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Enhancing Workplaces with Constructive Online
Recreation
Jo Ann Oravec
University of Wisconsin-Whitewater, USA
Copyright © 2005, Idea Group Inc., distributing in print or electronic forms without written permission of IGI is prohibited.
INTRODUCTION
Organizations have become more permeable— integrat-
ing more influences from the outside world— as partici-
pants engage in such online diversions as trading stocks,
engaging in multiplayer games, or viewing images of their
children in daycare. Ready availability of these activities
has brought the potential for abuse but also new oppor-
tunities. Constructive uses of online recreation and play
can enhance many workplaces (especially high-tech and
information-saturated ones) and perhaps ultimately make
them more productive. This article proposes that these
complex issues be resolved through participatory ap-
proaches, involving workgroups in discussions as to
what constitutes “constructive recreation” as well as in
development and dissemination of effective and fair poli-
cies. This discourse can also ultimately increase levels of
trust among team members and between employees and
management.
BACKGROUND
Issues concerning the boundaries between work and play
have provided continuing struggles for managers and
employees. Workplaces have become more “porous” and
permeable— integrating more influences from the outside
world— as individuals engage in such online diversions
as trading stocks, playing games, or viewing images of
their children in daycare. Everyday workplace life is be-
coming more diverse and chaotic. Although many orga-
nizational roles today demand high levels of creativity
and mental flexibility, they can also fail to provide the
means through which individuals can gain fresh perspec-
tives. In the “information age,” playful, exploratory, and
spontaneous interaction can also facilitate the exchange
of ideas for tackling workplace problems. Managers who
expect employees not to use the Internet for some amount
of off-task activity severely misjudge the nature of work-
place life— which is solidly infused in online interaction.
Depriving employees of opportunities for Internet recre-
ation in some cases excludes the possibility of nearly any
form of diversion from assigned responsibilities.
Workplace use of the Internet for activities that are not
directly authorized by management is often considered as
the “theft” of human and computer resources, while
construed as a just reward by employees (Lim, 2002). Even
though many managers consider the personal use of the
Internet as an ethical lapse (Greengard, 2000), the “moral
high ground” concerning these issues is not entirely
clear. Much of the rhetoric and advertising copy associ-
ated with workplace computing incorporates recreational
imageries and motifs, which can send misleading signals
to employees. A number of individuals have already had
significant experience combining work with online recre-
ation; convincing them that hard work cannot be com-
bined with online play is thus a tough sell. Telecommuters
returning to organizational settings are often not en-
trusted with the autonomy to engage in online breaks at
appropriate times— latitude they take for granted when
doing the same tasks in their home offices. Many young
people became comfortable with computing through video
games and online interpersonal interaction and took online
breaks during their demanding college studies (Colkin &
George, 2002). Individuals must find ways to cope psy-
chologically with increased pressures on the job (Weil &
Rosen, 1997) and management should explore creative but
feasible ways to assist them in these efforts.
Wireless Internet applications add more complexities,
further increasing the porousness of organizations and
making employees’ access to recreation less dependent
on systems controlled by their managers. Daniels (2000)
reports how wireless technologies (such as PDAs with
Internet access) are used within meetings to amuse and
distract participants, often resulting in productivity losses.
Since wireless technologies are still in the early stages of
adoption in many organizational contexts, placing severe
restrictions on their use (and penalties for misuse) could
be counter-productive. Personal computers became fa-
miliar workplace additions in the 1980s in part because of
their use for gaming, an activity that encouraged employ-
ees of a variety of ages and backgrounds to explore the
various dimensions of the devices and to become more
comfortable with them.
If engaged in constructively, online recreation can aid
in awakening creativity and increasing wellbeing, just as