Play, trauma, and recovery

Sensitive content warning: COVID-19, domestic abuse, trauma and recovery.

I’d like to thank whoever chose the GLAM Blog Club theme for this month, and highlight some of my past posts as potential inspiration for anyone thinking of writing about play and games in a libraries/GLAM context – specifically my Talking Points series, especially the second one, on the powers of play.

I’d also like to thank Gene for his moving introduction. I particularly appreciate the courage it took to share his story. He’s far from the only one who has a negative reaction to play as a result of traumatic associations. In fact, I’ve come to realise it’s far more pervasive than is widely understood, and its harms are manifold and often unseen.

I’ve got several posts to write on this topic, but I want to start by honouring Gene’s remarks with a ringing endorsement of his point about supporting those with trauma responses to play, and building on what that means more broadly.

On play, trauma, and wellbeing

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An article AND a podcast

This quarter I have had the honour of getting Part 2 of my piece about tabletop games in school libraries published (Part 1 here), which contains some general tips for thinking and talking about tabletop games and then three applications of those principles to game reviews, and raises the possibility of an ongoing series of similar game reviews… but not only that:

I also had the pleasure and privilege of being interviewed by certified A-grade purveyors of cultural expertise and library sass Turbitt & Duck, who were as delightful to chat to as they are to listen to.

They weren’t exceptionally sassy to me as we chatted, in fact I couldn’t have wished for two more lovely and engaged hosts, but they have been cheeky enough to post the headshot I sent them (which was taken for print and is therefore fairly high-res/large) FULL SIZE. (Be warned!) My revenge will be proportionally… macroscopic.

I can’t speak to the interest of my own interview, and not only because I haven’t yet had time to listen to the final product; but I can honestly say that I’ve enjoyed every one of their other podcasts, and if you are interested in libraries but haven’t listened to them yet, you should.

Thanks to them and to ASLA for these opportunities!

In praise of tabletop games, Part 1 published in ASLA ACCESS

At the start of the month I had the privilege of getting a piece about tabletop games in school libraries published in the Australian School Library Association’s online journal ACCESS. To be exact, ACCESS, Volume 32, Issue 1, March 2018.

They were kind enough to give me a copy to host here for you to read:

In Praise of Tabletop Games, Part 1 – Philip Minchin ACCESS March 2018

Part 1 is a general introduction to the inherent learning opportunities and multiple literacies fostered by tabletop play, including an introduction to my concept of procedural literacy. Part 2 (upcoming here) gives a general framework for fostering learning from games experiences, and then three live examples.

I hope you enjoy them!

 

Talking Points reprise: Play, courage, and hope

Content warning: This post mentions play deprivation and neglect, and the embedded video discusses this in more depth, along with violence, mental illness, and animal cruelty.

Watch this (with the content warning above in mind if needed!):

(For some reason the embedding isn’t allowing me to bookmark the starting time, so skip to 1:20 – though the introduction is pretty interesting. And so is the bit just afterwards, where Dr Brown talks about his work with a serial killer. Or, you know what, just watch the whole thing. It’s ALL pretty interesting.)

I’ve mentioned before that mammals deprived of play die. As Brown goes on to discuss in the above video (at 11:41), one specific story of how that happens comes from experiments with rats. Rats deprived of play as pups, and a group of normal/playful control rats, were both exposed to stimuli suggesting a hungry cat was nearby. Naturally, both kinds of rats hid from the mortal threat. But where the normal rats would eventually, cautiously, poke their noses out to see if the cat was gone, the play-deprived rats never did. They literally wasted away because they refused to risk coming back out. When Brian Sutton-Smith said that the opposite of play is not seriousness or work, but depression, he had in mind the full, potentially catastrophic disorder.

Contrast that fearfulness to the husky in this video clip, who is confronted by a clear threat she is unable to avoid (note her chain). Instead she shows incredible courage and a kind of transformative engagement with the situation. She doesn’t seek to ignore, deny or escape the polar bear: she engages in what improv theatre (a fascinating form of play that you could describe as “stage play without a stageplay”) calls “yes, and”, acknowledging and accepting the other while bringing herself… to bear? into play? There are too many puns here… while asserting herself onto the situation.

Obviously risk-taking is a double-edged sword, and recklessness can be as dangerous as fearfulness. Sometimes a cat is still there. But in play, young animals – including humans – test and learn their own limits, making their risk-taking not reckless (in the sense of lacking reckoning against reality) but informed. The playful rats weren’t gung-ho, they just were prepared to act on the basis that things sometimes change for the better.

The links here to innovation are obvious, and those to freedom, but surely so are the links to mental health. Courageous acceptance-and-optimism is necessary not only in engaging with the outer world but in confronting one’s own demons and resisting the emotional pressures of a misfiring brain.

Play helps us foster that kind of realistic courage, the willingness to face up to the scary and unpleasant and the hopeful determination to do what we can to make things better, even if we’re not sure of the outcome of those efforts. And that’s something we need more of.

France’s Inspection générale des bibliothèques issues 122-page report on games in libraries

Hey folks! Sorry it’s taken a couple of months for me to get to this – I’m not a native French speaker, for starters!

Anyway, in February, the Inspection générale des bibliothèques (the General Inspectorate of Libraries, the French government body overseeing libraries) published a report to their Culture Minister titled “Game and library: for a fruitful union”. Clocking in at 122 pages, I haven’t yet read it all – my French is kinda rusty – but the final paragraph of the Synthesis (the Executive Summary) reads:

The game has a rightful place in the library, among the resources and the actions that constitute [the library], in line with the establishment’s project, in engagement with its territory and the practices of its publics. The game thus becomes an element of the library’s identity, identity the library must preserve in all its complexity and richness.

(Le jeu a toute sa place dans la bibliothèque, parmi les ressources et les actions qu’elle construit, en cohérence avec le projet de l’établissement, en prise avec son territoire et les pratiques de ses publics. Le jeu devient ainsi un élément de l’identité de la bibliothèque, identité qu’elle doit préserver dans toute sa complexité et toute sa richesse.)

Now, I don’t know about you, but I happen to think the French know a thing or two about culture. So I’ll admit to feeling a little chirpy to be reading a report to their Culture Minister from the official body that oversees their libraries that reads like something I could have written for my Talking Points series.

I’m going to keep reading the report, as I get time, and will quite possibly post some more excerpts here. Meanwhile, if you feel as though you’d like to know more about why this is happening, I do offer training

Talking Points: Play, inclusion, and community-building

I’ve already covered this topic to some degree in the post on games, sharing culture, and connecting people: games, by providing a framework for interaction, enable a connection between people that requires no other common experience – there’s no need to share an age, class, culture, occupation, or anything else; even a common language can be optional.

What I didn’t do in that post was call out the fact that this means games and play can not only strengthen bonds that are already there, but work to break down the barriers that artificially divide us – or, if you prefer, to regrow the bonds of our common humanity that have been artificially severed.

They can do this in two ways, which we might label the “active” and “passive” modes.

The active mode is by using the stakes-free experimentation of play and the many tools at games’ disposal to explore and undermine the false rationales that justify the mistreatment and exclusion of individuals for things other than the actual consequences of their behaviour.

For instance, games can abstract the systems and dynamics that foster bigotry and division from the specifics of their circumstances. Done well, this can not only give us a certain critical distance and a chance to see them from outside, just as well-written fiction can do, but even to inhabit other positions in those pecking orders. Jane Elliot’s “Blue Eyed” sessions can be taken as a relatively extreme, intentionally highly emotional, and not entirely unproblematic example of this.[1]

(Two notes: First, to the extent that calling Elliot’s necessarily unfun sessions of behaviour-according-to-arbitrary-rules “games” is a fair description – and before accusing me of trivialising them, bear in mind that I do not consider games any more inherently trivial, or slaves to entertainment, than books are – I would point out that they constitute another example of games tackling vital subjects in ways other media simply cannot.

Second, just as with fiction and other poetic ways to instil empathy or vicarious experience, there are limits on how much insight can be offered. After all, even if for the duration of the work the experience of persecution is simulated perfectly, the simple fact of knowing that it will end – and that you probably have control of when it will end – utterly transforms the experience. It’s similar with any draining experience. Being a carer for an abusive invalid, having water drip on your forehead at irregular intervals, even the mild tedium of involuntary social isolation can drive you insane if you don’t know when it will end. One of the strengths of Elliot’s approach is that just as her blue-eyed audience are starting to refuse to take it any more, she takes that point – that they want to opt out of this arbitrary BS, but you don’t get to do that with real-world oppression – and drills it home, by inviting people who have experienced ongoing racism to tell those stories at a time when their audience are primed to be receptive.)

Other games exist that seek to consciously explore these issues: Steal Away Jordan, dys4ia, Dog Eat Dog, Freedom: The Underground Railroad, and many more.[2] While all these work in different and fascinating ways, and are worth your time and attention, I’d actually argue that besides the value of addressing these divisions consciously and intellectually, play and games do a great job of overcoming them experientially.

This is what I mean by the “passive” mode. Whether or not a game sets out to make us think about these issues, simply by giving us a chance to spend time in the company of those different from us on a somewhat more equal footing – because a game doesn’t care who’s playing it – we start to break down those barriers. Having to rely on ideas and stereotypes for our understanding of whole groups of people inevitably results in us thinking of them, and relating to them, in those terms. Having experience of a range of specific individuals from those groups means we can relate to them as people, and start to see what they have in common with other people in our life, lessening the power of the group identifier in our reflexive, emotional thinking, and bringing individual humans back into focus.

Again, I’m not asserting that just having a good time together is a substitute for actually reflecting on and consciously attempting to dismantle the systems, symbols and generalisations that shape our lives. The bigot who sincerely thinks that <almost all X are terrible people, just not the X he happens to know, who are actually really lovely (for X), which proves he’s not a bigot> is a genuine phenomenon, as well as a joke.

But that experience of the humanity of others is an indispensible complement to that more analytic approach: we are emotional, instinctive creatures as well as intellectual ones, and moment-to-moment most of us live in (and react from) our emotions at least as much as we do our intellects. Just as much of a joke (and just as tragic a joke) as the bigot-despite-his-own-experience is the idealist who understands intellectually that we’re all equal and decries discrimination in principle, but who somehow still can’t quite get comfortable with Those People – or help them feel comfortable around her.

It’s possible to change ourselves at those primitive levels by sheer force of reason, but it’s extraordinarily hard and almost never produces any kind of social ease. The best and fastest way to shift those basic, primal levels of our thought is by direct experience: by simply spending time enjoying ourselves in the company of people who are in some way unlike us. And games and play give us a framework for doing exactly that: somewhere to bond together over shared effort and experience, where nothing is really at stake to prime our fear and anxiety responses.

It’s possible that these sorts of positive shared experiences could be provided ancillary to other media (book clubs, art appreciation societies, or what have you), and that’s certainly not to be discouraged, but only in games and similar playful experiences are they innate – and indeed beneficial, because arbitrary social barriers restrict the pool of possible fellow-players – to the form. Games and play give us an inherent incentive to open up to others as they really are, not as we think of them. That’s pretty amazing stuff.

(Click here to read the next post in the series: Play, courage, and resilience.)

Talking Points: Play, analysis, and action

If you’ve read my bio, or simply paid attention to the way I’ve espoused the virtues of games, you’ll have gathered that I have a fairly cerebral approach to things. Playing helps us learn better, think more creatively, be mindful of others, make better decisions… you might be forgiven for thinking that thinking’s all I’m concerned about!

In fact, this is a long way from the truth; I’m interested in thinking because it informs what we actually do. Getting your thinking right means you’re infinitely more likely to get your doing right. But in the process of dwelling on those aspects of learning, I’ve neglected to point out that games are also the most active of artforms. So it’s time to make this point properly.

I’ve touched on the fact that play and games actively improve skills, not just knowledge and intelligence, but I haven’t really dwelt on it, despite the fact that I’m pretty sure it’s saved my life at least once.

(Short version: driving in rural Australia, sharpened reflexes and improved threat anticipation allowed me to avoid being sideswiped by a truck that had to brake and swerve into my lane.)

But in fact this is another core value of play, and games especially (since it’s possible to play without firm goals): they teach us that to achieve our goals, understanding of one’s decisions and the context in which one makes them are vitally important – but so is actually turning understanding into decisions and decisions into actions.

It’s inherent to the nature of games: while they can incorporate other artforms (language, static and moving visual forms, music and audio elements, tactile elements…), the distinctive markers of this medium (or rather, these media: games are incredibly varied) are that they include the poetic arrangement of decisions, actions, and tests of skill. In other words, if you’re not actively doing something, it’s not much of a game. You have to be playing it: “you” being the subject of that sentence means the action is coming from you.

What this means is that while games encourage and improve our capacity for analysis and reflection, they do so within a context of that thought having to inform action. That action can include decisive inaction, i.e. not doing something because that is the most intelligent option; but there is a world of difference between that and defaulting to inactivity. (As an example of this, read the section headed “Identify What Matters Most” in Live Like a Gamer, an article by Mark Rosewater, the Head Designer of one of the world’s most popular tabletop games, Magic: the Gathering. The whole article is worth a read, in fact, since its whole point is to catalogue some of the often non-obvious ways in which games teach important life-skills.)

This has two major positive effects.

First, it creates what you might call an “implementation bias”. It’s one thing to come to a good judgment; it’s another entirely to enact one. But games drive home the fact that even the most perfect understanding means nothing without action. What’s more, having the inbuilt assumption that any conclusions you come to will have to be implemented gives you a stronger incentive to make decisions which are actually good (this is probably a post for another day, but briefly: while there are broadly or even universally applicable principles which you can and should apply in making your call, actual enacted good is always localised, because in any situation the best thing to do – and best manner in which to do it – is always dependent on the specific circumstances), because they give you a much stronger incentive to be engaged with reality than decisions where you are (unconsciously or otherwise) letting yourself off the hook of having to make them work in the real world.

Second, linking analysis to enactment works both ways, building an iterative, error-checking propensity into our actions. Nobody ever has perfect information; while you can be more or less confident, you can’t know when you formulate a plan how it will turn out. A good game trains us for this, because it creates plenty of room for surprises, whether from random elements or from competing players. Not only do you learn to try to anticipate what might be coming, but you learn to expect that you will have to deal with things you failed to anticipate, that you may need to revise your specific tactics to achieve your strategic objectives, that strategies may need to be revised or discarded in order to achieve your goal, and even that goals may be conflicting and you may need to prioritise or choose between them. The only way you can know that you have reached this point is if you are continuing to pay attention to your environment as you roll out your plan, and constantly thinking about what you are learning.

I call this capacity to maintain mindfulness while in the thick of things “reflection-in-action”. Closely related to Csiksentmihalyi’s “flow”, it layers on top of that close engagement with immediate circumstances the detached analysis of the planning stage, allowing the mind to draw insight from both bigger-picture, abstract or systemic understandings and the minutiae of the actual unfolding of events. At its most extreme, it feels like a literally mind-expanding experience (yes, I know it’s hard to be literal about the intangible, but that’s the subjective sensation): as you watch developments with which you are this closely engaged, you feel as though your mind is extending itself both outside the boundaries of your ego-self into the abstract and conceptual truths that reflect reality, and also out of your skull into that actual reality.

This isn’t isolated to play – the act of creation can also induce this experience, which to me highlights the connection between play and creation. But given that elsewhere it’s a hallmark of humanity’s most exceptional achievements, and it’s a useful capacity either way, it’s yet another reason to reconsider our false assumptions – and realise that just because the overt outcomes of play are typically of little value outside the context of the game, play itself is far from trivial.

(Click here to read the next post in the series: Play, inclusion, and community-building.)

Talking Points: The powers of play

After reposting my Talking Points series about games (with a bit of an “in libraries” focus) from the International Games Day @ your library blog, I seem to have created a second series looking at play. Here’s an introduction and overview, similar to the one I wrote at the start of the games series.

Play is to games what reading is to books: the underlying verb that enables the noun, but is applicable well beyond it. Reading, as a peculiar eye-, finger-, and even increasingly back-to-being-ear-based subset of listening, is used for signage, notes, instructions, lists, and a ton of other chunks of information and culture besides books. Likewise, play is used for many things beyond formal games: teasing, joking, various informal contests and challenges, notional tinkering, creation, and many more. As such, it’s worth pointing out the many important aspects of life empowered by play.

The current list, and I reserve the right to add to these (I already have twice), is:

  • Innovation – There is tremendous value in a systematic grinding-through of possibility spaces, but the fact remains that play is a phenomenal way to apply the power of the brain to exploring new ideas. It’s telling that computers, which excel in the first kind of problem-solving, are still taking longer than human brains (at least those with an aptitude for this sort of thing) to solve questions of protein-folding, RNA-shaping and similar activities. Regardless, in an economy increasingly driven by innovation, play is only becoming more important as a life skill. [Full post here.]
  • Freedom – The essence of play is a pocket of possibility-space which may be shaped and limited by external constraints, but produces a place and time in which unconstrained action according to one’s nature is possible. (Even a formal game may have rules, but if there’s no room for individual decisions and/or skill, i.e. for a player to actually play it, it’s not much of a game!) In political-economic contexts, this quality reads an awful lot like “freedom”. This isn’t a coincidence. [Full post here.]
  • Health (including happiness) – Just on first principles, it should be obvious that play – activity that expresses and exercises one’s nature, determined by internal impulses rather than external ones – will tend to be conducive to health and general wellbeing. And there’s a ton of research to support this. At the most obvious level, physical play (fun exercise) tends to be good for physical health. Mental play sharpens memory, focus, perception, comprehension, and decision-making, hence the profusion of “brain-training games” (and see again the talk linked earlier, Your Brain on Video Games). Setting meaningful challenges for ourselves, whether through a formal game/program like Superbetter or informally, not only helps us overcome particular obstacles but trains us to expect that obstacles in general can and will be overcome. Social play (such as Werewolf) uses and expands on our connection to others. [Full post here.]
  • Learning – This is obvious from the links to innovation – which could partly be defined as “learning things nobody else yet knows”! – but if anything this is the primary purpose of play (and the fact that it’s good for our health is because learning things is healthy, is what our organism is naturally disposed to do). This is so much the case that (as I mention in the post on innovation) the quote I used for the Global Gossip Game in 2013, “play is training for the unexpected”, was not from educational theorists but from mammalian biologists Špinka, Newberry and Bekoff. Clearly the drive to learn and experiment is ingrained in us at a bodily level… hence, again, the links to health! [Full post here.]
  • Promoting activity – I’m talking here not just about physical activity, but the assumption that thought and analysis will lead to concrete action: play isn’t just about comprehending the systems with which the game’s creator has presented you, it’s about you doing something with them. That leads to better thinking and better acting, as well as more productive uses of both. [Full post here.]
  • Inclusion and community-building – Play is a way for people to explore difficult issues such as discriminatory beliefs and the ways that they shape behaviour (which in turn feeds back into beliefs), and also to spend time with other folks and learn about them as actual individuals rather than instances of a stereotype. [Full post here.]
  • Courage and resilience – By helping us explore our limits, play helps us know them and feel secure with them – but also to take sensible, calculated risks. In so doing, it teaches us that life can get better. [Full post here.]

Any one of these associations would qualify play as pretty important, even by the narrow, numerical criteria which govern so much of our key decisionmaking (except perhaps freedom, because it’s too hard to quantify). More holistic, humanistic values can only increase the value placed on play as something deeply rooted in the best of the human experience.

To be clear, I am not saying that frivolity should reign supreme and that work doesn’t matter. I’m trying to break the false opposition of play and work (they may be very much in tension in some respects, but play is ultimately a form of self-imposed, more-or-less self-directed work; the best work feels like playing; and the best workers are those who work in that playful, motivated, engaged way), the false association of play and frivolity (one can play seriously, and grimly grind away at something completely frivolous, and these are not the same thing), and the false assumption that frivolity is inherently unworthy. (See this post on fun.)

Play is central to our humanity. It has produced many of the best parts of our collective and individual experiences, and enabled us to find solutions to (and escapes from) many of the worst. For us to continue to treat it as an inferior part of culture, when it is in varying forms and ways a central part of all culture, is a mistake we should not continue to make.

(Click here to start reading the first post in the series: Play and innovation.)

Talking Points: Play and learning

This point is already part-argued: play’s close links to innovation – and the fact that, as quoted in that post, the drive to play arises from its nature as “training for the unexpected” – make its equally close links to learning obvious. (I’m making this point briefly, but it’s a crucially important one.)

Then there’s the clear implications of the well-known “10,000 hours theory” – the idea that excellence in any field is achieved in large part by spending 10,000 hours doing it with constant feedback. Play implies a degree of interaction with and varying response to the outcomes of the various objects of play and actions being tried; it isn’t play if it’s monotonous repetition! It also motivates this kind of persistence in a task.

But, again, common sense tells us that play is a powerful tool for learning. The old adage “show, don’t tell” is true as far as it goes, and not all lessons can be learned hands-on (at least without a degree of preparation… and in some cases, warning!), but for learning how to actually do something, for any actual application of information to real-world conduct, and even in many cases for a better understanding of abstract properties, “play with” will always trump “look at”.

This is why young children are such sensovores: they are trying to learn all the different qualities of things (including, of course, their own bodies and senses). They play with things by looking, listening, feeling, smelling and tasting – and shaking, throwing, hitting and otherwise manipulating with all the precision they can muster while they are still just starting to learn precision. Given that very few people have conscious memories of life at this age, and even if they did these memories would almost certainly be sense-memories not informed by conscious strategic/analytic/symbolic thought, it’s harder for us now as socialised and enculturated beings to recall the pressing experimental drive that underpins this profound encounter with reality on its own terms, but given what we know of brain development at the ages where play is most prevalent (I could say “unadulterated”) it seems safe to say that the smartest period of our lives – not the most knowledgeable, but the smartest, the time when we work the most stuff out the fastest – is the most playful.

There are also the fascinating parallels between the psychological state of “flow” – discussed in this post; what Csiksentmihalyi calls “optimal experience”, but is often (though not always) experienced as transcendent fun – and the needs of learning. Indeed, if you look at the way that flow is defined – roughly, staying in a zone where you are challenged but not overwhelmed as you improve your skill in the action you are undertaking – and compare that to educational theories around presenting students with material that will keep them stretching to learn (I’m thinking here of Vygotsky’s “zone of proximal development” and the notion of “scaffolding”) the links between play and learning become even more apparent.

Even setting aside these considerations, the most rote and informational of learning (which on first glance would seem not to lend itself to play) benefits from external incentives – and not just gamification-style motivational incentives, though those can certainly work, but concrete external links onto which to scaffold the learning and ground it into the real. The basics of logic or mathematics or system dynamics or the laws of physics make far more sense to those still learning them if manifested in a form that students can manipulate to experience the interactions for themselves. Yes, at some point they need to stop playing with the props and start playing in their imaginations if they are going to develop new understandings of their material, especially the more complex or counterintuitive parts. But it’s impossible to deny that play is a highly effective hack for uploading those abstract principles (at escalating levels of abstraction) into a brain designed first and foremost to engage with the concrete physical world… and playfulness doesn’t stop being a useful tool once those less-evident truths have been so uploaded.

(Click here to read the next post in the series: Play, analysis and action.)

Talking Points: Play, happiness, and health

You wouldn’t know it to look at our arts or health or archival policies – or even, to a lesser extent, education – but a tremendous amount of research has been undertaken on play and health in numerous dimensions: physical, mental, emotional, social. There are numerous practitioners in each of these disciplines battling away to get better recognition of play and games, but the policy framework – and particularly the funding framework – for the playful arts is still negligible. (There’s an interesting post on why this is to be had… another time!) Changing this and enabling the community to better tap into and explore the world of play is one of my key objectives in writing this blog, and indeed in the work that I do generally.

I could cite numerous papers on the health effects of play for body (strength, health, flexibility, dexterity, speed, senses, reflexes), mind (memory, perception, comprehension, analysis, intuition), soul (motivation, happiness/pleasure/joy, creativity, assumptions that problems can be solved, capacity for reflection-in-action, drive to learn, ability to centre oneself), and what you might call intersoul – the part of us that inhabits and thrives in our connection to others – and at some point I’ll do that. But this is just a Talking Point and I’m short of time, so I’m going to argue from first principles instead and leave you to seek out the evidence yourself.

It follows logically from the previous discussion about the nature of play as a concept (that it is fundamentally about acting according to one’s nature) that play promotes activity. Given that we know that all of our faculties grow in response to moderate, unforced exercise – and dwindle with neglect – it makes sense that play in and of itself tends to be (though as always, subject to the complex interaction of specific activities and circumstances) a force for health in whichever elements of ourselves we allow to play.

The obverse is also true. Where people – and indeed mammals – are actively restricted from play, there are immediate effects on their health in all the above dimensions. Indeed, and this is one of the studies I’d link to if I had time, some experimental animals completely deprived of play became terminally miserable and died.

(The parallels to the links between freedom and health should, of course, be obvious.)

These findings have been behind the efforts of numerous educators to see play reinstated as central to education, but just as I believe that learning needs to be lifelong, I think play needs to be as well. An adult life deprived of play – whether actively or through passive exclusion – leads to that adult being less happy and healthy, and therefore – counterintuitively, if you’re a beancounter who insists that only the readily quantifiable should inform decisionmaking – more of a burden both to themselves and to others. This has ramifications that go beyond the cultural and medical, and include the political, economic, and industrial.

Still think play is fundamentally trivial?

(Click here to read the next post in the series: Play and learning.)

Talking Points: Play and freedom

In the context of a culture that trivialises fun, games and play, it’s easy to forget that play has some important foundations. We’ve already touched on what Huizinga calls the “play element in culture”, the way play is woven through even very serious and solemn institutions and aspects of social life. But essential to the notion of play is the core value of freedom.

As a confirmed word-nerd, I arrived at this conclusion by considering the many uses of the word “play” – and the underlying unity of them all.

There’s the obvious playing as both an intransitive verb (what are the kids doing? They’re playing) and a transitive one – playing a game or a sport. (You can also “play an opponent” or play against someone, but these are clear derivatives of these senses – though it’s interesting that in some sense the opponent becomes the game.)

There’s play as creative expression: playing a theatrical part, a musical instrument, or a musical composition.

Playing a particular position in a game or sport combines the two – you’re fulfilling a function (like playing a scripted role or composed work) but also playing the game in which the position arises.

There’s playing with people or things – in a positive, mutual sense, playing in ways that explores and expresses both your nature and theirs, and the interaction of the two; in the less-positive, predatory sense, treating them like toys, i.e. using them purely according to one’s own nature and with no respect for theirs.

There’s playing at something – pretending, mimicking, mocking or simply behaving with inappropriate levity. This is similar to the sense above, except that the toy is the function you’re inhabiting, and therefore you’re not manipulating an external thing (more appropriate for the preposition “with”).

There’s letting things play out – allowing them to develop or unfold according to their nature.

And there’s liquids, light, objects or abstractions playing over a surface or object – again, behaving according to their nature without outside interference or obstruction.

There are numerous other uses of the word “play” (playing on things/words, being at play, being in play…) but I think the common element has been sufficiently outlined here.

In all cases, the implication is one of acting and interacting freely according to the agent’s nature. Sometimes that freedom is one-sided – a wilful ignorance of consequences, especially consequences for others – and other times it’s mutual. But the common element in all these meanings is the people or objects playing are acting unconstrained, as prompted by their nature in that moment.

When looked at in this light, the connection between the concepts of play and freedom is inescapable. But there are practical connections to political freedom too. Time unconstrained by the needs of survival – time to play – is “free time”. Unsupervised, unstructured activity is a primary opportunity for people to discuss the circumstances of their lives and how they might wish to improve them. As we saw in the previous post, the free imagination of play is the best way to explore new ideas in search of an optimal solution – system definitely has its place in ensuring those explorations are thorough, but the bold leap of intuition or inspiration is as important in discovering the new territory to explore in the first place.

None of which to say that play is the only – or even the most meaningful – freedom. But even people who profoundly disagree with Emma Goldman’s anarchism – or aren’t much for getting their groove on – can recognise the point she was making when she refused any revolution in which she couldn’t dance. Any system so totalitarian as to reserve to itself the right to determine whether people should dance, or otherwise express themselves in playful ways, is clearly unlikely to respect other, more immediately political freedoms.

There’s an important distinction here: fascists (and other political bullies) could, and by all reports often did, have fun – at the expense of others. Fun that derives from – or is indifferent to – some participants not having fun is the harmful kind of play alluded to above, and comes from the same basic toxic political relationship: that one person or group’s priorities completely eclipse another’s. But genuine, hurts-nobody, upwelling-of-joy fun is only threatening to those to whom the human spirit is fundamentally something to be squeezed, bruised and broken into some predetermined pattern. (This is not to say that some behaviours which deny or impinge upon others’ freedom don’t need to be moderated or regulated; but any system that has a problem with harmless expressions of happiness clearly needs close scrutiny.)

Given that, the existence of room for the human spirit to grow unconstrained, according to its own nature, without external influences pushing or pulling it too hard in any particular direction, seems to me to be an essential indicator of a political system that is worth inhabiting. That is to say – to the extent we can play freely, it seems more likely that we’re free in other important ways; and to the extent that we’re not, play gives us somewhere to start.

(Click here to read the next post in the series: Play, happiness and health.)

P.S. – Bonus TED videos, added 11 May 2016:

 

Talking Points: Play and innovation

The points covered in the past 6 reposts (starting here), while valid and important points, are far from being all there is to say about the importance of play. Perhaps one of the most important points is the strong linkages between imaginative play and concrete innovation, technological and otherwise.

It’s a matter of simple logic that play generates solutions that more rigorous forms of work do not. Play is by its nature both engaged and unconstrained – or more precisely, the constraints arise only from the current (and evolving) facts of the situation. It is the ideal tool for exploring the full range of possibilities in any situation, and discovering interesting properties and interactions which might be generalised to other situations. The quote I selected to launch the 2013 Global Gossip Game – “Play is training for the unexpected” – reflects this; and notably, its source was not an educational theorist (though many such would agree) but a paper by mammalian biologists.

In support of this idea, that play is fundamental to developing strategies to deal with the new and unexpected, I can point to things like the ways in which advanced mathematics/logic has developed a branch (which ventures into psychology and economics) called “game theory”; the way in which advanced computing technology spontaneously generated games in a variety of formats; even (stretching it quite a lot) The Game of Life (playable here) as an example of the way in which the most simplistic iterative processes can develop lifelike properties that can start taking on decidedly playful characteristics.

But this truism is evident at an even more obvious level. For the last few millennia, the major driving forces behind technological advancement have been military and industrial. In the last few decades, one of the major driving economic forces behind innovations in input and output devices has been the games industry – to the extent that many cutting-edge military technologies use games controllers as inputs. (And as the games industry continues to advance its outputs – VR, haptics, etc – the military will likely start using those more too.)

Let’s emphasise this. Play-driven innovations are keeping pace with – and even outpacing – the life-and-death research of the military. Of course, they are building on each other’s achievements, and the point I’m making here is a generalisation. Even so, you know there’s a powerful motivating force at work – and one that is more likely to produce innovations that actively improve the quality of everyday life, as opposed to (in principle, hopefully) making it harder for outside forces to disrupt them.

In a world increasingly driven by innovation, this is clearly not something we can afford to ignore.

(Click here to read the next post in the series: Play and freedom.)