樂高認真玩的基礎綜合了底下幾個學派的觀點,首先是讓·皮亞傑于1951提出的建構主義的原始理念,混合了其後版本的架構(Harel與Papert,1991),並採納了複雜適應系統理論以及自創企業知識論(Autopoietic corporate epistemology, von Krogh and Roos 1994; 1995)在組織和管理的內容。
當時樂高公司總裁伊爾德·科爾克·克利斯蒂安森(英语:Kjeld Kirk Kristiansen)先生對於「樂高認真玩」商品化的想法有些猶豫。但透過魯斯與維克多的早期實驗和結果,他相信「認真玩」是有價值的。因此他決定鼓勵和資助認真玩商品化,方便下一階段商業應用的展開。凱克指派了英國樂高公司的設計師保羅·霍爾(Paul H. Howells)進行協助,同時在樂高集團裡,成立了一個名為「發現領袖」(Executive Discovery)的子公司來營運樂高認真玩的產品和諮詢服務。
樂高認真玩發展初期,都是由維克多教授透過發現領袖樂高分公司來帶領著整個引導方法的。他同時也邀請了樂高公司的羅伯特·拉斯穆森(Robert Rasmussen)與范德比爾特大學戴夫·歐文斯(Dave Owens)教授一起,將樂高認真玩成為在市場上可見的產品。第一套樂高認真玩的應用標榜著即時策略引導為主要訴求。同時也在1999年魯斯教授與麥可·利薩(Michael Lissac)的書籍《下一個常識》(The Next Common Sense)中出現。
最近,樂高公司決定要將樂高認真玩的引導方式成為開放資源的一部分。在創作共用許可下[7],將樂高認真玩從原先封閉式的夥伴社群,變成公開的引導方法。目前有兩大開放社群專注在樂高認真玩的開發與討論,分別是「專家認真玩」(Serious Play Pro)[8]與「玩策略」(Strategic Play Room)[9]。
2006年,魯斯教授和帕爾格雷夫·麥克米蘭(Palgrave Macmillan)出版社出版了《內化思考》(Thinking from Within)一書,書中介紹了這20年來與認真玩相關的流程,概念和應用。同時也介紹了樂高積木的公用。書中揭露魯斯教授對引用參與式學習、社會劇和集體智慧等精華的想法,同時也將認真玩的原始初衷又更超越到不同的層次。
2011年,英國研究員帕特里齊·亞貝爾蒂尼(Patrizia Bertini)更開發出一對一使用樂高認真玩的訪談方法[14]。同年,瑞士盧加諾大學網路工作實驗室也開發了許多進階的應用方式,稱為〈用戶需求與樂高〉(URL: User Requirements with Lego)[15]。2013年倫敦漸進雜誌(英语:London Progressive Journal)(London Progressive Journal)[16]發表了多篇訪談文章,描述樂高認真玩在歷史演變中產生的效益,且拓展到許多國家與應用環境,例如巴勒斯坦,以色列,例如佔領倫敦,與電影製片人,藝術家,活動家等。
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Harn, P. L.( 2017). A Preliminary Study of the Empowerment Effects of Strength-Based LEGO® SERIOUS PLAY® on Two Taiwanese Adult Survivors by Earlier Domestic Violence. Psychological Studies, 62(2):142–151.
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Bürgi, P., and Jacobs, C., and J. Roos, 2005, ‘From Metaphor to Practice in the Crafting of Strategy,’ Journal of Management Inquiry, 14(1): 78-94.
Grey. F., and J. Roos, ‘Playing Seriously with Strategy,’ Physics World, 2005, 18(2): 18-19.
Bürgi, P., and J. Roos, 2003, ‘Images of Strategy,’ European Management Journal, 2003, 21(1): 69-78.
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Roos, J., and D. Oliver, 1999, ‘From Fitness Landscapes to Knowledge Landscapes’, Systemic Practice and Action Research, 12(3): 279-293.
Lissack, M., and J. Roos, 1999, The Next Common Sense: Mastering Corporate Complexity through Coherence, Nicholas Brealey Publishing, London (ISBN 1 85788 240-7). Translated into Japanese (2001) and Estonian (2002).
von Krogh, G., and J. Roos, 1995, Organizational Epistemology, Macmillan, Oxford (ISBN 0-312-12498-8).
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^Nolan, S.; O'Donoghue, J, (ed). Physical Metaphorical Modelling with Lego as a Technology for Collaborative Personalised Learning. Technology-supported Environments for Personalized Learning: Methods and Case Studies. 2009.引文使用过时参数coauthors (帮助)