life and death on a playful path

by Bernard De Koven on June 18, 2013

Even without you, your playful path is never empty. There’s always something or someone there to discover, to invite you to play.

There are things you’ve left and things you’ve found and things you pretended and things you just forgot.

Some things are just plain junk – those you can make toys out of, or make a game out of, or look at, or take along with you, or just watch them, or lie on them, shelter under them.

Then there are the things you need to learn to play around – not play with, play around: like the things that make you itch or are very sharp or fragile.

Some things are obstacles; too big to move, too heavy. Those things you can try to jump over or dig under or climb.

Some of these things are pretend. Some are not.

There’s life on your playful path, and lots of it. Some of the living things on your path might not even be particularly playful, or playworthy, or safe, even. Most are. They want to play with you, want to love you, want to make you laugh. Some, for some reason, want to hurt you. Some hurt, are hurting. And some, sometimes, go away, and sometimes die. And sometimes, the hurting dying things are the very things that love you.

And that’s just too much to play with or around. Too much for anyone. Not right away. Not right after.

It’s fun to play dead. But when some living, loving thing really dies, or leaves you, right in the middle of the game, right where it used to be so much fun to play together; you discover that you don’t feel like playing any more. Not right then. You don’t have to get off the path entirely. But you do have to stop playing, to take it in. You have to let the greif in. You might even have to let the anger in, the depression, the tears, the screams. Because, player that you are, you understand that you have to give yourself over, completely, as totally and freely as a child might: to the grief like to the game, to the pain like to the fun. Player that you are, you embrace it and let it embrace you, naked, without protection. Because when you are completely grieving, like when you are completely playing, you are still complete.

It is only when you stop receiving, when you stop letting yourself feel, when you separate yourself from the pain that you have to leave the path; and die, a little, too.

{ 0 comments }

hunter-gatherers, pick-up games, and the play community

by Bernard De Koven on June 17, 2013

Did I write this?:

Imagine a neighborhood group playing together. To make the example more specific, imagine a game of baseball—not a little-league game run by coaches and umpires, which is not fully play, but a mixed-age pickup game run by the players themselves. The stated goal of each player might be to win, but the real goals are to keep the game going, play well (as defined by each person’s own standards), and enjoy a shared activity. The score might be kept, but in the end nobody cares about the score. Even though the game is nominally competitive, it is really a cooperative game in which all of the players, regardless of which team they are on, strive together to make the game last and to keep it fun. Players may even move from one team to another, to keep the teams balanced, as the game progresses. So, it is appropriate to think of all of the players as one play group, not two teams pitted against one another.

A basic characteristic of any social game, if it is really play, is that participation is optional; anyone who wants to leave can do so at any time. Freedom to quit is the most basic freedom in all true play (see Definitions of Play). Since the game requires a certain number of players, everyone who wants the game to continue is motivated to keep the other players happy so they don’t leave. This has a number of implications, which are intuitively understood by most players.

One implication is that players must not dominate or bully other players, because people who feel dominated will quit. Another implication is that players must attempt to satisfy the needs and wishes of all the other players, at least sufficiently to keep them from quitting. In this sense, each person, regardless of ability, must be deemed equally worthy. If Marc, Mike, and Mary all want to pitch, the team might let each have a turn at pitching, even though their chance of winning would be better if Henry did all the pitching. Whoever is pitching, that person will almost certainly throw more softly to little Billy, who is a novice, than to big, experienced Jerome. When Jerome is up, the pitcher shows his best stuff, not just because he wants to get Jerome out, but also because anything less would be insulting to Jerome. The golden rule of social play is not, Do unto others as you would have them do unto you. Rather, it is, Do unto others as they would have you do unto them. The equality of play is not the equality of sameness, but the equality that comes from granting equal validity to the unique needs and wishes of every player.

In any given pick-up game, some people will be better players than others. There will be a tendency for the better players to dominate—to make all the rules, to give orders to others, and so on. However, if they do that, or do it too obviously, the others will quit. So, to the degree that the better players lead, they must learn to do so without dominating, without destroying the other players’ sense of choice. The better players must also be careful not to flaunt their superior play. If they flaunt their ability, others may feel belittled and may quit. To keep the game going, players who intuitively understand these rules of play may develop leveling strategies, aimed at preventing anyone from flaunting their ability or behaving in a domineering manner. For example, such displays may be ridiculed, or mocked, with the aim of bringing the overly proud person down a peg or two.
Sharing is also crucial to the game. Some people may come with a baseball glove and/ or a bat, and others may come with nothing. An implicit rule is that all such materials are common property for the duration of the game. The catcher will use whatever catcher’s mitt is available, the fielders will use whatever gloves are available, depending in part on the position they are playing, and each batter is free to choose from any of the bats.

As the game progresses, rules may be modified at any time, to make the game more fun and allow it to continue. Anyone can propose a new rule, but to become a rule all players must accept it. In other words, decision-making in social play is by consensus. Consensus doesn’t mean that everyone has to agree that the new rule is the best rule possible. It only means that everyone consents to the rule, that is, they are happy enough with it that they aren’t going to walk away from the game because of it. Often a great deal of discussion and compromise is required to reach such consensus. A simple majority vote wouldn’t suffice, because in that case the minority might feel unhappy and quit; and, again, if too many quit the game is over.

In sum, the key elements that underlie social relationships and governance in a well-operating social game are (1) voluntary participation, with attendant freedom to quit at any time; (2) allowance for much individual autonomy, within the rules of the game; (3) equal treatment of all players, not in the sense of treating them all the same, but in the sense of taking their needs equally into account; (4) obligatory sharing of game-related materials; and (5) consensual decision making. Of these characteristics, the first is the most basic. The freedom of each player to quit is what ensures that those who want the game to continue will behave in ways consistent with the remaining four elements. If players were compelled to stay in the game, then the more powerful players could dominate, and the autonomy, equality, sharing, and consensual decision-making would be lost.

Surprisingly, no, I didn’t write this. I did, however, write this, which was first printed as a chapter in The New Games Book and later in my soon to be republished The Well-Played Game.

The quote is part of a much longer work by Dr. Peter Gray (of and from whom we have oft-heard and I have oft-writ) in his article Play as a Foundation for Hunter-Gatherer Social Existence. I have copied it from a condensed version cheerfully provided to us from the Scholarpedia. Share my awe.

{ 1 comment }

Aesthletics

June 13, 2013

There are people who are doing things that are so much the things I want to see people doing that I can do no more than let them speak for themselves, entirely. The Institute for Aesthletics is exemplary of such examples. The Institute for Aesthletics is dedicated to playing sports as artistic practice. Sport is [...]

MORE

Tiny Superheroes

June 12, 2013

    Here’s the idea: There are kids, little kids, who are dealing with very big illnesses. Doing, in their beautiful, kidlike fashion, their very best to keep playing, despite the pain and the procedures and all the grieving, fearful adults surrounding them. And here’s this person named Robyn, who, I don’t know, maybe because [...]

MORE

my playful year

June 11, 2013

“My Playful Year - a year of approaching life playfully” …is an experiment. The author, Laura-Jeanne Lehr, explains: “For the past 25 years, my friend and I have abandoned the idea of a New Year’s Resolution and adopted a New Year’s Theme instead. This year, my theme is about making life easy, being playful and relaxed, being [...]

MORE

Hangout games

June 10, 2013

Playing together in real-time, even when we are not in real-space, we can create something very much like magic. We make each other laugh. A shared understanding evolves. A game emerges. Fun happens. Ever since I discovered the Hangout feature embedded into Google Plus, I’ve known that this environment had the potential to provide us [...]

MORE

follow your soul

June 7, 2013

My sacred son, an observant Jew who is the son of a formerly observant Jew, sent the following email to his friends and online community: You all probably knew this, but a study has shown that religious Jews are the happiest religious group. Smile! (brought to you by a man who knows happy – my [...]

MORE

Hopscotch CD

June 6, 2013

At times like these – the really fun, creative, inspiring, loving community-celebration times – it is best to let the pictures speak for themselves. See and see and then see

MORE

“I’m just doing it for the fun of it”

June 5, 2013

When you tell an important story about yourself, about some pivotal event in your life, and then you tell it over and over and over again, you wind-up with different versions, some of which you like better than others, a few of which you actually write down. And here, by sheer happenstance-like serendipity, is yet [...]

MORE

being wonderful

June 4, 2013

Right before Feynman talks about fun (quoted in yesterday’s post), he talks about the deep depression he endured at the end of the war, because, in no small part, of his role in helping to create the atom bomb. He then tells about being offered a position at the very prestigious Institute for Advanced Study, [...]

MORE