李雨蕙 (Hidy Li)
Education, Culture, and Society
University of Pennsylvania

Recommendations
Recommendations for Community Action and Social Change
With the world emphasizing efficiency and productivity, there have been increasing mental health issues in modern society. As we transition into adolescence and adulthood, play is frequently dismissed as frivolous or inappropriate, particularly in schools and workplaces. However, I argue that play is a key solution to promoting mental health and wellbeing. By thoughtfully integrating play into professional and educational environments, we can create spaces that foster creativity, reduce stress, and promote personal wellbeing. Below, I propose three recommendations for educators and organization leaders to integrate play into schools and workplaces in promotion of mental health.
1. Implement Regular Play Activities in Professional Spaces
Many schools and workplaces operate under high-pressure environments that prioritize productivity over well-being, often leading to stress, burnout, and disengagement. Despite growing awareness of mental health issues, structured opportunities for play remain rare in these spaces, particularly after we enter adolescence. Although the benefits of play have been extensively studied in the context of early childhood development, its impact on mental health in schools beyond childhood and in adult workplaces remains under-researched. Aiming to promote the integration of play in these settings, I have included both schools and workplaces under the category of professional spaces in my recommendations.
In my conceptual framework essay, I have incorporated examples including Google and IDEO that have implemented playful activities into the workplace, promoting employees’ sense of wellbeing and creativity (Kurt et al., 2010). In my reflective essay, I recalled my joyful and inspiring experiences at play during study tours in Denmark and Finland. These examples demonstrate that structured play opportunities can positively impact both motivation and mental health. Based on these examples, I propose that professional spaces should adopt similar practices by implementing regular playful activities, such as interactive brainstorming sessions in class and meetings, and team bonding games such as escape rooms, trivia, and scavenger hunt.
Due to cultural and environmental differences, educators and organization leaders should also create play initiatives that are tailored to their specific needs. For example, a remote or hybrid environment could have virtual game nights, a school might incorporate interactive games or creative projects into the curriculum, and a healthcare team might benefit from mindfulness-based play activities to reduce stress. By normalizing play as a way to promote mental health, professional spaces can foster environments where individuals feel more energized, connected, and mentally resilient.
2. Design Physical Spaces That Encourage Playful Interaction
The physical design of schools and workplaces significantly impacts mental health (Connellan et al., 2013; Veitch, 2011), yet the school and work environments I have had experience with have mostly been rigid and uninspiring, limiting opportunities for spontaneous play and creative engagement.
In recent years, some schools and workplaces have introduced designs that promote creativity and mental wellbeing. For example, Ørestad Gymnasium in Copenhagen, Denmark has innovative designs that encourage high school students to work in collaborative spaces with movable furniture, inspiring playful interaction and creativity. Pixar’s headquarters feature themed offices, open communal spaces, and amenities such as game rooms and outdoor areas. With these examples in mind, I propose that more professional spaces should incorporate playful design elements, such as interactive walls with writable surfaces, magnetic panels, or digital interfaces that can serve as spaces for brainstorming, problem-solving, or artistic expression. Flexible seating such as bean bags or wheeled chairs can replace traditional and fixed desks, allowing individuals to customize their workspace and fostering comfort and adaptability. Outdoor areas such as green spaces, rooftop gardens, or courtyards might encourage people to step outside and recharge, offering opportunities for both relaxation and active play. Additionally, professional spaces can have designated quiet spaces where individuals can unwind, meditate, or take short naps to help reduce stress and improve focus. Communal game areas equipped with board games, puzzles, or arts and crafts supplies may foster team bonding and provide a mental break from demanding tasks. Nature-inspired design elements, such as natural lighting, indoor plants, or water features, can create a calming environment that boosts morale and creativity. Educators and organization leaders should collaborate with students, employees, and designers to tailor these spaces to meet the needs of their communities.
3. Encourage a Culture of Play Through Leadership and Policy Changes
Despite proven benefits shown in my conceptual framework essay, schools and workplaces may still associate play with frivolity instead of a meaningful way for promoting mental health. Without institutional support, play might remain undervalued, leaving students and employees feeling pressured to prioritize productivity over mental health.
As demonstrated in my conceptual framework essay, when leadership actively supports play, such as Harvard Graduate School of Education’s Pedagogy of Play research project and Google’s “20% time” policy, it becomes an accepted and valued part of schools and workplaces rather than an afterthought. Thus, school and organization leaders should develop policies that integrate play into classroom instruction, extracurricular activities, and professional development opportunities. Leaders can implement flexible class and work structures that allow for movement and social interaction, such as walking classes and meetings, designated break times for games, and open spaces for informal gatherings. Schools and workplaces should also foster a culture where play is celebrated and where individuals feel safe to engage in playful activities without fear of judgment or criticism. This cultural shift requires ongoing effort, including training for leaders to understand the value of play and how to integrate it effectively into their environments. By embedding play into institutional policies and leadership practices, schools and organizations can create meaningful cultural shifts that prioritize well-being besides productivity.
References
Connellan, K., Gaardboe, M., Riggs, D., Due, C., Reinschmidt, A., & Mustillo, L. (2013). Stressed spaces: mental health and architecture. HERD: Health Environments Research & Design Journal, 6(4), 127-168.
Etessam, S. (2024, August 13). Play to win: How to unleash innovation through playful work cultures. Forbes. https://www.forbes.com/councils/forbescommunicationscouncil/2024/02/07/play-to-win-unleashing-innovation-and-growth-through-playful-work-cultures/
Ganesh, K. (2025, January 3). Why is google values and culture this amazing: 13 secrets you should know about their culture and get inspired from. CultureMonkey. https://www.culturemonkey.io/employee-engagement/googles-culture/
Hartlaub, P. (2010, June 13). Creativity thrives in Pixar’s animated workplace. SFGATE. https://www.sfgate.com/bayarea/article/Creativity-thrives-in-Pixar-s-animated-workplace-3261925.php
How Orestad Gymnasium’s innovative design transforms teaching and learning. New Education Story. (2023). https://neweducationstory.big-change.org/how-orestad-gymnasiums-innovative-design-transforms-teaching-and-learning/
IDEO U. (2021, August 6). Play at work: 7 ways to shift your mindset and unlock innovation. https://www.ideou.com/blogs/inspiration/play-at-work-7-ways-to-shift-your-mindset-and-unlock-innovation?srsltid=AfmBOopBrUBQ_CSWqi90XRzyG-5puCLwQIFrCbLejsE9XlSMd-s8CsZR
Kurt, L., Kurt, W., & Medaille, A. (2010). The power of play: Fostering creativity and innovation in libraries. Journal of Library Innovation, 1(1).
Pedagogy of play. Pedagogy of Play | Project Zero. (n.d.). https://pz.harvard.edu/projects/pedagogy-of-play
Raju, G. (2024, June 4). Empowering minds: How google’s 20% time revolutionizes workplace innovation 🚀✨. LinkedIn. https://www.linkedin.com/pulse/empowering-minds-how-googles-20-time-revolutionizes-workplace-raju-1kw1c
Searer, S. (2023, August 2). Pixar headquarters and the legacy of Steve Jobs. Office Snapshots. https://officesnapshots.com/2012/07/16/pixar-headquarters-and-the-legacy-of-steve-jobs/
Veitch, J. A. (2011). Workplace design contributions to mental health and well-being. Healthcare Papers, 11(Special Issue), 38-46.