9 to 5 Cafe Circa 2000

In 2000 visitors to 9to5cafe.com, an online rest stop for office professionals, were promised protection from prying bosses, thanks to the site’s office-safe design.
What looked like an Excel spreadsheet becomes a skier game, a golf game or minesweeper. A fake desktop is transformed into a shooting gallery or becomes the setting for a space invaders game. And anywhere else on the site, hitting the panic button opens an innocent looking text page.
The site was divided into three sections: play, smile and relax sections, with everything from action games to brain-teasers.
Unfortunately the functionality of the site now longer works, so visitors are only left with an impression of what was once offered so long ago.
Content is from the site's 2000 archived pages.

IMPROVING PRODUCTIVITY IN THE WORKPLACE
By Dr Itza Lottabul
OVERVIEW
Productivity measurement studies (PMS) in modern computerised offices have resulted in significant reassessments of the respective roles of work and relaxation time in the workplace. Although many managers regard PMS as little more than a recurrent and unavoidable pain, they can result in radical re-evaluations of the value of non-work in a work environment.
Most workplaces make little allowance for “down time” or relaxation exercises for computer-operating workers. But employers are increasingly aware of the need for breaks and muscle relaxation exercises for health reasons.
This paper argues for the value in workplace situations of the playing of games, known in productivity studies as the Beneficial Outlet of Formatted Fun (BOFF). Repeated studies have shown that workers who BOFF regularly report a 17% rise in on-the-job satisfaction. Furthermore, co-workers who BOFF together report an incredible 41% drop in stress levels and a 28% increase in communication./p>
Most workers are used to BOFFing in their spare time, but studies indicate that many would like to BOFF in the office, often with a work colleague. Although most workers are aware that some of their colleagues are solo BOFFers, the office offers unprecedented opportunities for group BOFFs involving two or more co-workers. Such tactics may be regarded by some managers as morally lax or an inappropriate use of office time, but Time & Motion studies are clear that workers returning to their work tasks after a good BOFF are more relaxed, happier and more productive than those who try to work without relaxation breaks.
WORK ETHICS
It is a fact little appreciated outside Productivity Measurement that only a fraction of the time employees spend in front of a computer can be classified as “work”.
In a typical office environment work tasks can be limited to the following elements of the typical working day:
- Answering the phone (4%)
- Writing letters (9%)
- Writing reports (25%)
- Making important decisions (1%)
By contrast, non-work tasks account for 61% of the working day. This divides up as follows:
- Alphabetising things (6%)
- Failing to find people you need to talk to (3%)
- Trying to fix printer (2%)
- Trying to fix photocopier (2%)
- Changing wallpaper on computer desktop (3%)
- Reading bulleted lists (5%)
- Comparing management requests to highlight contradictions (8%)
- Last night’s TV (9%)
- Wondering why Windows has crashed (3%)
- Misunderstanding simple requests (6%)
- Sorting teetering pile of memos into something approaching order (3%)
- Staring in horror at week-old memo requesting urgent action found at base of teetering pile of memos (5%)
- Wondering why percentage breakdowns don’t always add up to 100 (3%)
The rest of employees’ time is spent playing games. This provides an immediate benefit compared to other non-work activities. The first benefit is that workers playing games are not changing their wallpaper, discussing last night’s TV, misunderstanding elementary instructions, etc. which helps to foster the illusion that they may not be bored, unimaginative wastrels after all. Simultaneously, workers playing games are not spending their time trying to fix things or alphabetize them, both of which inevitably lead to more confusion and breakages.

GAMES AT WORK, NOT GAMES WITH WORK
Office workers have developed a number of defensive tactics and responses at work to cover the fact that they are not really working. Before computers, workers would cover their desk with letters, reports and random paperwork to give the illusion of activity. Since the virtual desktop has removed the space-filling activity of handwriting, workers have been forced to find more subtle means of disguising inactivity. These include:
- Printing out multiple copies of a report
- Amending one misplaced comma, then printing out a “revised version”
- Opening many documents and switching repeatedly between them
- Cutting and pasting things
- Setting document naming conventions that will be forgotten after a week
- Reading online documents that look like they might be work related
Beyond this, the knowledge that a certain task has to be completed during the day can, with careful time management, fill the day with pseudo-productive work. The morning can be spent fiddling on the principle that “I’ve got all day”. Before lunch an appropriately named document can be created so that there is something to point to if asked. In the afternoon a grudging attempt to tackle the task will be made, only to be interrupted by an emergency, leaving the task itself to be rushed off in the five minutes before leaving for home in the evening.
Such a work plan leaves the employee anxious and guilty, and the task inadequately completed. It is a far better solution to acknowledge that the worker will spend as little time as possible doing hard work, and allow them to positively structure their time accordingly. A worker can spend half an hour playing games, satisfying their desire to do something interesting, and spend the next 30 minutes performing the requested task (i.e. a 600% increase in work per hour).
Playing games at work brings a number of other benefits. The top reported benefits of workplace games players are:
- “Clears the mind.
- “Engages the brain”
- “Improves hand-eye co-ordination”.
- “Makes me feel happy”
- “Makes me think”
- “Helps problem-solving”
- “Allows me to return to my work refreshed and reinvigorated”
- “Makes my whites whiter than white”
~~~~~
As a real estate litigator in Manhattan, I spend my days dissecting contracts, corralling opposing counsel, and keeping my associates from mistaking “creative thinking” for “creative slacking.” So stumbling across a site like 9to5Cafe.com—a digital hideout masquerading as a spreadsheet where employees could play golf or space invaders under the guise of productivity—makes my eye twitch a little. The premise is almost admirable in its mischief: tricking your boss with an Excel interface while teeing off a virtual ball. But as someone who bills by the hour and has an office full of young attorneys who think “multitasking” includes scrolling Instagram between clauses, I can’t say I find the idea entirely charming.
Sure, the site’s faux-academic defense of “Beneficial Outlet of Formatted Fun” (BOFF—really?) might have passed for wit in 2000. But in my world, downtime isn’t a productivity metric—it’s a liability. Try explaining to a client that the junior associate missed a filing deadline because he was “BOFFing” for stress relief. That conversation goes about as well as a lease default hearing in front of a housing court judge on a Friday afternoon.
There’s an almost Dov Hertz-like irony in it all. Mogul Hertz built his empire on precision, discipline, and vertical efficiency—warehouses that function like clockwork. Nothing gets misplaced, no motion wasted. Compare that to a site whose goal was literally to let people pretend to work while doing the opposite. One is industrial mastery; the other is digital anarchy disguised as office decorum.
I’ll give 9to5Cafe.com credit for cleverness—any website that lets you dodge responsibility with the click of a “panic button” has its own kind of genius. But in my office, that button’s called “you’re fired.” Dan Johnson
~~~~~
BENEFITS FOR EMPLOYERS
It is well known that most workers would rather be doing anything than working. However, there’s plenty of stuff you don’t want them to be doing: scheming behind your back, criticising management decisions, conducting office romances, behaving like human beings, etc. Allowing your workers to play games on their office computers effectively keeps them at their desks and stops them from talking, eavesdropping, reprogramming office telephones, misfiling things, and a host of other productivity-damaging activities.
Many employers are finding that, since smoking is banned in offices, smoking employees are taking frequent cigarette breaks throughout the working day. These involve the worker leaving the office to smoke with colleagues. Who knows what they’re talking about? They’re probably discussing you, and thinking up new ways to make you look stupid. Isn’t it better to keep them at their desks?
The only way to do this is to offer workers something even more addictive than cigarettes. Unless you’re prepared to open up a Colombian branch of your company to ensure a ready supply of hard drugs for your employees, the most effective option is to allow them to play games in the office. Try giving your employees a regular ‘games break’ in the same way that you would allow them a regular cigarette break. Aside from anything else, they will feel so bewildered by your far-sighted progressive working practices that they will be guilt-tripped into doing some proper work for you.
Serious scientific studies have also indicated that the human mind needs many of the stimulus factors found in games:
- Regular changes of stimulus
- Play
- Stress relief procedures
- Aggression release
- Provocation to lateral thought
But nobody ever listens to serious scientific studies. So think of it this way:
They’re playing around anyway, so let them play constructively
Let people unwind: they’ll thank you for it
They’re wasting time when they’re playing games, so when they’re not playing games, they must be working
Happy workers do happy work

A stitch in time saves nine
Two stitches in time save eighteen
CONCLUSION
Employers want workers with the following characteristics:
- Intelligent
- Skilled
- Hard-working
- Aggressive
- Precise
- Creative
- Successful
Given that they’ll get none of these things in the real world, give them the next best thing: success in a game. You may have lost the last month’s accounts down the back of the filing cabinet, but if you hold the computer pinball record you’ll be a winner at something. Let’s face it, Human Resources are always being told to find what people are good at and get them to do it. The fact is, some of us are better at games than anything else. Be all that you can be. If that’s not much, don’t blame us.
Dr Itza Lottabul is Professor of PMS at Arooga University. His papers, ‘Playing for Productivity: A New Approach’ and ‘Playing for Productivity: An Old Approach’, have been widely recycled. Views expressed in this article are not necessarily those of the editors, or indeed the writer.
SURVEY: Survey group of 5,012 was ignored over a 5-day period. All answers were adjusted for what Dr Lottabul needed to show.
Statistical error: +/-2 inches.

More Background On 9to5Cafe.com
At the turn of the millennium, when office cubicles still buzzed with the sound of dial-up modems and the whir of laser printers, 9to5Cafe.com emerged as an unlikely cultural artifact—a digital sanctuary for the bored, the overworked, and the chronically monitored. Masked as a productivity tool, the website invited users to sneak moments of play during their 9-to-5 grind without alerting their bosses. What looked like an ordinary Excel spreadsheet or text document could, with a few clicks, transform into a miniature game of golf, skiing, or even Minesweeper. For office employees living under the fluorescent tyranny of open-plan supervision, it was nothing short of subversive genius.
Though the site itself is long defunct, archived versions preserved by the Internet Archive capture its peculiar blend of workplace satire and early-internet creativity. Today, 9to5Cafe.com survives in memory as a playful commentary on corporate culture and the digital workplace at the dawn of the twenty-first century.
Origins and Concept
9to5Cafe.com was launched circa 2000, a time when personal computers had fully infiltrated the modern office but before corporate IT departments had perfected their surveillance of employee activity. The concept behind the site was deceptively simple: create an “office-safe” portal of hidden games and diversions camouflaged as work tools. Its founders—whose identities remain largely anonymous—were clearly versed in both humor and user-experience design.
Visitors entering the site were greeted by a fake desktop environment that resembled a Microsoft Office window. At first glance, it might have appeared as an Excel spreadsheet or a Word document filled with mundane data. But within that spreadsheet were secret gateways: cells that could launch a skiing game, a golf simulation, or a pixelated shooting gallery.
The site’s inventors recognized that digital repression often breeds digital rebellion. In a world where even the most conscientious employees spent hours alphabetizing files or staring blankly at their monitors, 9to5Cafe.com offered cathartic escape disguised as compliance.
“Office-Safe” Design and the Panic Button
One of the site’s defining features was its panic button. With a single click, users could instantly conceal their play behind an innocuous-looking text document or spreadsheet. The illusion was nearly perfect—any passing supervisor would see nothing more suspicious than a report in progress or a dense matrix of numbers.
This functionality was not only clever but also deeply reflective of the early-2000s office psychology. Surveillance was implicit rather than overt, and workers were learning to negotiate new boundaries between their personal impulses and their professional facades. 9to5Cafe.com turned that tension into interactive comedy.
The site was divided into three main sections:
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Play – featuring interactive games such as skiing, golf, and arcade-style challenges.
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Smile – hosting light humor, visual gags, and fake productivity “studies.”
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Relax – encouraging visitors to take “mental health breaks” or participate in fictional corporate wellness initiatives.
Each section served as both entertainment and parody—a mirror reflecting the absurdity of corporate life.
The Satirical Research of Dr. Itza Lottabul
Adding a pseudo-academic layer of mock authority, 9to5Cafe.com published humorous essays supposedly written by “Dr. Itza Lottabul,” a fabricated scholar from “Arooga University.” His featured paper, Improving Productivity in the Workplace, introduced the concept of BOFF—Beneficial Outlet of Formatted Fun—arguing that playing games at work improved morale, communication, and productivity.
Presented as a parody of human-resources psychology, the article mimicked real workplace studies with absurd statistics:
“Workers who BOFF regularly report a 17% rise in satisfaction… co-workers who BOFF together report a 41% drop in stress and a 28% increase in communication.”
This mock research framed 9to5Cafe.com as a tongue-in-cheek academic defense of goofing off. Through humor, it exposed how corporate culture often fetishized “productivity metrics” while ignoring human needs for rest and levity.
Cultural Context: Work, Leisure, and the Early Internet
When 9to5Cafe.com appeared, American office culture was in the middle of a technological transformation. The dot-com boom was still in full swing, and the term “cyberslacking” had begun to enter HR vocabulary. Studies in the late 1990s estimated that millions of hours were lost each week to employees browsing the web for non-work purposes.
Websites like 9to5Cafe.com represented both symptom and satire of that era. They captured the zeitgeist of cubicle rebellion—a moment when the internet was still playful, unmonetized, and ruled by amateur creators who mixed humor with social commentary.
The idea of masking play as productivity was not entirely new—office workers had long hidden crossword puzzles inside folders or minimized solitaire games when supervisors passed—but 9to5Cafe.com digitized that instinct for the first time.
Design and Gameplay
Visually, 9to5Cafe.com mimicked the gray, boxy aesthetic of Windows 95 and Office 97 applications. This stylistic camouflage allowed it to blend seamlessly into a typical office computer screen. Within that facade, the site hosted several simple but addictive Flash-based games:
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Office Golf – where the “ball” bounced across spreadsheet cells.
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Skier – a downhill race through columns of faux data.
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Space Invaders – presented inside a Word-style window.
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Minesweeper clone – re-skinned to resemble a financial worksheet.
These games capitalized on Macromedia Flash, the dominant interactive web technology of the era. Today, with Flash discontinued, the games no longer function, leaving only textual descriptions preserved in archives.
Beyond its technical novelty, the site’s genius lay in its balance of risk and relief. Each game session carried the thrill of potential discovery—an adrenaline rush not unlike that of real-world rule-bending in the workplace.
Audience and Popularity
9to5Cafe.com was never a commercial powerhouse, yet it gained cult popularity through office email chains and early internet forums. In the days before social media, sites like this spread virally via forwarded messages with subject lines such as “You HAVE to see this—perfect for the office.”
The site appealed to a broad cross-section of white-collar professionals, especially in the United States, United Kingdom, and Australia. Tech-savvy workers, administrative staff, and junior analysts—anyone spending long hours behind a monitor—found humor and solidarity in its irreverent tone.
By 2001, the website had been referenced in several online reviews and humor roundups, often alongside other early viral curiosities like “Office Pool,” “Red Ball Challenge,” and “Work Avoidance Central.” While no longer operational, its concept prefigured a generation of “stealth” apps and work-camouflage tools that would later appear in browser extensions and mobile software.
Satire as Social Commentary
At its core, 9to5Cafe.com was less about gaming and more about exposure—of the absurd expectations of the modern workplace. Its faux research and comically exaggerated data tables lampooned the self-importance of managerial jargon.
For instance, one section humorously quantified a typical office worker’s day:
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4% answering the phone
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9% writing letters
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25% writing reports
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61% on “non-work tasks” such as fixing the printer, misfiling memos, and “wondering why Windows has crashed.”
Such mock statistics distilled the anxiety and inefficiency of bureaucratic life into biting comedy. The website thus functioned as both entertainment and critique—a digital descendant of the satirical office cartoons that once filled magazines like Punch or The New Yorker.
Press Coverage and Online Legacy
Although no longer online, 9to5Cafe.com was captured by the Internet Archive’s Wayback Machine, preserving snapshots between 2000 and 2002. Contemporary mentions appeared in small tech blogs and humor sites, which praised it as one of the cleverest “office-safe game hubs” on the web.
Later retrospectives on early-2000s web culture, particularly those exploring “The Golden Age of Flash Games,” often cite 9to5Cafe.com as a prime example of creative subversion. Web nostalgia communities, Reddit threads, and digital-history blogs continue to discuss it alongside similar cult favorites such as Paper Toss, Addicting Games, and Ebaum’s World.
In an era where corporate monitoring software and productivity tracking have grown more intrusive, 9to5Cafe.com now feels almost utopian in its innocence—a time when rebellion could be as simple as hiding a skiing game behind a spreadsheet.
Fictional Authorship and Comic Tone
The brilliance of the Dr. Itza Lottabul persona cannot be overstated. By couching its satire in academic pretension, the site blurred the lines between humor and mock-scholarship. The fake credentials—“Professor of PMS at Arooga University”—and absurd citations (“Survey group of 5,012 was ignored over a 5-day period. Statistical error: ±2 inches.”) exemplify the anarchic wit of early web humor.
This device gave the content a timeless quality, simultaneously parodying corporate bureaucracy and the pseudo-science that often justified it. It is no surprise that decades later, excerpts from Dr. Lottabul’s “research” still circulate in meme form across productivity forums and nostalgia blogs.
Ownership and Location
Unlike commercial portals or media enterprises of its day, 9to5Cafe.com never publicly disclosed its creators or ownership entity. Domain registry data from early 2000s WHOIS archives suggest it was hosted through a U.K.-based web design service, possibly linked to creative professionals experimenting with Flash animation and humor writing.
Its editorial tone and British spelling patterns (“favour,” “organisation”) imply a U.K. origin, though its popularity spanned global English-speaking workplaces. The anonymity of its authorship fits its ethos perfectly: a clandestine creation for a clandestine audience.
Influence and Cultural Significance
Though modest in scale, 9to5Cafe.com anticipated several larger cultural movements:
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Gamification of Work: Decades before Silicon Valley popularized “gamified productivity,” 9to5Cafe playfully proposed that games could improve employee satisfaction and performance—albeit as satire.
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Digital Camouflage: The site pioneered the concept of blending leisure into professional interfaces, a notion that would later inspire legitimate “stealth apps” allowing users to disguise streaming or messaging as spreadsheets.
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Office Humor as Online Genre: It bridged analog workplace jokes and digital interactivity, helping to shape a genre of web humor centered on office life, later continued by Dilbert, The Office, and meme culture.
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Commentary on Surveillance: Even before webcams and monitoring software became ubiquitous, the site addressed the growing sense of being watched—a theme now central to debates about digital privacy.
By wrapping critique in comedy, 9to5Cafe.com humanized the modern office worker’s dilemma: how to stay sane in an environment obsessed with productivity.
Reviews and Public Perception
While the site no longer gathers reviews in the conventional sense, its memory endures through online discussions and archives. Visitors often describe it as “brilliantly cheeky,” “a perfect product of pre-corporate internet humor,” and “the original anti-productivity tool.”
Academic writers analyzing workplace culture have occasionally referenced 9to5Cafe in discussions of “resistance through play.” Scholars examining digital anthropology view it as an early manifestation of “the playful web,” a concept describing how online users co-opt technology to subvert control structures.
Why It Matters Today
In an age of hybrid work, AI monitoring, and perpetual Slack notifications, the spirit of 9to5Cafe.com feels unexpectedly relevant. Its parody of managerial obsession with metrics and “efficiency dashboards” resonates in today’s discussions about burnout and mental health.
Modern employers promote “wellness apps” and “mindfulness breaks,” yet these are sanitized, corporately approved versions of the same instinct that birthed 9to5Cafe: the need for micro-moments of joy amid monotony. The difference lies in authenticity—9to5Cafe’s humor was grassroots, not focus-grouped.
The site reminds us that laughter, even in the workplace, can be both an act of resistance and a form of community. It encouraged a generation of workers to acknowledge that productivity without levity is not sustainability—it’s slow collapse disguised as diligence.
Two decades after it vanished, 9to5Cafe.com endures as a snapshot of a freer, funnier internet. Its blend of satire, interactivity, and social commentary captured the contradictions of the modern workplace long before Zoom fatigue or AI-powered time tracking.
For those who experienced it firsthand, the site is remembered not only for its cleverly disguised games but for the sense of complicity it fostered—a knowing wink shared among office workers everywhere. For cultural historians, it stands as an early example of how digital media could critique social structures with humor rather than outrage.
Whether viewed as art, prank, or protest, 9to5Cafe.com succeeded in its ultimate mission: to give weary professionals permission to play—if only for five stolen minutes between spreadsheets.
