Play

Free imagination was spoken of a moment ago as a kind of play; and we might turn this about and say that play, usually if not always, contains an element of imagination or invention. Sometimes the child makes up new games, very simple ones of course, to fit the materials he has to play with; but even when he is playing a regular game, he has constantly to adapt himself to new conditions as the game-situation changes. We may take the child's play as the first and simplest case of free invention and ask our questions regarding it. What are the child's play-stimuli (toys), how does he manipulate them, what end-results does he reach, and what satisfaction does he derive from [{486}] playing? We can ask these questions, but it is not so sure that we can answer them.

What is a toy? Anything to play with. But what characteristics of an object make it a real toy, which shall actually arouse the play response? First, it must be such that the child can move it; and almost anything that he can move serves, one time or another, for a plaything. But the surest stimulus is a new toy, the element of novelty and variety being important in arousing manipulation as it is in arousing exploration. However, to define a toy simply as something moveable, and also new if possible, fails to satisfy the spirit of inquiry, and about the only way to progress further is to make a long list of toys, and classify them from the psychological point of view. Thus we get the following classes of play-stimuli:

Little models of articles used by adults, such as tools, furniture, dishes; and we might include here dolls and toy animals. The child's response to this class of toys is imitative. Some psychologists have been so much impressed with the imitative play of children and animals (as illustrated by puppies playing fight), that they have conceived of all play as a sort of rehearsal for the serious business of life; but this conception does not apply very well to some of the other sorts of toy.

Noise-makers: rattle, drum, bell, horn, whistle, fire-cracker.

Things that increase your speed of locomotion, or that move you in unusual ways, as bicycle, skate, sled, rocking-horse, swing, seesaw, merry-go-round. Here belong also such sports as hopping, skipping, jumping, dancing, skipping rope, vaulting, leapfrog, whirling, somersault. The dizzy sensation resulting from stimulation of the semicircular canals is evidently pleasant to young children, and some of their sports seem aimed at securing a good measure of it.

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Things that increase your radius of action; balls to throw or bat, bow and arrow, sling, mirror used to throw sunlight into a distant person's eyes; and we might include the bicycle here as well as in the preceding class.

Things that resist the force of gravity, floating, soaring, balancing, ascending, instead of falling; or that can be made to behave in this way. Here we have a host of toys and sports: balloons, soap bubbles, kites, rockets, boats, balls that bounce, tops that balance while they spin, hoops that balance while they roll, arrows shot high into the sky; climbing, walking on the fence, swimming, swinging, seesaw again.

Things that move in surprising ways or that are automatic: toy windmills, mechanical toys.

Things that can be opened and shut or readjusted in some similar way: a book to turn the leaves of, a door to swing or to hook and unhook, a bag or box to pack or unpack, water taps to turn on or off (specially on).

Plastic materials, damp sand, mud, snow; and other materials that can be worked in some way, as paper to tear or fold, stones or blocks to pile, load or build, water to splash or pour; and we might add here fire, which nearly every one, child or adult, likes to manage.

Finally, playmates should really be included in a list of playthings, since the presence of a playmate is often the strongest stimulus to arouse play.

Such being the stimulus, what is the play response? It consists in manipulating or managing the plaything so as to produce some interesting result. The hoop is made to roll, the kite to fly, the arrow to hit something at a distance, the blocks are built into a tower or knocked down with a crash, the mud is made into a "pie", the horn is sounded. Many games are variations on pursuit and capture (or escape): tag, hide-and-seek, prisoner's base, blind [{488}] man's buff, football, and we might include chess and checkers here. Wrestling, boxing, snowballing are variations on attack and defense. A great many are variations on action at a distance, of which instances have already been cited from children's toys; in adult games we find here golf, croquet, bowling, quoits, billiards, shooting. Many games emphasize motor skill, as skipping ropes, knife, cat's cradle, usually however with competition in skill between the different players. This element of manual skill enters of course into nearly all games. Mental acuteness appears in the guessing games, as well as in chess and many games of cards. Many games combine several of the elements mentioned, as in baseball we have action at a distance, pursuit and escape, motor skill and activity, and a chance for "head work".