The Theater of Games
Ordinary children’s games offer opportunities for a range
of role-taking, group-building activities and their cultivation should
be recognized as extensions of drama. Such games may be woven into
workshops for reminding people how to play, how to explore spontaneity
and the building of mutually supportive relationships. Though degrees
and types of competition vary, from everybody wins to some win/lose,
they’re still games as long as “it’s fun!”
Background
I
had my Master's in Theater and after I was hired by the School District
of Philadelphia to write a drama
curriculum for elementary school teachers. I was working with inner-city
children between the ages of 5-11, most of whom were sent to us because
they were someone else's behavior problem. I very much wanted to help
the kids create some kind of theater experience that they found meaningful,
relevant, and, most importantly, fun. My single criterion for success
was - if I walked out of the room for two minutes, would the kids be
doing the same thing when I came back. It was really the only way I could
think of to be sure that they were doing it for themselves, and not for
a grade or for me. This was a very tough test for my understanding of
what it meant to teach theater.
Nothing I tried really worked. They didn't warm-up to the warm-ups.
They were too skittish for the skits. O, they were polite. And they'd
do what I asked. But nothing clicked. Eventually, I unearthed my Viola
Spolin book, Improvisations for the Theater, and tried some of her theater
games. They were enthusiastic about the game part. But the moment I stepped
out of the room, chaos ensued in all its many chaotic glories. Finally,
out of desperation, I asked them if there were anything at all that they
actually wanted to play together. "Yes," they chorused, "a
game."
A game. not a theater game. Just a plain, silly kids game. "You
know," they appended, "like Duck-Duck-Goose." "Duck-Duck-Goose"?
That's the game where everyone sits in a circle and one kid, the Fox,
taps each kid on the head and says "Duck" until she reaches
the one kid she wants to get chased by. She calls the kid "Goose." The
Goose stands up and gives chase. If tagged by the Goose before getting
to the Goose's vacated seat, the Fox has to start over again. If not
tagged, the kid that got, um, chosen is the new Fox. It struck me as
a silly game, with really no relevance to the higher dramatic arts. But
a deal is a deal. So we played. And after a while, I walked out, and
after another while, I came back in. And they were still playing!
They even invited me to play. I was honored, but hesitant. I gave in.
I played their game. Because it was theirs. And, yes, I had fun. And
while I was having all that fun I began to be able to appreciate the
game as more than a game. As, in fact, theater. For us potential Geese,
it was all about acting like you wanted to get chosen (or not). Too enthusiastic
or blasÈ, and you stay a Duck forever. For the Goose, it was about
whom do you pick, and how hard do you run. Pick a friend who is faster
than you? Pick someone you don’t like who is slower than you? Pick
someone you want to like? Someone you want to like you?
And once the Goose is chosen, the game achieves something like high
drama. The Goose jumps up and gives chase. Can the Fox make it back to
the Goose’s home place and free herself of the curse of Foxhood?
Will the Goose tag the Fox and damn it to yet another cycle of Foxiness?
Unless, of course, the Goose doesn’t really want to catch the Fox.
Unless the Goose actually wants to become Fox herself. But what if the
Fox wants to remain Fox? What if she doesn’t run so fast, or stumbles,
or has other sly strategies for maintaining her Foxiness yet another
round.
As the drama unfolds, the rest of us Ducks, temporarily relieved of
any further involvement, observe in relieved delight. Will the Fox make
it? Is it a good chase? Do they run as if being Fox or Goose were as
important as life itself? Or as if it were just plain silly?
The Dramaturgy of Games
I had to play
it first. And when I did, I realized that the clearly silly game of
Duck-Duck-Goose fully satisfied my criteria for a meaningful, kid-produced,
kid-acted, kid-directed, theatrical experience. It was highly dramatic.
It was something they actually wanted to do, actually could organize
and become engaged with. Thus I began work on my “theater” curriculum
and my lifelong exploration of the Theater of Games.
I soon discovered I was working within a global theater. Searching for
more and more games, I found books of games from all over the world.
The Games that are played out in the Theater of Games are in fact a form
of literature – not written, maybe, not even oral, perhaps, but “enacted” – and
thus handed down, from generation to generation, brother to brother,
culture to culture. The literature of games can convey complex relationships,
roles and consequences, issues of conflict and heroism.
The comic-tragedy of Duck-Duck-Goose holds a great fascination for young
audiences, and is one of many variations on a theme of what one can only
call the “Game of Tag”
1. Somebody's IT.
One person is singled out and assigned a role different from the undifferentiated
many. This makes his actions so monstrously predictable that we call him
IT, because in order to do what he's supposed to, he always has to do it.
2. IT Doesn't Want to Be IT.
In fact, IT’s goal is to make somebody else IT.
3. If IT Tags You (all it takes is contact)....
4. You're IT (Instantaneous reversal of roles).
Before most children play Tag, they find themselves fascinated into sheer delight
by a group of tag-like “games” called “Monster.” Played
by very small children - almost as soon as they are old enough to waddle – and
large adults. Somebody is Monster–usually it's type-cast. That person,
IT-like, chases everybody else. Everybody else runs and runs until the Monster
catches them and eats, or tickles, them up. Then, everybody runs away again,
and the Monster does his thing. The kids play the Monster to laughing exhaustion.
And then wait to continue the drama the moment the Monster shows signs of
readiness.
As a theater piece, it's as profound as it is entertaining. It describes
a relationship between fear and its victims. It is an irreversible relationship.
It is enforced equally by the pursued as well as the pursuer. By the
time children begin playing tag, they are more interested in games where
the role of authority is reversible, where the drama resides as much
in the relationship as it does in the roles. Like any good drama, the
game only works as long as there is conflict and as long as we are interested
in that conflict. If IT never catches anyone, if the same person is always
IT, the game is no fun. The drama of Tag is in the contest for position,
even though the position is, in itself, untenable. The person in the
role of IT is the Labeled One. The conflict centers on who gets to be
what, how, and for how long. In some games, everyone wants to be the
Labeled One. Everyone. At the same time, no one really wants to be labeled
for very long. The drama reaches its peak and, once having become identified
as IT, the whole game depends on IT on someone else. (Another variation
of the game would occur if IT wanted to keep his position and get rid
of his responsibility.)
And then within the Tag dramaturgy we find game theater pieces such
as the one in which IT is given the power to decide when people can try
to get him (Red Light). And the one where IT can even be able to tell
people how they can move (Captain, May I?). And then there’s the
tag game where IT has the power to decide when the chase is going to
start (What's The Time, Mr. Wolf?), and the one where IT has to publicly
declare his intended victims (Johnny, May I Cross the River?), and of
course Duck Duck Goose. And he one where IT might even be able to get
people to help him (British Bulldog). On the other hand, IT might not
have as much territory as everybody else (Circle Tag), or people might
have an easy escape (Freeze Tag), or even substitute other players (Squirrel
in the Tree). Sometimes there are people who are neither IT or NOT IT,
but who are there just to make it harder for IT (Cat And Mouse). Sometimes,
IT can try to touch people with an object instead of his hand (Ball Tag).
Sometimes, IT has an object that he is trying to put somewhere (Steal
The Bacon; Football).
Then there are the versions of Tag when there is more than one IT -
when there's us and them: Sometimes, if one of us gets tagged, we lose
the whole game (Guard the King). Sometimes, when one of us gets tagged,
we join the other team (Lemonade; Crows 'N Cranes). Sometimes, we and
they both have the power of tagging, and if we get tagged by the wrong
guys (them), we are out of the game until we get tagged by the right
guys (Prisoner's Base; 5-10-ringo).
Though there is conflict between IT and NOT-IT, no score is being kept.
Though you may really not want to be IT, and though you might find yourself
being IT much, much longer than you bargained for, you never actually
lose. Or, for that matter, win. After spending so much time on Tag, it
almost comes as a shock to discover how different those very, very familiar
games are from the games we have come to think of as “real” – the
sports and contests that make up the world of educationally and commercially-supported
fun, the win-lose, zero-sum.
In the dramaturgy of play, Tag is a type of game in a continuum of games.
In my published-33-years-ago-no-longer-available Interplay Curriculum,
I identified four different game types, looking at games not so much
in terms of competition and cooperation, winning or losing, but rather
in terms of the relationships they depicted. Tug-of-war, for example,
went in the same volume as “Pit-a-Pat” (Pattycake) where
nobody’s IT and everybody ultimately loses because it seemed to
me that both games are really hard to quit – players are in a relationship
to each other and have to somehow work it out to its conclusion. Tag
and Hide and Seek went into the volume called “Locating” – because
the focus is on finding oneself in relationship to the group. Two other
volumes “Expressing” (more traditional theater games) and “Adjusting” (games
that involved the changing of rules or goals). Each of these volumes
had further classifications – how “active” the game
was, how it was configured (individual, individual-group, individual-team,
team-group, and team-team. Then there was a classification I called “locus
of control.” Despite the intelligence and practicality of my classification
scheme, almost as soon as the currucilum was printed I was forced to
admit that there was yet a more effective, and more fun approach. Play
a game. Any game will do. And then, when you have the opportunity, play
a different game. And the game that turns out to be the most fun for
everyone will also prove to be the most healing. So play that one again.
The Way of Games
For the next two years I explored this game/theater literature in depth.
I played children’s games, and researched children’s games,
and ultimately, my theater elementary school theater curriculum became
a five-volume compilation of over a thousand children’s games.
But it wasn’t until I started teaching the curriculum to teachers
that I understood how close how healing the connections are between children’s
games and the adult world, thanks to, of course, Duck-Duck-Goose.
In fact, it was my very first teachers’ meeting. And Duck-Duck-Goose
was the very first game on my list of eight different games, each one
demonstrating a different aspect of the “way of games:” team
and individual, cooperative and competitive, active and quiet. The participants
were so fascinated by the first game –and having so much fun– I
simply couldn’t stop them. And they probably couldn’t have
stopped themselves. Somehow, these very adult teachers found this really
elementary children’s game so worthy of their collective and continued
exploration, so relevant, so fun, that they just didn’t want to
stop.
The more I played with adults, and the more groups I played with, the
more deeply I appreciated the power of children’s games. I learned
that, in less than a day, I could take a group of strangers, from virtually
any background, and, playing children’s games, create a community – a
responsive, supportive, open, attentive, fun community. And in five days,
these total strangers’d be all over each other like kittens!
I discovered in the great variety of children games, games that could
help people explore different ways of relating to each other. I learned
that my repertoire of children’s games gave me a kind of language
of relationships – one that I could easily share and that could
prove instrumental in helping people create truly supportive, mutually
empowering relationships.
35 years later, I’m doing the same thing. Using the Theater of Games
to help adults rediscover the experience of fun and community. Of course, given
the vast dramaturgy of games, most of the games I play are the fun- and community-building
kind. And, for the people I play with, the whole thing is a kind of healing,
a kind of affirmation of the transforming power of the collective imagination.
For the theater artist, bringing the Theater of Games back to the theater
is like bringing it home. Every game becomes an invitation to energize
mind and body, to observe each other more carefully, to focus spontaneity,
to respond more quickly. A drama coach or director who has a wide-enough
repertoire of children’s games can use the Theater of Games not
only to help build the actors’ abilities to work together, but
also as a tool to help actors develop a kind of language for exploring
the relationships between characters as demanded by the script. Hide
and Seek is one kind of relationship, Tag, quite another. Tug-of-War,
Patty Cake – each a path towards better defining the connections
between characters and the words they are saying to each other.
For
the practitioner of Applied Theater, the Theater of Games can become
a living, multifunctional tool for developing healthy and healing relationships
between individual and community, actor and company. As an invitation
to participation, the Theater of Games offers a multitude of delightfully
safe ways for people to interact with each other, physically, socially,
and intellectually. When “fun’s the thing,” barriers
between genders or ages, abilities or origins can be overcome almost
instantly.
Having faith in the fun of it all is an important first step towards the effective
use of children’s games in almost any setting – professional, therapeutic
or recreational. But, as most first steps, it’s only the first. Here
are some next:
- Make and keep participation voluntary. The success of any game depends
on the psychological and physical safety of its players. By keeping
participation voluntary at all times, participants can safely regulate
their level of involvement, almost regardless of level of trust. Sometimes,
you can do this by establishing a “safe area” – an “out-of-bounds” place
for people to retreat to as needed. Often, I find myself having to
devote maybe a whole session to “quitting practice.” If
people know it’s really all right to quit (well, maybe you have
to give a warning before you opt out of being say the base of a human
pyramid), then they know that everyone is playing only because they
want to.
- Let the games be the thing. Children’s games can reach very
deep into the individual and collective adult psyche. They are full
of lessons to be learned. When a game doesn’t work (a.k.a. isn’t
fun), the lessons can all too easily become personal. The temptation
to “process” begins to overpower the opportunity to enjoy
each other. Here’s the key: it’s a lot easier to change
the game than the people who are playing it. If a game doesn’t
work, change it. Or play something else. “Play,” as they
say, “on.”
- Don’t let one game be the only thing. Even if people really
like playing Duck-Duck-Goose, and are finding the drama so relevant
that it becomes, in fact, the only game they play, having a choice
of games is as important to the participant as it is to the group.
It’s the difference between a “game community” and
a “fun community” – in the game community, it’s
the game that ultimately decides who’s good enough to play. In
the fun community, it’s the players who decide if the game’s
good enough. Start something else going with the people in the safe
area. Even if you’re the only one there.
- Invite invention. No game is as fun as the one the players are making
up. No game is as well-adapted to the people you happen to be with,
or where you happen to be, or what you happen to have to play with.
The larger the shared game repertoire, the easier it is to find new
ways to play together. It is a delicious circle.
The “best” games for creating this kind of collective sense
of safety and openness tend to be those that are most intentionally designed
to be fun. These games are often not even scored. Often there isn’t
even a winner. These games are generally fun, and often make people laugh.
I call them “pointless games” not only because no one keeps
score, but also because we play them for purpose other than the fun they
bring us.
I’ve used “fun” three times in the last paragraph.
It is impossible to overstate how central the fun connection is to the
healing quality of the game – as it is played and experienced.
In fact, as you widen the group’s repertoire of games, fun turns
out to be the best and most reliable criterion for finding just the right
game for bringing the group to just the right place.
Most children’s games, and any of my Funny Games can be welcome
tools, any time you need to set the stage for almost any kind of theatrical
or role-playing relationship people want to explore. But it is important
to remember that when you play for “fun” games not only set
the stage, but also become the stage – a stage where even the most
fundamental of conflicts and the deepest of dramas can be played, with
delight!
copyright (c) 2004 Bernie De Koven