While doing some research [1] on the 1990s "fun at work" trend, I ran across this amazing passage in a management book:
> Now make a log of your workday that records how much time you devote to playing, having fun, and actually engaging the world around you. Then note the number of times you and your colleagues laugh. Use this "inventory" as a baseline for redefining the role of play and fun in your performance.
Good news everyone, we're on track to exceed quarterly laughter targets! What a great place this is to work!
I was on a Delta flight some years ago and the flight attendant announced "This flight has been designated a surprise and delight flight", which made it clear they'd been ordered to do that. Then they gave out some little trinket they'd presumably been paid to hand out; a web search finds people who were given breath mints by Delta in 2004. Needless to say, I was surprised but not delighted.
> Now make a log of your workday that records how much time you devote to playing, having fun, and actually engaging the world around you. Then note the number of times you and your colleagues laugh. Use this "inventory" as a baseline for redefining the role of play and fun in your performance.
Good news everyone, we're on track to exceed quarterly laughter targets! What a great place this is to work!
[1] http://www.kmjn.org/notes/funsultants_and_gamification.html