Conference poster

April 9, 2010

The types of play model didn’t quite make the cut in the paper I’m submitting. This poster, however, is essentially Table 1 of that paper and an outline of the structure of it.I’m uploading it here— “submitted for your approval” as Rod Serling would say.

Poster

2010 PSHA poster & Bowker (manuscript in preparation)

(Edited 11 April: converted to 150dpi PNG, now less than 8MB file size!)

References coming soon.

Advertisements

Metaplay 5

October 18, 2009

Some definitions:

Game: Play with rules.

Rule: A constraint upon behavior that is imposed by social convention.

Play: Good luck with that one.Better scholars than me have tried and failed to define play.

Examples:

Suck on this Thing I Found

This is a popular play activity performed by infants everywhere with all manner of intended and accidental toys. Is it play? I would say, yes. Does it have rules? No, it does not. It is play, but not a game.

Peek-a-boo (novice player)

Player 1 initiates play by hiding and abruptly returning while vocalizing. Player 2 is startled by Player 1 and reacts. Player 2 realizes that Player 1 is not a real threat and that his or her startle reaction was unwarranted. Comedic irony ensues. (The foundation of all things that are funny is, “I’m in distress; oh, wait, no I’m not!” and it starts right here.)

In this play, Player 1 is using rules, but Player 2 is reacting only with basic physiological/emotional responses. I suppose it counts as a game for Player 1, but not for Player 2.

Peek-a-boo (expert player)

Player 1 initiates play by hiding. Player 2 recalls this from earlier and anticipates the forthcoming abrupt return. Player 1 returns, Player 2 pretends to be startled, reenacting the novice game, and comedy ensues. Or players skip that step altogether and jump straight to the giggling. At this point, the startle effect is assumed, but not obligatory.

A symbolic transformation has occurred! This is a social convention, and thus it is a rule. Player 2 has joined in the game.

Gravity

Player 1 drops Cheerios from high chair tray. They fall on the floor as opposed to hovering in space of falling to the ceiling. (Not a rule, natural principle of the universe).

Dog eats Cheerios. (Not a rule. More of a natural consequence. Although this does have some qualities of agency, in that the dog’s motivations and behaviors are its own, unlike gravity, which has no agency.)

Player 1 drops spoon. It makes a different sound upon landing than the Cheerios. Dog licks, but does not eat spoon. (I’m beginning to sense a pattern here in that objects tend to fall toward the floor consistently. More data are required to confirm)

Player 1 drops sippy-cup. A third unique sound occurs, perhaps accompanied by more bouncing and rolling than the previous objects.

Unwitting Player 2 returns cup, but not the Cheerios or the spoon. (Okay, now we have a socially established rule. How consistent is this rule? Gravity is pretty persistent, but how many times will Mom give back the cup before the pattern changes? What else will she give back?)

New definition:

Goals: Goals are motivations that are established before the play activity begins. Much play involves behavior directed toward an intended outcome, but there is a difference between intentions that arise as a reaction to things inside the play frame versus intentions that come from outside the play frame.

Examples: Chase each other around in circles

Any number of player run around in imitation of one another in an attempt to catch one another. (This game has pretty simple rules, but it doesn’t really impose a goal.)

Tag

Like above, but players run away from a specific player who is intending to catch them. Who the chaser and chasees are change depending on some criteria, most commonly a touch indicating one player has caught the other. (While it looks on the surface similar to the above game, Tag one is much more goal-oriented than the Chase. Tag is much more sophisticated and played by older children.)

Notice that a goal is not the same as a win-condition. Tag is not a game one can “win,” although one could be quite competitive in pursuit of the game’s goal.

Sadly, I’ve started to realize that most of this is not contributing to my dissertation at all, even though it is important and useful to my thinking. I don’t really need this model to make the Pentad work as an AAC intervention. It may be a separate paper at some point.

So, in addition to my usual PhD stuff keeping me from updating this blog, I’ve also been dealing with a broken rib that I sustained in a bike crash.

ouch

This causes me extreme pain whenever I

  • move
  • lay down
  • sit up
  • switch from any of laying down, sitting up, or standing to any of the others.
  • sneeze (oh my God, especially when I sneeze)
  • reach for anything with my right hand (like my mouse or keyboard)

Lessons learned from this experience:

Read the rest of this entry »