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".
The Play Motives
Now, what is the sense of games and toys, what satisfactions do they provide? What instincts or interests are thrown into activity? There is no one single "play instinct" that furnishes all the satisfaction, but conceivably every natural and acquired source of satisfaction is tapped in one play or another. In the games that imitate fighting, some of the joy of fighting is experienced, even though no real anger develops. In the games that imitate pursuit and escape, some of the joy of hunting and some of the joy of escape are awakened. In the "kissing games" that used to be common in young people's parties when dancing was frowned upon, and in dancing itself, some gratification of the sex instinct is undoubtedly present; but dancing also gives a chance for muscular activity which is obviously one source of satisfaction in the more active games. In fact, joy in motor activity must be counted as one of the most general sources of play-satisfaction. Another [{489}] general element is the love of social activity, which we see in dancing as well as in nearly all games and sports. Another, akin to the mere joy in motor activity, is the love of manipulation, with which we began this whole discussion.
The "escape motive" deserves a little more notice. Though you would say at first thought that no one could seek fear, and that this instinct could not possibly be utilized in play, yet a great many amusements are based on fear. The "chutes", "scenic railways", "roller coasters", etc., of the amusement parks would have no attraction if they had no thrill; and the thrill means fear. You get some of the thrill of danger, though you know that the danger is not very real. Probably the thrill itself would not be worth much, but being quickly followed by escape, it is highly satisfactory. The joy of escape more than pays for the momentary unpleasantness of fear. The fear instinct is utilized also in coasting on the snow, climbing, swimming, or any adventurous sport; in all of which there is danger, but the skilful player escapes by his own efforts. If he lost control he would get a tumble; and that is why the sport is exciting and worth while. He has his fear in check, to be sure, but it is awakened enough to make the escape from danger interesting. Nothing could be much further from the truth than to consider fear as a purely negative thing, having no positive contribution to make to human satisfaction. Though we try to arrange the serious affairs of life so as to avoid danger as much as possible, in play we seek such dangers as we can escape by skilful work. The fascination of gambling and of taking various risks probably comes from the satisfaction of the fear and escape motive.
But of all the "instincts", it is the self-assertive or masterful tendency that comes in oftenest in play. Competition, one form of self-assertion, is utilized in a tremendous number of games and sports. Either the players compete [{490}] as individuals, or they "choose sides" and compete as teams. No one can deny that the joy of winning is the high light in the satisfaction of play. Yet it is not the whole thing, for the game may have been worth while, even if you lose. Provided you can say, "Though I did not win, I played a good game", you have the satisfaction of having done well, which is the mastery satisfaction in its non-competitive form.
When the baby gets a horn, he is not contented to have somebody else blow it for him, but wants to blow it himself; and very pleased he is with himself when he can make it speak. "See what I can do!" is the child's way of expressing his feelings after each fresh advance in the mastery of his playthings. Great is the joy of the boy when he, himself, can make his top spin or his kite fly; and great is the girl's joy when she gets the knack of skipping a rope. Great is any one's joy when, after his first floundering, he comes to ride a bicycle, and the sense of power is enhanced in this case by covering distance easily, and so being master of a larger environment. As boys, I remember, we used to take great delight in the "apple thrower", which was simply a flexible stick, sharpened at one end to hold a green apple. With one's arm thus lengthened, the apple could be thrown to extraordinary distances, and to see our apple go sailing over a tall tree or striking the ground in the distance, gave a very satisfying sense of power. All of those toys that enable you to act at a distance, or to move rapidly, minister to the mastery impulse. Imitative play does the same, in that it enables the child to perform, in make-believe, the important deeds of adults. Children like to play at being grown-up, whether by wearing long dresses or by smoking, and it makes them feel important to do what the grown-ups do; you can observe how important they feel by the way they strut and swagger.