Showing posts sorted by relevance for query HOMO LUDENS. Sort by date Show all posts
Showing posts sorted by relevance for query HOMO LUDENS. Sort by date Show all posts

Sunday, September 24, 2023

Researchers call for change to Irish schoolyards to support children's play

school playground
Credit: Unsplash/CC0 Public Domain

Researchers are calling for increased attention to the design of schoolyards and provision of diverse spaces for play in primary schools, to address issues of exclusion, bullying and racism in Irish schoolyards.

A study led by University College Cork (UCC) researchers has found that the limited attention given to children's right to play in  policies and practices contradicts with inclusive school ideals and government commitments to children's rights. The study has been published in the Journal of Occupational Therapy, Schools, & Early Intervention

More than half a million children share schoolyards in over 3000 Irish  for a mandated, supervised breaktime that is more than 10% of each school day.

Over a three-year period, the multi-study research project investigated play in Irish schoolyards as central to the production of intersectional inequities central to exclusion particularly for disabled and minoritized children.

Teachers cited challenges and tensions in creating conditions for play in schoolyards including limited policy and practice guidance, contradictory expectations and litigation fears and the need to negotiate diverse individual and collective interests, prioritizing safety and an absence of conflict.

Michelle Bergin,  and Ph.D. Student at UCC, will present the research at the Futures Research Conference at UCC's College of Medicine and Health today Thursday, 21 September.

Irish schoolyards were described as hard surfaced, restrictive, empty spaces with few, often broken objects and limited access to natural areas.

The study found that working with children and  to understand each particular context and identify possibilities for change is central when planning schoolyards that will increase play choice and inclusion in schoolyards.

Michelle Bergin said, "Children described football, tag, fighting and sustaining friendships as routine. They said that exclusion happened within play linked to social and spatial restrictions for example racism identified as a significant barrier to Irish Traveler children's play."

Researchers are calling on the government to harness the new Policy Framework for Children and Young People 2023–2028 (DCEDIY, 2022) which forefronts children's rights and integrated policy and practices to review how to integrate school breaktimes in inclusive, intercultural, and sustainable  and provide time, funding and guidance to schools towards enacting these policies.

This will require dialog regarding the provision of play rights but also clarity on funding, practice guidelines and the challenges of litigation fears, racism, bullying and exclusion in schoolyards.

"Our research calls for greater consideration of the transformative potential of play to contribute to more equitable, inclusive and sustainable futures. Our study highlights that play in Irish schoolyards is fundamental to children's social lives, identities, friendships and experience of fun and offers possibilities to create connections of care and solidarity," Michelle Bergin said.

Professor John Cryan, Vice President for Research and Innovation at UCC, said, "This extensive study highlights the essential need to make the school playground environment a more inclusive, fair and equal environment for all children. UCC has a long track record of research involving children across a variety of disciplines and themes.'

"In the coming months, we will launch UCC Futures Children, and along with this research in Future Medicines, children's health, well-being and their rights will continue to be at the forefront of research at UCC."

More information: Michelle Bergin et al, Irish Schoolyards: Teacher's Experiences of Their Practices and Children's Play-"It's Not as Straight Forward as We Think", Journal of Occupational Therapy, Schools, & Early Intervention (2023). DOI: 10.1080/19411243.2023.2192201


Provided by University College Cork What happens on the schoolyard? Sensors on clothing reveal painful patterns



Files.eric.ed.gov

https://files.eric.ed.gov/fulltext/EJ1211610.pdf

The author discusses Johan Huizinga's Homo Ludens and the animating mood that it calls the “play spirit.” He argues that these styles of playful-.


Archive.org

https://archive.org/details/homoludensstudyo1950huiz

Jun 6, 2023 ... Homo Ludens : a study of the play element in culture. by: Huizinga ... PDF download · download 1 file · SINGLE PAGE ORIGINAL JP2 TAR download.

Web.stanford.edu

https://web.stanford.edu/class/sts145/Library/huizinga.pdf

Homo Ludens A Study of the Play-Element m Culture, by. Johan Hulzmga. IN PREPARATION. Paths zn Utopa, by Martln Buber. Attack Upon Chrtstendom, by Soren ...



Tuesday, June 15, 2021

Introducing play to higher education reduces stress and forms deeper connection material

Students fostered a more meaningful relationship with instructors when play was introduced

UNIVERSITY OF COLORADO DENVER

Research News

A new study found higher education students are more engaged and motivated when they are taught using playful pedagogy rather than the traditional lecture-based method. The study was conducted by University of Colorado Denver counseling researcher Lisa Forbes and was published in the Journal of Teaching and Learning.

While many educators in higher education believe play is a method that is solely used for elementary education, Forbes argues that play is important in post-secondary education to enhance student learning outcomes.

Throughout the spring 2020 semester, Forbes observed students who were enrolled in three of her courses between the ages of 23-43. To introduce playful pedagogy, Forbes included games and play, not always tied to the content of that day's lesson, at the start of each class. She then provided many opportunities for role-play to practice counseling skills, and designed competitions within class activities.

During the study, students mentioned they saw more opportunities for growth while learning in a highly interactive environment. Students also described that the hands-on nature of learning through play established a means for skill acquisition, and they were able to retain the content more effectively.

"As we grow older, we're conditioned to believe that play is trivial, childish, and a waste of time," said Forbes. "This social script about play leads to it being excluded from higher education. A more interactive learning approach leads to a deeper and more rigorous connection to the material."

To maintain what Forbes described as "rigor" within higher education, the most common approach tends to be lecture-based learning. However, according to Forbes, this mode of education is counter to the very outcomes educators set out to achieve.

The results of the study suggest there is a unique and powerful classroom experience when play is valued and used in the learning process. According to Forbes, students who participated in this study also indicated that play increased positive emotions and connections with other students and the professor in the course.

"I also saw that when I introduced play, it helped students let their guard down and allowed them to reduce their stress, fear, or anxiety," said Forbes. "Play even motivated students to be vulnerably engaged, take risks, and feel more connected to the content."

Play is underutilized and devalued in higher education, according to Forbes. She suggests educators reevaluate their understanding of using play in graduate courses. Playful pedagogy creates an interactive and warm learning environment, resulting in greater understanding of the material. This method is also more aligned with the humanistic missions and values of universities and programs.

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Homo Ludens - Wikipedia

https://en.wikipedia.org/wiki/Homo_Ludens

Homo Ludens is a book originally published in Dutch in 1938 by Dutch historian and cultural theorist Johan Huizinga. It discusses the importance of the play element of culture and society. Huizinga suggests that play is primary to and a necessary (though not sufficient) condition of the generation of culture. The Latin word ludens is the present active participle of the verb ludere, which itself is …

Homo Ludens is an important part of the history of game studies. It influenced later scholars of play, like Roger Caillois. The concept of the magic circle was inspired by Homo Ludens.

Friday, April 09, 2021

Fighting dementia with play

ETH ZURICH

Research News

A dementia diagnosis turns the world upside down, not only for the person affected but also for their relatives, as brain function gradually declines. Those affected lose their ability to plan, remember things or behave appropriately. At the same time, their motor skills also deteriorate. Ultimately, dementia patients are no longer able to handle daily life alone and need comprehensive care. In Switzerland alone, more than 150,000 people share this fate, and each year a further 30,000 new cases are diagnosed.

To date, all attempts to find a drug to cure this disease have failed. Dementia, including Alzheimer's - the most common of several forms of dementia - remains incurable. However, a clinical study carried out in Belgium with the involvement of ETH researcher Eling de Bruin has now shown for the first time that cognitive motor training improves both the cognitive and physical skills of significantly impaired dementia patients. A fitness game, known as "Exergame", developed by the ETH spin-off Dividat was used in the study.

Better cognitive ability thanks to training

In 2015, a team of scientists led by ETH researcher Patrick Eggenberger showed that older people who train both body and mind simultaneously demonstrate better cognitive performance and can thereby also prevent cognitive impairment (as reported by ETH News). However, this study was carried out on healthy subjects only.

"It has been suspected for some time that physical and cognitive training also have a positive effect on dementia," explains de Bruin, who worked with Eggenberger at the Institute of Human Movement Sciences and Sport at ETH Zurich. "However, in the past it has been difficult to motivate dementia patients to undertake physical activity over extended periods."

ETH spin-off combines exercise and fun

With a view to changing this, Eva van het Reve, a former ETH doctoral student, founded the ETH spin-off Dividat in 2013 together with her PhD supervisor Eling de Bruin and another doctoral student. "We wanted to devise a customised training programme that would improve the lives of older people," says van het Reve. Fun exercises were developed in order to encourage people who were already experiencing physical and cognitive impairments to participate in training, and the Senso training platform was born.

The platform consists of a screen with the game software and a floor panel with four fields that measure steps, weight displacement and balance. The users attempt to complete a sequence of movements with their feet as indicated on the screen, enabling them to train both physical movement and cognitive function simultaneously. The fact that the fitness game is also fun makes it easier to motivate the subjects to practice regularly.

Eight weeks' training for dementia patients

An international team led by Nathalie Swinnen, a doctoral student at KU Leuven, and co-supervised by ETH researcher de Bruin, recruited 45 subjects for the study. The subjects were residents of two Belgian care homes, aged 85 years on average at the time of the study and all with severe dementia symptoms.

"The participants were divided into two groups on a random basis," explains de Bruin. "The first group trained for 15 minutes with the Dividat Senso three times a week for eight weeks, while the second group listened to and watched music videos of their choice." Following the eight-week training programme, the physical, cognitive and mental capacity of all subjects was measured in comparison with the start of the study.

Regular play has an effect

The results offer hope to dementia patients and their relatives: training with this machine indeed enhanced cognitive skills, such as attention, concentration, memory and orientation. "For the first time, there's hope that through targeted play we will be able not only to delay but also weaken the symptoms of dementia," emphasises de Bruin.

It is particularly striking that the control group deteriorated further over the eight-week period, while significant improvements were recorded in the training group. "These highly encouraging results are in line with the expectation that dementia patients are more likely to deteriorate without training," adds de Bruin.

But playful training not only has a positive impact on cognitive ability - researchers were also able to measure positive effects on physical capability, such as reaction time. After just eight weeks, the subjects in the training group reacted significantly more quickly, while the control group deteriorated. This is encouraging in that the speed with which older people respond to impulses is critical in determining whether they can to avoid a fall.

A better understanding of brain processes

The research group led by de Bruin is currently working on replicating the results of this pilot study with people with mild cognitive impairment - a precursor of dementia. The aim is to use MRI scans to investigate more closely the neural processes in the brain responsible for the cognitive and physical improvement.

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Tuesday, April 18, 2023

The Four Types of Play of Roger Caillois

From Competition to Chance, From Mimicry to Vertigo

Orientation

What is play? What are its types and its psychological impacts?

In what way is play different from other human activities? In what ways is play different across the life cycle, from childhood to adolescence to adulthood?  Do people ever stop playing? How many kinds of play are there? What is the difference in the psychological states between playing in a baseball game, playing with crossword puzzles, entering the lottery, watching a puppet show, or rolling down a hill? A child riding on a carousel in not in the same state as one who is in a state of suspenseful anticipation after betting, then watching the roulette wheel. We will find out what these differences are.

What is the relationship between society and play?

Authors such as Johan Huizinga go so far as to say that all social organization – from economics to politics to law and technology – are derived from play. Others say that the forms of play are driven by changes in human societies. For example, games of chance are primary in hunting and gathering societies because the hunt itself is a very unpredictable activity. As the food supply becomes more stable, games where the outcome is more controlled will grow greater as humans feel more stable in their economic life. So the question is – what is primary and what is secondary? The basic themes of sociology of play are that social institutions such as economics, politics and family institutions as derivable from play, just as play can be explained by economics, politics and family structures. Evolutionary biologists don’t buy the value of play. They claim that play is a useless activity in terms of Darwinian natural selection.

Why write about a book that is 90 years old?

Over 20 years ago, I became interested in environmental psychology and discovered there was a whole field in sociology called “leisure studies”. One of the main topics covered was theories of play. Besides the famous book by Johan Huizinga, I came across the work of Roger Caillois and his extremely original theory of play. I was riveted! I found his book Man, Play and Games and devoured it in about a week. However, I had no immediate use for the book either in books I was writing or classes I was teaching. I wrote a five-page summary of the book and left it at that. But I never forgot the book. I remembered it for its interdisciplinary intellectual orientation and its range in writing about every type of play. Caillois’ book was written over 90 years ago, so you are not going to find anything here about the positive and negative impact of Dungeons and Dragons on people’s psychology. Neither will you find the impact of video games on people’s level of happiness. However, despite its age, I believe it still has an enormous amount to teach us. In fact, I’ve come to feel that Roger Caillois’ book is broader and deeper than Huizinga’s famous book Homo Ludens: A Study of the Play-element in Culture.

Roger Caillois was an interdisciplinary French sociologist whose range of interests besides play include sacred studies(Man and the Sacred), cults, literature, mythology, poetry, and psychoanalysis. He hovered on the edge of the surrealist movement according to the book The Edge of Surrealism, edited by Claudine Frank, and he corresponded with Andre Breton, considered by some as the father of surrealism.

Theories of Play: Huizinga vs Caillois

Roger Caillois begins his insightful and imaginative book Man, Play and Games by challenging John Huizinga’s theory of play. Huizinga’s theory of play contains six components. Play is:

  • Free – that is not serious
  • It is absorbing
  • It is non-material—that is not for profit
  • It is separated from everyday life (done in its own place and time)
  • According to fixed rules and an orderly procedure
  • Done in secret

Caillois takes exception to some of these points. For example, he pointed out that some games are part of everyday life and are not done in secret as in sports or games of chance. Huizinga is not sensitive to the wide range in the spectrum of play. George Herbert Mead makes a distinction between structured forms of play, which he calls “the game”, and what Mead calls “pretend play”. Huizinga’s claim that play occurs according to fixed rules ignores pretend play which is far more imaginative. If rules exist in pretend play they are made up along the way as in “Calvinball” from the comic strip Calvin and Hobbes. Lastly, modern games are played for profit as in sports stadiums and gambling houses. In short, Caillois claims Huizinga ignores or minimized the diverse form of play. Caillois’ book sets out to correct this.

Why do People Play?

Caillois claims that play has a natural propensity for good or evil. In both cases the same qualities can be identified:

  • The need to prove one’s superiority
  • The desire to challenge, make a record or merely overcome an obstacle
  • The hope and the pursuit of finding out one’s destiny
  • The pleasure in secrecy, make-believe or disguise
  • Creating fear or inspiring fear
  • The search for repetition and symmetry
  • The joy of improvising, inventing or infinitely varying solutions
  • Solving a mystery or riddle
  • The satisfaction deriving from the arts involving contrivance
  • The desire to test one’s strength, skill speed, endurance, equilibrium or ingenuity
  • The temptation to circumvent rules, laws or conventions
  • Intoxication, longing for ecstasy and a desire for voluptuous panic

Examples of How Play Evolved in History

Here are some examples of what play evolved from:

  • The cup-and-ball and top were once magical devices
  • Roundelays and counting-out rhymes were once ancient incantations
  • Stagecraft, liturgy, military tactics and debate also became rules of play
  • The greasy pole is related to the myths of heavenly conquest
  • Football emerged from to the conflict over the solar globe of two opposing phratries
  • String games had once been used to inaugurate the changing seasons
  • The kite, before becoming a toy toward the end of the 18th century, in the Far East symbolized the soul of its owner
  • In Korea, the kite served as a scapegoat to liberate a sinful community from evil
  • Hopscotch once symbolized labyrinth through which the magical initiate must first wander
  • The game of tag was once recognized as a terrifying choice of a propitiatory victim
  • Games of chance were once associated with divination
  • Villages, parishes and cities once had gigantic tops that special confraternities caused to spin during certain festivals
  • Slingshots and peashooters have survived as toys where they were once the more lethal weapons

Naming the Four Types of Play and Their Two Fundamental Structures

Caillois divides play into four categories:

  • Agon, which involves competition
  • Alea which involve games of chance
  • Mimicry which involves simulation
  • Ilinx which involves the experience of vertigo

These four kinds of play can be grouped into two categories:

  1. Paidia play is active, tumultuous, exuberant and spontaneous. This corresponds to mimicry and Ilinx and goes with Mead’s pretend play.
  2. Ludus play is more restrained. It involves calculating, contrivances and requires patience and subordination to rules. Ludus play is translatable to Mead’s category of “games” and includes agon and alea.

Caillois’ hypothesis is that the basic themes of society should be traceable from the proportionate use of these four types of play. Read Table A with the four types of play together with Caillois’ and Mead’s structures of play.

Table A

Types of playAgon

Competition

Alea

Chance

Mimicry

Stimulation

Ilinx

Vertigo

Caillois’ structures of play

 

LudusLudusPaidiaPaidia
Mead’s

Structure of play

GameGamePretend playPretend play

Details of the Four Kinds of Play        

Let us look in more detail into examples of each of the types of play along with the psychological states induced. Agon amusement involves competition. Agon play involves skills such as speed, endurance, physical strength, ingenuity and improvisation. The paidia example of play under agon would be wrestling or racing. This kind of play is unique to humans. The more organized type of agon, ludus play at the individual level would be doing cross-word puzzles, playing solitaire or flying a kite. Social expressions of more organized play would include sports such as boxing, football, chess, billiards, duels and tournaments. Competition involves skill. In chance games skills are minimized. In sports competition is based primarily on skill, if the outcome of a game was determined by chance, spectators would complain that the victor’s success was cheap.

The alea kind of play is the opposite of agon. It abolishes natural or acquired differences between people and leaves as much as possible to chance. Paidia forms of chance are counting out rhymes or playing heads or tails. Ludus types of chance games include playing the lottery or gambling at casinos. These activities are uniquely human and not found in the rest of the animal kingdom.

The third type of play, mimicry, involves simulation. In this a person forgets, disguises or temporarily sheds their personality into order to play a role. At the paidia level of mimicry we have masks, costumes, impersonation and games of illusion taking place. The ludus type of mimicry includes puppet shows, theatre, religious rituals, circuses, carnivals and movies. Masks spill over into non-playful situations as in the use of uniforms and in ceremonial etiquette or sympathetic magic. This type of play is also uniquely human.

The fourth type of play is called Ilinx. This type  of play is  primarily physiological. It destroys the stability of perception and imposes a kind of playful panic on the person. At the paidia level of Ilinx is where we find children whirling, swinging on monkey bars, sleigh riding and later on, horseback riding. These states often create a feeling of ecstasy. In the more ilinx forms of play are skiing, mountain climbing, tightrope walking and going on the rides at amusement parks or fair grounds. Mammals will also engage in experiencing vertigo, as anyone who has watched monkeys swing on ropes at the zoo can attest.  Table B at the end of this article summarizes the manifestation of play and their psychological effects.

However, are people constrained to keep these four types of play separate? Perhaps you might feel it is too simplistic to group the types of play into four separate categories. Maybe you think of play as involving more than one category. If so, which ones might work together and which combinations don’t work? We shall see.

Fundamental Types of Relationships Between Types of Play

Agon and ilinx

While a baseball game involves competition, the exuberance over a great catch to end a game or a homerun to win the game involves vertigo or Ilinx on the part of both players and fans. In fact, Caillois argues that certain forms of play constitute fundamental relationships with similar underlying principles. For example, games of chance and games of competition both presuppose absolute equality from the start. The pleasure derived from these games comes from one having done as well as possible in a situation not of their creation. There is satisfaction in overcoming voluntarily accepted obstacles. In this case, it is quite easy to see that playing this game prepares a person for real life.

Mimicry and ilinx

Another kind of fundamental relationship is between mimicry and vertigo or ilinx. Here there is equality but with less roles. There is constant improvisation and trusting in a guiding fantasy. A conjunction of a mask or an illusion is that perception is distorted and leading into a trance. The magic in tribal societies results from a combination of mimicry and ilinx to real social life.

Contingent Relationships Between Types of Play

Alea and vertigo

The second set of relationships as called contingent. Games producing vertigo and chance are contingent as games of chance have a special kind of vertigo which seizes both the lucky and unlikely.  However, this does not allow the suspension of the rules of the game.

Mimicry and agon

Mimicry and agon are also contingent in that every competition also involves playing a role, not only among the players but also by the audience. An audience in a competition act must make believe they are no longer in real life. They are in a theater suspending the rules of everyday life in order to enjoy the competition. Their make-believe is also an act of mimicry.

Forbidden Relationships Between Types of Play

Ilinx and agon

The last set of relationships are forbidden. I think Caillois overstates what this relationship means when it is called “forbidden”. All this means is that the types of play work at cross-purposes and undermine each other. I would say they “clash”. The first set is between ilinx and agon. The regulated rivalry of competition would be undermined if players abandoned themselves to vertigo in the middle of the competition. It would negate the controlled effort and undermine skill, power, calculation and respect for rules. So too, the thrill of vertigo would be ruined if the revelers were expected to come back from their revelry and focus on playing a specific role with specific rules of a game.

Mimicry and alea

The second set of forbidden relationships is between mimicry and chance. In order for a game of chance to maintain its coherence, there must be no ruses. To engage in this is to cease to be playing and to be engaging in sympathetic magic, the object of which is to compel the future. On the other hand, magic would be undermined by admitting that the results of mimicry were subject to chance. Magic is based on the notion that if you do the ritual right, nature will be compelled to respond to the ritual.

To summarize:

Fundamental relationships:

  • Mimicry and ilinx
  • Alea and agon

Contingent relationships:

  • Ilinx and alea
  • Mimicry and agon

Forbidden relationships:

  • Ilinx and agon
  • Mimicry and alea

Play and the Sacred

According to Caillois, many games have their roots in sacred traditions. For example,

masks were once sacred objects that were used in initiation ceremonies. Later they became accessories to ceremonies – as in dance and theater. Now they are playthings at parties for children and erotic balls for adults. With Christianity the design became elongated and simplified reproducing the layout of a basilica. In sacred situations, ilinx type of play is induced by fasting, vision quests, hypnosis, and monotonous or strident music. Games of chance were once associated with divination, as in the case of tarot cards.

In tribal societies, ilinx and mimicry were primary in both games and in sacred traditions inducing magical states of consciousness. With the rise of state civilizations, ilinx and mimicry become forbidden for the lower classes to practice. To the extent it was still used, it was the domain of the priestesses and priests. It was in forms of play that ilinx and mimicry continued for the lower classes.

Corruptions of Play

There is a distortion of play which Caillois calls corruption. All play is based upon the ability of the participants to separate play from reality and be clear where one ends and the other begins. Where play is corrupted, it blurs the relationship between play and reality. This is the realm where the habits of play become obsessions and compulsions. Each of the four types of play has its own form of corruption.

Corruption of agon and alea

Distortions of agon (competition) are wars and unbridled economic competition which becomes lethal or detrimental to most members of society. A corruption of the game of chance is the stock market, where life savings can be wiped out instantaneously with no one able to predict anything. In the spiritual dimension, card playing games of chance can be twisted into actually foretelling the future with the use of tarot cards.

Corruption of mimicry and ilinx

A distortion of mimicry and simulation are through psychological disorders such as multiple personality disorder. In multiple personality disorder, the roles of a game are not dissolved at the end of the game, but become permanent without a central personality to reign them in. In the case of schizophrenia, the masks of people are believed to be real and not temporary. Lastly, the corruptions of Ilinx are alcoholism and drug abuse such as speed which substitutes chemical power for physical effects as a way of life rather than a temporary state. 

Reification

I’ve added a category that I think fits but is not part of Caillois book. Play gets out of control not only through the corruption of fusing play with reality but when play becomes reified and takes on a life if its own. From an evolutionary point of view the purpose of play is to test the waters of a new situation under safe circumstances. Play is subordinated to reality. Reification occurs when the process of testing becomes a thing which takes on a life of its own. An example of the reification of agon is when fans get so caught up in rooting for the home team that they get into fights with opposing fans or when they lose sleep or become depressed over a team’s losses. The reification of alea is when games of chance cause the working class to lose most of their paychecks at the lottery. The reification of mimicry or simulation is the extent to which an actor or an actress becomes so caught up in the role that the role becomes their entire identity and they can’t function outside the role. Lastly, the reification of ilinx is when a person repeatedly puts themselves in dangerous situations through seeking sensations like race-car driving, skydiving or mountain climbing. You might review Table B again for an overview with examples from the entire article.

Table B

Play Classifications, Their Psychological Affects

Corruption, Reification

Types of PlayAgon

Competition Hinges on skill—speed endurance, strength, memory, ingenuity

Alea

Chance

Abolishes natural or acquired differences

Mimicry/ Simulation

Forgets, disguises or temporarily sheds personality in order to trick another

Ilinx

Vertigo, thrills

Destroys the stability of perception and inflicts a kind of playful panic

 

Range of species applicationUniquely humanUniquely humanUniquely humanHuman and animal

 

Examples of Play

 

 

Wrestling/racing (not regulated)Counting out rhymes; heads or tailsMasks, costumes, impersonation, games of illusionChildren whirling, horseback riding, swinging, racing downhill, sleigh riding

ecstasy

 

Examples of

Play- individual

Crossword puzzles, solitaire, kite flying

 

   
Examples of play- socialSports

Boxing, football chess, billiards, duels tournaments

Lotteries, casinosPuppet shows, theatre, religious rituals, circuses, carnivals, moviesSkiing, mountain climbing, tightrope walking, amusement rides, amusement parks fairgrounds
Structures of playLudus

Mead’s game

Ludus

Mead’s game

Paidia

Mead’s pretend play

Paidia

Mead’s pretend play

 

Corruption

(Clash)

Blurring the boundaries between play and reality

Habits become obsessions or compulsions

Applies the rules of play to real life

Wars, unbridled economic competitionPlaying the stock market

 

Cardplaying turned into

Tarot

Multiple personality disorder

Schizophrenia:

believes the mask is real

Alcoholism, drug abuse (speed)

Substituting chemical power for physical effects as a way

of life

ReificationSports fans who get carried away with team losses by fighting or depressionLosing a great deal of money at the lottery

 

being obsessed with “lucky” numbers

An actor or actress whose roles seems more real than their identity in everyday lifePutting oneself in needless danger with constant race-car driving, skydiving, mountain climbing

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Bruce Lerro has taught for 25 years as an adjunct college professor of psychology at Golden Gate University, Dominican University and Diablo Valley College in the San Francisco Bay Area. He has applied a Vygotskian socio-historical perspective to his three books found on Amazon. He is a co-founder, organizer and writer for Socialist Planning Beyond Capitalism. Read other articles by Bruce, or visit Bruce's website.

Friday, October 01, 2021

FREE PLAY! SUMMERHILL

Let babies play! Study shows free play may help infants learn and develop


Peer-Reviewed Publication

SOCIETY FOR RESEARCH IN CHILD DEVELOPMENT

The benefits of object play (blocks, puzzles, cars, dolls and so on) for infant learning and development are well documented. However, nearly nothing is known about how natural play unfolds in the ecologically valid home environment (real-life settings). Indeed, research on infant play is limited to structured tasks in child-friendly lab environments, where infants engage with predetermined objects for a fixed amount of time. Although structured observations illuminate how infants explore, interact, and learn with novel objects under controlled conditions, they reveal little about how infants spontaneously play in their everyday environments. A new study published in Child Development by researchers at New York University aimed to address this gap by examining infant free play outside the confines of a lab setting and pre-selected toys.

“Our findings show an essential first step in identifying the everyday inputs to infants’ natural learning,” said Catherine Tamis-LeMonda, Professor of Applied Psychology at New York University. “At a time in development when infants must acquire information about what objects are and what they can do with them, massive amounts of practice playing with a variety of objects at home is beneficial for learning. And varied exploration is adaptive. We thus seek to flip the narrative from a critique of what infants have not yet achieved to an acknowledgement of how infants interact with their natural learning environment at home.”

Study participants included 40 infants: 20 13-month-olds, 10 18-month-olds and 10 23-month-olds. Twice as many 13-month-olds were observed to enable comparisons between crawlers and walkers. Most infants were from White (75%), middle-class English-speaking families and were only children. Families were recruited in New York City through hospitals, referrals, and brochures. Mothers ranged from 27 to 46 years old and most (93%) had earned college or higher degrees and 65% worked part- or full-time. The study was conducted between December 2017 and September 2019. Families received a $75 gift card for each visit.

An experimenter recorded infants and their mothers with a handheld video camera during two home visits with minimal interference. Infants were free to interact with whatever objects were available. Object interaction was defined as infants manually displacing an object with their hands. Banging hands on a table or swiping hands on a surface did not count if the infant did not displace the object nor did touches with body parts other than the hands (e.g., kicking a ball, sucking on a pacifier) or touches to the infants’ own body (including clothing), the mother’s body, or a pet’s body.

During play at home, where objects abound and infants were free to play as they wished, babies transitioned among dozens of objects per hour in short bursts of activity, flitting between toys and non-toys alike. The short interactions added up to infants spending 60% of their time interacting with objects. Moreover, infants spent as much time playing with household objects—bins, boxes, pillows, remote controls, stools, cabinet doors, and so on—as they did with toys. Such findings provide a key to understanding how object play might facilitate everyday learning and development.

“Our research yields an unprecedented picture of infants’ spontaneous object interactions,” said Orit Herzberg, postdoctoral fellow at New York University. “Instead of viewing infant behavior as flighty and distractible, infants’ exuberant activity should be viewed as a developmental asset—an ideal curriculum for learning about the properties and functions that propels growth in motor, cognitive, social and language domains. Infants learn about the world by playing with as many things as possible, in short bursts of activity. And every object is a potential play object.”

The authors acknowledge several limitations of the research. First, infants were drawn from predominantly White, upper-middle class, educated families living in a large metropolitan area, thus the experiment was not tested in other samples, including communities where manufactured toys are rare or even nonexistent. Additionally, infants’ object interactions were only observed with their mothers present; thus whether infants’ spontaneous interactions vary by different types of social engagement remains an open question.  

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This research was supported by the LEGO Foundation and the Eunice Kennedy Shriver National Institute of Child Health and Human Development.

Summarized from Child Development, Infant exuberant object play at home: Immense amounts of time-distributed, variable practice by Herzberg, O., Fletcher, K., Schatz, J., Adolph, K., and Tamis-LeMonda, C. (New York University). Copyright 2021 The Society for Research in Child Development, Inc. All rights reserved.