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# Play Styles and Exploratory Work
- URL: https://www.workroom-productions.com/play-styles-and-exploratory-work/
- Published: 2026-04-20T19:12:43.000Z
- Updated: 2026-04-23T13:14:07.000Z
- Description: What exploratory work suits particular players?
- Author: James Lyndsay
- Tags: Exercises

In [Exploring Play Styles](https://www.workroom-productions.com/exploring-play-styles/), we considered how we like to play, and how that tendency might influence our exploration.

In this exercise, we try a scenario to see what exploratory work might suit particular styles of playing.

*For Workroom PlayTime 053: a* [*Miro Board*](https://miro.com/app/board/uXjVHduQuuA=/?share%5Flink%5Fid=229698717600)

## Exercise

*10 mins, solo or together*

You're able to recruit two people to your team\*, to focus on exploratory testing. None of them know your product, all know the business, and you've got a toolsmith to support them technically. You've got several candidates to choose from. No need to read them all (and do write your own if you prefer).

Pick two, and write down some specific exploratory tasks you'd ask them to do (note: I've *not* made a list for you to pick from – your project and your tasks and your imagination are yours)

**Why did you align these characters with those tasks?**

*\`\* make this real if possible: a current team, or a team you can recall.*

## Debrief

*10 minutes*

Share, consider differences in the group, identify things you want to take away.

OR

Duplicate and fill in cards on the board

---

## Characters

### **Geoffrey**

*Plays to win.*

Geoffrey organises weekly poker nights (for money), and while he loves to win for real cash, donates those winnings to his sister's education. At work, he's proud of his custom project dashboard and loves to see his team's metrics improve – not only over time, but until they are indisputably better than his rivals.

### **Yuki**

*Loves adapting and managing the unanticipated.*

Yuki's a regular at a role-playing game cafe, and likes weekend city breaks with a localised escape room. At work she's know for staying late to dig deep into problems that others avoid.

### **Devon**

*Plays with friends.*

Devon organises quiz nights, and loves to set up questions for her friends' specialised knowledge (the more obscure the better). Devon has contacts throughout the organisation, and once restructured a workflow simply to bring two teams closer.

### **Priya**

*Introspective, seeks growth through challenges.*

Priya is a regular at an open jazz night that has a reputation for attracting passing musicians. At work, she's known for her enthusiasm for moving to different roles and departments, especially if it's not something she's done before.

### **Josh**

*Playfulness is the only thing Josh takes seriously.*

Josh is famous for his party games – never the same twice, and reliably hilarious. At work, he's got a history of long-form, elaborate pranks that stay (just) within professional limits. Teams compete to include Josh, although his work is not exceptional.

### **Aisha**

*Experiments to learn.*

Aisha's side hustle is a series of self-published fantasy novels, each in a different style but whose central character always has the same name. At work, she is happiest building prototypes and trying tools, and makes a habit of showing new people the ropes.

### Oliver

*Plays to progress.*

Oliver spends his weekends in junk shops and online, collecting sets and occasionally trading for more rare collectibles. At work, he is known for making great relationships with clients and suppliers – he works to understand their needs and problems and they trust him to tell their story. His sales increase every quarter.

### Sarita

*Loves to experience shifts in her world view.*

Sarita rides rollercoasters and games in VR when not campaigning for any number of political causes. She wants to have her 'mind blown' by new ideas and concepts, and is a regular and valued bringer of new ideas and 'what if's.

---

## Sources

The characters have characteristics inspired by the two models of play styles

#### Brian Sutton-Smith's Seven Rhetorics of Play 

- ****Progress** – growth is fun. Numbers going up.
- ****Fate** – unpredictability (and one's reaction to it) is fun. Chance.
- ****Power** – being better is fun. Winning.
- ****Community identity** – feeling closer to others is fun. Group-making.
- ****Imaginary** – experiments are fun. Safe learning.
- ****Self** – discovering oneself is fun. Self knowledge.
- ****Frivolity** – silliness is fun. Absurdism.

More from [House of Nerdery](https://houseofnerdery.com/2025/06/04/exploring-play-sutton-smiths-seven-rhetorics/), [summary](https://sk.sagepub.com/ency/edvol/play/chpt/rhetorics-play-suttonsmith) from **Encyclopaedia of Play in Today's Society*, bio in [Wikipedia](https://en.wikipedia.org/wiki/Brian%5FSutton-Smith).

#### Roger Caillois's Categories and Polarities

****Categories** 

- Competition (`Agon`)
- Chance (`Alea`)
- Mimicry (`Mimesis`)
- Perception shift (`Ilinx`)

****Polarities**

- Uncontrolled, improvised: rules change during game (`Paidia`)
- Rewards skill, effort, patience, strategy: rules set before (`Ludus`)

See [Wikipedia](https://en.wikipedia.org/wiki/Roger%5FCaillois)

#### Possible play style by character

- ****Geoffrey**: **Power, competition and crisp rules*
- ****Yuki**: **Fate, chance and emergent rules*
- ****Devon**: **Community identity and mimicry matter more than rules*
- ****Priya**: **Self-discovery, mimicry and emergent rules*
- ****Josh**: **Frivolity, perception shift and testing rules*
- ****Aisha**: **Imagination and (setting / teaching) rules*
- ****Oliver**: *Progress, mimicry / empathy and collaborative rules*
- ****Sarita**: **Perception shift and emergent rules*