these studies are not without their limitations; future research can investigate
the impacts of implementing fun activities in the workplace among different age generations. As
noted by Baptiste (2009), senior managers could be resistant to participating in the fun while
other generations might prefer to participate fully. While humor and play were at times reported
as contributors to the experience of joy at work, this was not uniformly the case among both
genders.
To conclude this literature review, it could be argued that implementing fun activities at
Simultaneously, managers should take in consideration that first, there are different
categorizations of fun; second, people have different conceptions to the meaning of fun; and
finally, that fun at work could impact positively to bring the best of us as employees.
FUN IN THE WORKPLACE Villarreal 14
Annotated Bibliography
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fun in a qualitative study. International Journal of Hospitality Management, 29(4), 720-
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Fleming, P. (2005). Workers’ Playtime? The Journal of Applied Behavioral Science, 41(3), 285–
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in adults. Occupational Therapy Journal of Research, 25, 9-22.
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Tews, M. J., Michel, J., Xu, S., & Drost, A. J. (2015). Workplace fun matters … but what else?
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