Play
Play
In Essentialism, play gets a full chapter that argues it is not a frivolous indulgence but a precondition for exploration and creativity. Greg McKeown defines play as “anything we do simply for the joy of doing rather than as a means to an end” — flying a kite, listening to music, throwing a baseball — and insists that what looks nonessential is in fact essential. He leans on Stuart Brown, founder of the National Institute for Play, who studied the “play histories” of some six thousand people and concluded that play improves everything “from personal health to relationships to education to organizations’ ability to innovate” because “nothing fires up the brain like play.” The Essentialist/Nonessentialist contrast is sharp: one thinks play is a trivial waste of time; the other “knows play sparks exploration.”
The book gives three mechanisms. Play expands the mind so we can “germinate new ideas or see old ideas in a new light,” making us more inquisitive and attuned to novelty; play is “an antidote to stress,” which otherwise shuts down the exploratory parts of the brain; and, per psychiatrist Edward Hallowell, play strengthens the brain’s executive functions — planning, prioritizing, analyzing, deciding — the same skills an executive must master. Hallowell’s roll call (Columbus, Newton, Watson and Crick, Shakespeare, Mozart) frames major breakthroughs as having happened “in times of play.” Kyle’s own marginalia mark both “the necessity of play” and the example of Twitter’s Dick Costolo using improv classes — “improv is a tool to enforce the principle of Creativity and play.” The chapter ties play directly to Creativity, citing Ken Robinson on how schools, in adopting a “fast-food model of education,” can kill the very imagination that fuels achievement.
Where this appears
- Essentialism — a dedicated chapter arguing play is essential to exploration, creativity, and executive function (Stuart Brown, Edward Hallowell, Ken Robinson), with Kyle’s notes on “the necessity of play” and improv.