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Bettelheim and the Importance of Play
In his landmark work "The Importance of Play" Bruno
Bettelheim lays out a penetrating study that attempts to describe the
psychological importance that play has upon the development of the mind
of young children. Bettelheim proceeds from the perspective of classic
Freudian psychology with the suggestion that play is a method by which
children are able to foster mature development by addressing issues of
past psychological problems. Even the most seemingly mindless of playful
activities therefore works as a royal road into their minds in which
they can confront unconscious fears through their consciousness, not
unlike an adult may do through role-playing in a psychologist's office.
According to Bettelheim, then, play is very much an
intellectual activity. It is through playacting and imagination and
role-playing that children can develop cognitive functions that may very
well be applied specifically in adult versions of the very games they
play. For instance, one of the first games that children seem to learn
to play is store. One child plays the seller and the other plays the
consumer. This kind of play spurs the development of a variety of
cognitive skills that can be useful as an adult, from mathematical
skills to learning how to sort according to size or color.
Using the same example, playing "store" also helps to
develop less obvious skills that may be mirrored in real life adult
situations. The children may play at a level in which bargaining or
bartering takes place; perhaps as a result of imitating either their
parents or something they saw on television. In this way children learn
much-needed social skills such as how to compromise and how and how to
judge what they are willing to give up in order to get what they need.
Bettelheim makes the interesting observation that most of these kinds of
skills area acquired at the subconscious level; that is the child learns
them without being aware he is learning them.
It is quite obvious that play over the last half
century-and increasingly so for today's kids-works very much on that
subconscious ideological level. Twenty years ago it was still not
unusual to see kids playing with empty boxes, turning them into
spaceships, racing cars or an entire world. Today's kids don't play with
empty boxes as much anymore, technology has enabled parents to buy their
children actual working racing cars and other miniaturized versions of
reality. It's not enough that a five year old kid can actually drive
through his neighborhood in a battery-powered vehicle and not have to
rely upon his imagination to turn his tricycle into a car, but he's
doing it while driving a miniature replica of his parents' Jaguar XK
convertible that costs $500. This presents a dual problem. One, the
child's imagination is not being sparked by play, and two he is being
ideologically inculcated into a system that places a premium upon
conspicuous consumption. And even if the child's parents aren't rich
enough to afford the Jaguar or even the $300 dollar Hummer, he's still
likely to be driving a motorized vehicle with either a single car logo
or covered in a variety of merchandise logos NASCAR-style. This type of
play still teaches children much needed skills, but something deeper is
also going on that wasn't as big a problem even ten of fifteen years
ago.
Play today has been manipulated by corporate America
as a training ground. By the time children reach their teenaged years
and have disposable income of their own, playing store hasn't just
taught them how to count or sort or bargain, it's taught them to look
for the brand name and it's taught them not to question that capitalism
is the only game in town and it has officially sucked them into a system
from which escape is only possible through a grand self-awareness of
consciousness-raising.
Counteracting this pernicious effect is somewhat
similar to Bettelheim's reply to the parents who worry about kids
shooting guns. It is natural enough for some parents to be concerned
about overly violent children just as it is unfortunately natural enough
that other parents will replace the toy gun with a real gun all too
quickly. Specific instances of aberrant violent behavior in young adults
or adults cannot be blamed on childhood play, of course, but clearly
there must be some connection between the violence of childplay and the
violence of society. Unfortunately, it's impossible at this point to
tell whether childhood play constructs violence or is merely a reaction.
The real problem, however, is that while many parents do at least feel a
twinge when they watch their child pretend to shoot or be killed by
another, most parental outrage at play ends there.
Toys have been a method for normalizing sexist
attitudes toward both boys and girls, obviously, and that has always
been a problem. Girls receive Barbie dolls and embark upon a lifetime of
learning that girls are pretty adornments. Boys receive balls and embark
upon a life of learning competition. That is a problem associated with
play that has been addressed significantly, but today it includes a new
dimension that isn't be addressed. Children today play with toys that
serve not only reinforce traditional gender stereotypes, but also serve
to reproduce the ideological view of happiness through consumption. No
longer do dolls merely come with beautiful clothing, that clothing has
been designed and carries the logo of famous-and quite often very
expensive designer. At the same time young boys are still playing with
building toys, but instead of building bridges or a generic log cabin,
they are building replicas of specific locations or characters from
movies or TV shows. It is as if the toy industry is hell-bent on
wringing the last remaining vestiges of creativity out of the human
genome. Bettelheim responds to the fears of parents that violent games
lead to randomly violent behavior by showing that the games can actually
lead to more civilized behavior by creating an good/evil dynamic. The
child learns to overcome evil and do good through violent
confrontational play. The parent who watches in disgust when he asks his
child to build something with his Legos that doesn't look like the
SpongeBob or Darth Vader on the box and the child respond he can't has
little hope of that this kind of play will result in the same type of
civilizing effects.
In a sense what is happening is an abstract version of
what Bettelheim is talking about when he writes about Spielraum. It is
hardly a dirty little secret that outdoor imaginative play is almost
unknown among older kids today; the video game revolution has taken care
of that. And even younger children are choosing to limit their play room
and imagination to the area in which their television and Playstation or
Gameboy sits. Of course, this aspect of play is so painfully obvious
that academics and psychologists have been addressing the issue for
years. Another example of Spielraum that remains relatively unaddressed
is how the scope of play has been shrunk as a result of the impact of
commercialization upon child's play.
Play is all about controlling adaptive behavior. It's
perfectly all right for a child to play any game as long as it can be
controlled by adult supervisors to make sure they are learning the
lessons they are supposed to learn: don't cheat, don't quit, don't give
up. Society works because kids learned a few basic rules during play.
But who is in charge of controlling the behavior today? Mothers have
been forced into the workplace because of devastatingly bad economic
decisions by politicians and as a result generations of kids playing
either without one-on-one supervision or very lax supervision. Playing,
as a result, is no longer under the strict supervision of parents as it
used to be. As Bettelheim puts it, personality development is placed in
the hands of those who are in charge think best. The personalities of
today's kids are, sadly, in the hands of those making their toys. With
parents too busy or tired to spur innovative and creative thinking, and
pre-school teachers or other caretakers incapable of doing because they
simply have too many minds and bodies to charge, the development of
personality is being carved by the toymakers.
How can kids today be expected to develop a rich inner
life when specificity is the byword of design. To return to the concept
of the cardboard box for a moment, a cardboard box can literally be
transformed into anything. Toymakers see no profit in such utilitarian
design. Every toy today is designed to situate the child's developing
brain into a box from which it is difficult to escape. Obviously, if a
child's imagination can turn a stick found on the ground into a magical
sword, then by reason it should be assumed that a child can imagine that
her Dora the Explorer life-sized interactive playhouse is really a
castle on Venus. But it isn't as easy to do that. It isn't as easy
because a stick is a stick, but a fancy outdoor playhouse looks exactly
like what it is supposed to resemble. If it's supposed to be a log
cabin, then the plastic is molded to look like wooden logs. If it's a
playhouse kitchen with an oven, microwave, sink and stove it becomes
increasingly hard for the child to convince himself or his friends that
it's really a cave. The problem today isn't so much the uncreative
parent who tells his child that horses can't talk as it is Hasbro
telling them if they want to pretend to play in a rocket ship they
should get their parents or pre-school to buy their prefab rocket ship;
if they want play house, then those supervisors should shell out the
bucks their prefab playhouse. Creativity, imagination and the rich inner
life of children isn't being stolen from them by academics as much as it
is by Toys R Us.
This problem even extends to the playing games, though
perhaps not as deeply. Playing games is also a method of engendering
adaptive behavior, of course: learning the rules, understanding the
rules, playing by the rules as well as learning how to cope emotionally
with both success and failure. Because games are by nature much more
structured than free-form play, the problems of inhibiting creativity
and imagination do not run as deep. In fact, in most games creativity is
discouraged; often it is even stifled. And there is a development reason
for this, of course. Free-form play is the method by which the
imagination of children is sparked, whereas games stand in direct
opposition. Games are the method by which conformity is established and
our natural tendency toward anarchy is quashed. Society cannot exist
without both anarchic flights of fancy and painfully authoritarian
rules. Play stands as two polar opposites toward achieving this
dichotomy. And playing games is the method whereby the creativity of
play is leashed.
It is distressing that the roles that games are meant
to engender in youth become apparently all too quickly. Perhaps there is
something to be said to the nature over nurture argument when it comes
to competition. Or is there? Kids do seem to have a natural affinity for
competition and very quickly express deep emotions when either losing or
winning. It would seem, therefore, that humans are evolutionarily
hardwired for competition. This would make sense from a Darwinian point
of view when not being the fastest, or strongest, or craftiest could
result in death. On the other hand, is it not true that these
expressions of emotion caused by competition are so often expressed in
ways that seemed to be learned? Pumping a fist into the air in victory
or kicking the dirt in defeat are probably not evolutionary leftovers;
they are learned expressions. Could the emotions themselves be learned
as well?
Competition is deemed natural in society and becomes
normalized even more with each passing generation. But is it really
natural that a four or five year old become apoplectic upon losing a
game of Candyland to a young rival? Where is this anger coming from?
Surely it must be learned, at least in part. This is probably due to the
fact that while competition may be genetically inclined, our response to
competition is being guided by social concerns. Competition used to be
normal because it was necessary; today it is not so much. And the
competition that is being expressed in games, while meant to instill the
kind of competitive desire that is necessary when one breaks into the
world of work, is all often too often treated as the competition that
should be relegated to gaming.
It isn't just in sport-related games that parents
treat winning as an indication of a child's self-worth, it's spread to
all games. It is far from unusual to watch children playing board games
react to victory or defeat in the same way that they react while playing
soccer or baseball. Trash talking, high fiving, chest-thumping: all
these symbols of athletic competition are now expressed routinely in
everything from a game of cards to a spelling bee. One may well ask why
this has come to be. Certain games that use to be very epitome of polite
behavior have now become subject to the same rules of etiquette as a
basketball pick-up game. Over the course of the last two decades the
intent of gameplay seems to have undergone a massive shift from teaching
children how to play by the rules toward teaching them that competition
is everything; the rules matter, but winning matters more.
On the other hand, this increase in the importance of
competition at the game-playing level has had another effect as well.
The dividing line between genders may still be nearly as intact as ever
when it comes to toy play, but in terms of game play that line is much
less darkly defined. Girls have been welcome into coeducational sports
leagues, girls teams have received more funding at the school level and
to a certain extent even at the professional level females are the
objects of competitive focus.
Little girls are no longer expected to sit on the
sidelines and cheer the boys on in their neighborhood football games.
This competitiveness coincides, obviously, with the growth in the female
workforce. Just as game playing was a deemed a necessary part of
developing the skills necessary for competitive little shortstops to
become competitive businessmen, so now are girls expected to learn the
rules and how to play the game. Playing the game is now imbued with such
developmental importance that few gasps of outrage occur anymore even
when a pretty little apple-cheeked seven year old girl engages in the
same kind of trash talking as her male counterpart. It's a tough world
out there, dog-eat-dog and better these girls learn that now than jump
into the workplace still thinking everything is Barbie dolls and Care
Bears.
It is interesting to note, however, that this point of
view is a testosterone-dominated one way street. It has how become
accepted-even mandated-that little be exposed to play that engages all
the best "male" attributes, yet the same thing doesn't apply in reverse.
While little girls are now learning to be as competitive and cutthroat
as little boys, where is the play that allows little boys to develop
their "female" attributes such as sensitivity, openness and
understanding? Let's face it, both little girls and little boys play
with dolls. But to suggest that his little boy is playing with a doll to
bring about the instant reply, "It's an action figure" one need not
necessarily be talking to some homophobic, right-wing,
country-music-loving, NASCAR-watching, Bush-loving redneck. Just about
any American male will do. It is a well known fact that girls play with
dolls and boys play with action figures. To hint otherwise would be
worse than standing up and proclaiming oneself an atheistic Communist
lesbian at Bob Jones Univ.
This is more than unfortunate, it is tragic. As
Bettelheim points out, dolls are symbolic representations of iconic
figures and interactions with them could go prove quite beneficial to
the emotional development of boys. Even though most boys do play with
dolls that are violent or militaristic in nature-from GI Joe to Star
Wars figures-it still rarely results in the interaction with fathers
that results when mothers join daughters in doll play. This is probably
a result of the fear of losing his masculinity since the father more
than likely played with "action figures" himself. It is sad that fathers
are far more likely to join in play with sons when the toy is perceived
as more masculine than with the doll, which would offer a natural chance
to engage in emotional role-playing that could go a long way to helping
his son to deal with emotional insecurities.
Play, clearly, is not the same activity today that it
was a few decades ago, much less a hundred years ago. But while play
isn't quite as pure as it may have been then, poisoned by ideological
interests of commercialism, it is still just as vital and misunderstood
by most parents as ever.
Timothy Sexton
April 9, 2007
http://www.americanchronicle.com/articles/viewArticle.asp?articleID=23906
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