1 Everyday game design on a school playground: Children as bricoleurs Rebekah Willett, Oct 2014 International Journal of Play (in press) Abstract: This article analyses empirical data from an ethnographic study of a multilingual, multiethnic school playground in London, UK. Using social semiotics, the article provides an analysis of two playground games which exemplify children’s everyday game design practices. Children’s game designing activities on school playgrounds are theorized as processes of ‘bricolage’ in which children use ludic structures from games and media and representational structures from any number of cultural sources. In addition, the analysis shows that in their play and game design process, children draw on and perform particular social positions on the playground. The analysis employs theories of game design as well as Lévi-Strauss’s discussion of bricolage to add to current understandings of the improvisational processes involved in children’s play. Keywords: Playground games, game design, bricolage, children
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Everyday game design on a school playground: Children as bricoleurs
Rebekah Willett, Oct 2014
International Journal of Play (in press)
Abstract: This article analyses empirical data from an ethnographic study of a
multilingual, multiethnic school playground in London, UK. Using social semiotics, the
article provides an analysis of two playground games which exemplify children’s
everyday game design practices. Children’s game designing activities on school
playgrounds are theorized as processes of ‘bricolage’ in which children use ludic
structures from games and media and representational structures from any number of
cultural sources. In addition, the analysis shows that in their play and game design
process, children draw on and perform particular social positions on the playground.
The analysis employs theories of game design as well as Lévi-Strauss’s discussion of
bricolage to add to current understandings of the improvisational processes involved in
children’s play.
Keywords: Playground games, game design, bricolage, children
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Everyday game design on a school playground: children as bricoleurs
As children are drawn into culture, ‘what is to hand’, becomes more and more
that which the culture values and therefore makes readily available. The child’s
active, transformative practice remains, but it is more and more applied to
materials which are already culturally formed. In this way children become the
agents of their own cultural and social making (Kress, 1997: 13).
In analyzing children’s communication practices, Kress emphasizes the social nature of
sign making as well as the transformative work that children undertake. Further, as
indicated in the excerpt above, the signs through which children communicate are
viewed as embedded with cultural meanings. Referring broadly to communication
practices, Kress’s ideas can be applied to children’s practices of game design
discussed in this article. Through play and improvisational game creation, children draw
on ‘what is to hand’, actively transforming materials and shaping their own cultural
‘texts’. However, children do not have complete agency to create any kind of text from
any kind of material; as indicated by Kress, materials are ‘already culturally formed’, that
is, there are structures that determine or suggest the kinds of transformations that might
occur. This article analyses these process of transformation as children ‘become the
agents of their own cultural and social making’ through play and improvisation on a
school playground.
As discussed below, work on children’s play from various disciplines has considered
and documented improvisational processes; however, no research has analyzed
children’s improvisatory game design processes on playgrounds using concepts from
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game studies (see Salen and Zimmerman, 2004). The aim of this article is to contribute
to existing understandings of children’s play by focusing on game structures and
resources children adapt in their process of play. To theorize this process, the concept
of bricolage is used to account for the texts, game rules and other resources that are
adapted, combined and transformed as children create a new game or structure through
which identities are performed. Importantly, I argue that as bricoleurs, children are
drawing on particular materials which are embedded with cultural meanings. The
process of bricolage involves deliberate selections of materials to suit children’s
purposes, including social and emotional aspects of play. Following a discussion of key
concepts and methodology, the analysis section focuses on two playground games – a
chasing game created on an obstacle course of hula hoops designed by a pair of five-
year-old girls and a clapping game designed by a pair of seven-year-old girls.
Improvisation, bricolage, and game design in children’s play
Research from various disciplines has theorized and documented the processes of
improvisation which occur in children’s play. I am using the term ‘improvise’ to refer to
children’s use of existing resources in the process of making or authoring a ‘text’ such
as a game, art project, narrative, or conversation. Vygotsky’s discussion of the abstract
thought process that occurs when a child pretends that a broomstick is a horse
indicates the prevalence and importance of improvisation (1978). Discussing the
cognitive functions of play, Vygotsky argues, ‘In play a child is always above his
average age…as though he were a head taller than himself’ (1978: 102). Vygotsky
highlights advanced thought processes that occur through play, particularly in
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improvisatory games. In the field of socio-linguistics, researchers also emphasize the
adaption of texts and signs which happen through play. Researchers draw on Bakhtin’s
(1981) concepts of hybridity and intertextuality which suggest that all writers and
speakers necessarily borrow from the texts that surround them, combining and
refashioning them to produce their own stories, games, and other texts (cf. Kress, 1997).
In a similar vein but coming from a social psychological perspective, Corsaro coined the
term ‘interpretive reproduction’ to describe the process of children ‘creatively
appropriating information from the adult world to produce their own unique peer cultures’
(1992: 160). Socio-linguistic studies of children’s pretend play also emphasize the
improvisatory and socially motivated aspect of play (e.g. Edmiston, 2008; Kelly-Byrne,
1989). Sawyer (1997) analyzes children’s conversations in a preschool setting and
argues that the process of mobilizing discourse in play can be seen as ‘improvisational
performance’.
Whilst these studies and theories provide an analytical framework to understand socio-
linguistic aspects of children’s improvisatory play, other studies have looked at the
games themselves for evidence of improvisation and adaption. In their extensive survey
which included over 20,000 children from across the UK from the 1950s to the 1980s,
folklorists Peter and Iona Opie recorded the enormous quantity and diversity of
children’s games and songs (Opie and Opie, 1959, 1969, 1985). Their work also
references historical antecedents to the games children were playing in the 1950s to
1980s, and they record geographically diverse connections to children’s games in the
UK. The Opies’ works contribute to our understanding of children as transmitters and
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adapters of cultural texts.
Also focusing on processes of improvisation in children’s cultures, researchers in the
area of ethnomusicology have considered the various musical traditions children draw
on when creating, practicing and performing musical games (Gaunt, 2006; Marsh, 1999).
Marsh (2008) has done extensive work analyzing the musical and compositional
practices present in children’s play, and argues that children co-construct musical
games through a ‘cycle of experimentation, regularization and control’ (Marsh, 2008:
210). Marsh uses the term ‘cycles of appropriation and reappropriation’ (2008: 185) to
discuss the two-way interaction between musical play and media whereby producers of
popular music adopt movement, music and verbal aspects of children’s play, and in turn
children draw on these sources for their play.
The authors discussed above theorize and document cognition, socio-linguistic
structures, and children’s texts in the process of improvisation. Much of this work relies
broadly on language and texts for analysis – but what about other structures in the
games and in the playground? Games have particular structures which delineate them
from other forms of play; and playground games are social events that occur in
particular cultural contexts. In order to analyze how games work as events on a specific
playground, two further concepts are considered: bricolage and game design.
‘Bricolage’ has a history as an analogy and theoretical term to describe the process of
assembling cultural referents. Lévi-Strauss (1966) used the term ‘bricoleur’ to refer to
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the ‘handyman’ who improvises with materials that are to hand, as exemplified by the
name of the current DIY store in Europe, Monsieur Bricolage; this is contrasted with
more precise and specialized approaches from scientists, engineers, and craftsman. As
a structuralist, Lévi-Strauss used this analogy to argue that structures are key to how
societies operate, and that materials are largely irrelevant. Lévi-Strauss refers to
structures of games as analogous to scientific or engineering structures – in a game
such as football, the structure of the game produces an event such as winning and
losing. In contrast, as Lévi-Strauss describes, ‘Rites and myths…like “bricolage” (which
these same societies only tolerate as a hobby or pastime), take to pieces and
reconstruct sets of events and use them as so many indestructible pieces for structural
patterns in which they serve alternatively as ends or means’ (1966: 32-3). In other
words, ‘the scientist creat[es] events (changing the world) by means of structures and
the “bricoleur” creat[es] structures by means of events’ (22). In considering playground
games, the concept of bricolage allows us to focus on ways the ‘event’ of improvising
with game rules and resources creates ‘structures’ including new games, friendships
and identities.
Finally, in order to analyze improvisation of games on the playground, the field of games
studies offers insight into structures of game design. In order to analyze game design
on the playground, we need to distinguish between games and play and identify the
structures of a game. Denzin (1977) argues that play becomes a game through
repetition of similar sequences – that is, games contain underlying structures which are
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absent in play. Reviewing various game theories, Juul (2003) proposed six features of
games that constitute ‘gameness’. Games
• are rule-based
• have variable, quantifiable outcomes
• have value assigned to different possible outcomes
• require player effort
• involve player attachment to the outcome
• have negotiable consequences (outside or within ‘real life’) (35).
Carr et al. (2006) argue that the ludic structures of games such as rules, economies,
assets, levels, and win-lose states are integrated with representational structures such
as landscapes, characters, narratives, and dialogue. Where the ludic system is
strongest, the representational system might be sketchy and even completely abstract,
and the interest for the player entirely ludic, as in hopscotch, football, and tag.
Conversely, where the representational system is stronger, the ludic system may be
more sparse, as in playground games rich in narrative and dramatic action such as cops
and robbers. Rather than elaborating on these different structures here, these features
are discussed in context of the analysis of two playground games below.
Researching children’s play
This article draws on empirical data collected as part of a larger funded research project
entitled ‘Children’s Playground Games and Songs in the New Media Age’.i One of the
overall aims of the project was to examine the relationship between playground games
and children’s media cultures. The ethnographic component of the project involved
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collecting observational, visual, audio, survey and interview data on two primary school
playgrounds.ii The data for this article come from a state-funded multiethnic, multilingual
school located in central London with 220 pupils on roll ages 3 to 11. All children and
parents consented to take part in the research project; and measures were taken to
help ensure children were comfortable asking us not to record them or to delete any
particular recording. Visits to the playground occurred on average twice per week from
June 2009 to July 2010, and then once per week from September 2010 to February
2011. Following ethnographic methods in educational settings, we documented
playground activities through videos taken by researchers and children, photographs,
and field notes (Carspecken, 1996; Richards, 2011). When collecting data we often
conducted brief impromptu interviews during or just after a play event in which we asked
questions to gain more context of the activities as well as the children’s interpretations
of the events.iii The methods draw on similar studies of playgrounds (Davies, 1982;
Evaldsson and Corsaro, 1998; Thorne, 1993) in which children are seen as social
actors (see James, 2001); and visual data, therefore, are analyzed with reference to
children’s interpretations where possible.
The two games analyzed in this article were recorded on video and include brief
impromptu interviews about the games.iv These two games were chosen partly because
of the availability of contextual data. In addition to the two videos, field notes and other
videos which included these girls and references to particular resources help inform the
analysis, particularly the social context of the games. Two of the four girls who feature in
the games were eager research participants, often requesting use of recording
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equipment; and one of them was part of a ‘children’s panel’ which assisted the project in
various ways (see Willett et al., 2013). The other two girls appear frequently in our data,
as do their siblings. In addition, we have a large set of chasing, hula hoop, and clapping
game videos and observations, providing another important contextual resource for the
analysis, as these are key structures in the two games. The two games were also
chosen because they adapt distinct contrasting sets of resources in the process of
bricolage.
The analysis draws broadly on social semiotics, focusing on underlying ludic and
narrative structures of children’s games as well as structures embedded in social
relations such as identity, friendships, and power. Drawing on Fairclough’s theories
(2000), game design is seen as a way of negotiating both ‘language’ and ‘discourse’ –
in this case children are manipulating the ‘language’ or ‘grammar’ of games (e.g. rules,
narratives, texts) as well as ‘the set of discursive practices associated with an institution
or a social domain’ (170). On a school playground, the analysis of discursive practices
might take into account discourses concerning child development, play, gender, age,
ethnicity, friendship, and so on. Using this analytical framework, the analysis which
follows provides a close look at the ‘language’ of the games as well as a discussion of
the social contexts in which the game construction is embedded.
The ‘really scary’ maze game
This game featured a group of seven 4- to 6-year-old girls who were using a ‘maze’ of
plastic hula hoops which were lying flat on the ground in a corner of the playground (see
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Image 1). This game developed over about five minutes during a lunchtime recess near
the end of the school year, when children ages 4 to 11 were on the playground. The key
players in this group were in the youngest year group present. The event started not as
a game but rather as an impromptu obstacle course with girls stepping from one hoop to
another. Gradually different ludic and narrative structures were added which to create a
chasing gamev involving rules about where players could step, as well as characters
such as zombies and ghosts who were chasers and who turned other players into
chasers if caught. As the chasing game evolved several of the players ignored the
game and either left or continued in parallel play, using the maze as a simple obstacle
course.
[Insert Image 1: Hula Hoop Maze]
The key developers of the chasing game were two 5-year-old girls who frequently
played pretend games together - Lily and Sophia.vi At this school, children started their
first year, Reception, on different dates, depending on their birthday. Both Lily and
Sophia had October birthdays, and therefore were the oldest in their Reception class
and had been at the school for the entire school year. Lily was a leader in this group,
and we have many recordings of her. She was particularly keen to perform verbal
improvisation (narratives and songs). Recordings of Lily include narrations of stories
she created ‘on-the-spot’, lengthy episodes of socio-dramatic play which she narrated,
and performances of songs which were often improvised. Lily had a brother at the
school who was six years older and who largely ignored her on the playground. In
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contrast, Sophia had a sister who was two years older, and Sophia frequently switched
between playing with her own year group and her sister’s year group. Recordings of
Sophia include a variety of activities with children up to two years older than her:
catching, clapping, singing, skipping rope, pretend play, and games with hula hoops.
The video we have of the maze game includes Lily and Sophia taking breaks to
participate in an informal impromptu interview. In this conversation with the girls, it
emerged that the game involved ludic and representational structures found in
videogames, playground games, and obstacle course type games in ‘real’ and virtual
spaces. The two girls explained that there were levels to their game: on Level One, the
rules were to step inside the hoops; and on Level Two, they used the space in between
the hoops to envision a maze which they had to navigate:
Rebekah (interviewer): What are the rules of the game you’re playing?
Lily: now the rules are, the gaps in between, you have to go through them,
and it’s a maze where you have to go through. If you go in a hoop, then
you’re out for five minutes.
Rebekah: If you go in a hoop –
Sophia: - you’re out for five minutes –
Rebekah: What do you mean, go in a hoop, ‘cuz it looks to me as if everyone
was stepping inside the hoops?
Sophia: But first we were allowed to step in the hoops, and now we’re not.
Lily: and in Level Two, we have to go through a sort of maze, you see [points
at players]
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Level One is physically the easiest because the hoops are very large and close
together, therefore girls can set both feet inside a hoop and step over the gap to
reach the next hoop (see Image 1). Level Two involves navigating narrow spaces
that require occasional balancing on one foot or hopping over a hoop. As the girls
indicate in the above excerpt, Level Two is harder, with the risk of stepping in a
hoop resulting in a five-minute penalty.
The physical and visual structure of the game is similar to other playground games
such as variations of hopscotch which also feature navigating a space divided by
lines, as well as games with rules about (not) stepping on cracks or lines. Further,
visual maze puzzles are commonly found in children’s culture (e.g. puzzle books,
board games), as well as being dominant structures in platform type videogames.
We can also see here the ludic structures from games such as ‘Follow the leader’.
As a leader amongst this friendship group, Lily often suggested games as well as
rules within the games. In the video of this game, she was calling out rules and
narrative structures, for example, ‘Level Two are the gaps, go through the gaps’
and ‘[Sagal]’s the Zombie’. The Opies’ (1969) description of ‘Follow my leader’
includes variations similar to the maze game in which a leader increasingly does
more difficult tasks, which we could define as levels, with the goal of getting the
other players ‘out’. Levels are also a feature of videogames, including simple web-
based games; and frequently children’s videogames include levels as a way of
scaffolding players’ progression through the game. Scaffolding through levels
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appears in educational videogames, where the design is offered as a way of
meeting children’s educational needs. In more commercial entertainment
videogames, levels work to maintain players’ interests by introducing the game
and then gradually building in-game skills and knowledge. Later in the interview,
these two girls mention videogames they had at home, including Super Sonic
Hedgehog which reportedly involved 100 levels. Therefore, we can see the ludic
structures in the maze game, i.e. navigating a space, penalties for mis-stepping,
and levels of difficulty, as potentially drawn from a range of games and cultural
references in these girls’ lives.
The representational structures become more apparent in Level Three of the maze
game, which includes ghosts as well as a geographical sense of space:
Lily: [excitedly] There’s a ghost! There’s a ghost on Level Three!
Rebekah: On Level Three there’s a ghost? Oh no, how did you find the
ghost?
Lily: The thing is, there’s a ghost, and we have to catch it –
Sophia: And then they’re dead!
Lily: Yeah, but then more ghosts joined, so whoever gets caught by the ghost
is a ghost.
...
Sophia: The hula-hoops is ice, and the gaps are, is the world.
Here we see ludic structures of chasing games being added to the existing maze game.
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The Opies’ category of chasing games, ‘Chasing in Difficult Environments’, in which
spaces have particular rules aligns with this iteration of the game (1969: 69-70). Similar
to the rules in the maze game, the Opies mention games such as ‘Pirates’ or
‘Shipwrecks’ where ‘the floor is the sea, and anyone who steps in the sea has to
become the pirate’ (1969: 69). Representational structures evident in the above excerpt
(i.e. ghost, zombie, ice, world) have no specific source, and in the interview the girls had
difficulties identifying particular videogames or other media where they had encountered
these representations. Similar to the ludic structures in the game, these representations
draw on a variety of cultural resources in these girls’ lives including playground games.
Up to this point, the game aligns with several features outlined by Juul (2003): there are
rules, the game requires effort, particularly as the levels increase, and losing has an
outcome of sitting out for five minutes. Combined with the ludic structures, the
representational structures create a game that moves even closer to Juul’s gameness
definition, with girls demonstrating clear ‘attachment to the outcome’, as evident in the
girls’ excitement in moving to more difficult levels:
Rebekah: How was Level Three?
Sophia: Really scary!
Lily: Now we’re on Level Four with a zombie! [screams and jumps up and
down]
The presence of a zombie not only developed the ‘gameness’ of the game by adding
the key feature of ‘attachment to outcome’, it also drew on a common playground
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reference and game text. We were not able to trace zombies to any specific media text
or narrative in the children’s experiences; however, we saw t-shirts with zombie
graphics and recorded references to playground games which included zombies,
although rarely with five-year-olds. Further, at this point in global culture, zombies were
a popular reference in media for young adults, including games, movies, books,
websites, and whole scale enactments such as zombie walks. As in the maze game,
zombies were used as scary and mysterious characters on the playground. By
including zombies in the maze game, the girls signaled their awareness of this popular
text, thus demonstrating their cultural capital, as well as their desire to experience the
fear that comes with a zombie. Their inclusion of zombies might also signal these girls’
positioning of themselves as no longer interested in socio-dramatic games played by
younger children in their class such as ‘schools’ and ‘families’, which are commonly
associated with young children’s pretend play (Garvey, 1977/1990; Corsaro, 1997;
Sawyer, 1997). As zombies are part of older children’s media culture, these girls’
inclusion of zombies positions them as mature and able to handle such media, as well
as being ready to move up to the next year group in which these cultural references are
more prevalent.
The emotional aspect of the game is also a key component of their design. Not only do
ghosts and zombies add the challenge of being chased whilst doing the maze, they also
create a more phantasmagoric gaming experience. Sutton-Smith (1997) argues that in
the rhetoric of the imaginary, play is framed from a romantic, individualistic perspective
as a creative, free and original act connected with artists, composers, inventors, and
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writers. He argues that in this romantic idealization of play, games which are chaotic,
nonsensical, and irrational are dismissed. By adding a phantasmagoric rhetoric to the
imaginary, Sutton-Smith attempts to add irrational forms of play as well as the rational
ones implied by rhetoric of the imaginary. In the maze game, this phantasmagoric
aspect adds heightened emotion - a key aspect of play, according to Sutton-Smith, who
argues in more recent presentations on ‘Play as Emotional Survival’ (June 2009) that
play is ‘a way of getting mastery over desperate and dangerous emotions.’ By adding
ghosts and zombies in the maze, the girls’ game design incorporates chaotic moments
which add feelings of fear and risk in the game – as indicated in the girls’ comments as
well as their screams. Applying Sutton-Smith’s ideas, as they progress through the
game and master each progressively more scary ‘level’, they might also be learning to
cope with feelings of fear and risk, albeit in a controlled and safe environment.
The analysis of gaming structures provides insight into the ‘events’ that the girls
combined and refashioned in their act of bricolage. As bricoleurs, the girls have used
the ludic and narrative elements to create a desired structure – a ‘really scary’ and
physically challenging game which demonstrated their knowledge of popular culture,
readiness to move their play interests to the next year group, and ability to cope with
risk.
Clapping games – Jelly Belly Custard/Lemonade
In complete contrast to the ludic and narrative systems above, I turn now to clapping
games and analyze the process of bricolage which resulted in a game that the players
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said combined the text of a poem, ‘Jelly Belly Custard’, with the rhythm and actions of a
clapping game, ‘Lemonade’. Although clapping games contrast with other more rule-
and outcome-based games, we can still identify the ludic structures of these games.
Thinking about dance-based videogames helps illustrate the point, as these
videogames apply rules and point systems to rhythmic body movements. In these
games, players are given points for rhythm and actions which are measured by a
player’s movement and touch. There are difficulty levels with more/less complex moves
and faster/slower speeds.
Similarly, with clapping games, success is measured through players’ rhythm and touch.
We have evidence that players recognized difficulty levels in clapping games based on
the complexity and speed of a game. Players told us which games were simpler in
terms of clapping actions and rhythm; and they told us that when learning and teaching
games, the speed is altered to make the game easier and actions were sometimes
simplified (see Bishop and Burn, 2013; see also Marsh, 2008: 139). Although points are
not awarded in playground clapping games, children who are adept at clapping achieve
a certain amount of social status within the group of ‘wannabe’ clapping gamers. We
observed pairs of children playing clapping games, with other children looking on – a
space children described in terms of learning. This aligns with Lave and Wenger’s
(1991) work on ‘situated learning’ (see also Marsh 2008: 143) which analyses ways
members of a ‘community of practice’ are brought together by a common activity
centering on an area of knowledge. Lave and Wenger examine ways learners join a
community of practice on the periphery and gradually move toward the center of the
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community as they become involved in the practices of that community. This explains
our observations of clapping games. Here, age boundaries are crossed, with younger
children who are adept at playing games able to play with older children. We found that
siblings who shared clapping games outside of school crossed age boundaries on the
school playground. Girls were the predominant clapping game players, although some
boys occasionally joined on the periphery.
Using Juul’s (2003) classification, clapping games contain key features of games:
• there are fixed rules: players have to start together, match other players’ rhythm,
movement and words, mirror actions, and so on
• there are variable and quantifiable outcomes which are valorized: successful
players complete the game whereas less successful players have to start over,
simplify, go slower, and so on; expert players play games which have more
complex actions, rhythms, lyrics and are faster; successful players play with
more expert players
• effort is put into playing the game, as evidenced through repeated playing and
even practicing against a wall
• players get pleasure out of completing the game successfully, as evidenced by
the frequency which clapping games appear in our data (see Willett et al., 2013)
• there are real-life consequences to being able to play the game: entry to social
activities
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As discussed earlier, various research analyses the transformative work children do in
playing clapping and other musical games (Gaunt, 2006; Marsh, 2008). The work of the
Opies (1969) documents historical and geographical changes in texts and practices
related to clapping games, dating back to the nineteenth century across Europe and
North America. Bishop (2014) analyses one particular clapping game, and traces the
changes that one group of children implemented over the course of eighteen months,
referring to various media as sources for their clapping games including films, TV shows,
and YouTube. Along similar lines, Gaunt (2006) analyses the relationship between
black girls’ musical games and black musical traditions of the past century, including
folksongs, R&B, and hip hop, arguing that ‘there exists a symbiotic or dialogic
relationship in which both spheres are creating and refashioning new musical ideas,
based on pre-existing material from the other realm’ (107) (cf. Beresin, 2010). This
research indicates that as children improvise clapping games to suit their purposes and
practices, they draw on various resources in their act of playing these games such as
popular music, film, TV, and social media as well as peers and family members.
By analyzing these practices in terms of game design, it is possible to see that not only
are children drawing on social and cultural traditions and meanings, making sense and
transforming these through their improvisational practices; children are also drawing on
the gaming structures of clapping games – exploring what these games are good for
and drawing on the underlying ludic and representational structures of the games. The
text for the game analyzed in this section, ‘Jelly Belly Custard’, is a widely-documented
children’s ‘gross-out’ poem containing references to an unappetizing meal including ‘a
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dead dog’s eye’ and a cup of vomit (see Opie and Opie, 1959; Roud, 2010). I was
unable to find any documentation of this poem being used in the context of a clapping
game, apart from on our playground. The clapping pattern used for the game was
adapted from ‘Lemonade’, a very popular game on this playground observed amongst
children ages 4 to 11 over the course of the study and widely documented with
variations on YouTube.vii
The two girls who first created this game, Ruth and Cathy, were both nearly 8-years-old
and were close friends. The girls appear frequently in games we recorded, often as a
pair or in a larger group of girls from the same year group. Both girls participated in
clapping games on the playground, and they recorded several clapping games, poems
and routines for our research project. One routine consisted of a poem with actions
which they had ‘made up’ when they had travelled on holiday together. Typical of many
clapping games generally, the recordings included scatological humor and taboo
references to sex and sexuality. Cathy has a sister who is three years younger, and
occasionally played with Cathy on the playground. Ruth was an avid reader and
occasionally brought books onto the playground, including a song book.
The girls say they learned the text of ‘Jelly Belly Custard’ from a book of poetry which
Ruth bought on a recent trip to Australia to visit family. The book contained this poem
with an accompanying illustration of children doing a clapping game, although the book
did not indicate any particular clapping sequences. In the process of bricolage, the girls
turn ‘Jelly Belly Custard’ into a clapping game, significantly adapting the clapping
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actions and rhythms from ‘Lemonade’. As bricoleurs, the girls use existing texts and
practices, namely ‘Jelly Belly Custard’, ‘Lemonade’, the popularity of clapping games
with girls in their class, and their friendship and experience of inventing routines
together. The process of bricolage involved improvising a new game which
demonstrates their friendship, skill in clapping games, and a gendered practice that
contains an appealing ‘gross-out’ poem.
To illustrate the complexity of the process of adapting the two texts, the analysis which
follows focuses on the rhythmic and haptic elements of the new game. Both ‘Jelly Belly
Custard’ (JBC) and ‘Lemonade’ are in four-time with a standard on the beat emphasis,
i.e. there are four beats or pulses per phrase and the stress lies on each beat within
each phrase. Comparing the poetry meter of the two rhymes reveals significant
differences (see Tables 1 and 2). ‘Lemonade’ contains a simple meter which is
repeated throughout, whereas JBC contains a mixture of different meters. In their
bricolage, then, the girls adapted the simple clapping meter to fit the complicated meter
of the poem.
Both games contain a basic three-way clapviii:
• clap with a partner with hands parallel to the ground - one hand facing down, one
hand facing up (down-up clap - D/U)
• clap with a partner with hands facing each other (parallel to bodies) (clap
partner’s hands - C/P)
• clap own hands together (clap own hands - C/O)
22
As there are three gestures being used in texts with four-beat lines, the C/O gesture is
repeated to create a four-beat clapping sequence. The C/O gesture matches the meter
of the words, for example, in ‘Lemonade’ the wordless clap echoes the cretic footix. In
JBC the girls adjust the C/O clap to match the spondee; and in three places in JBC, the
girls insert rests by pausing to match the meter of the poem (spondee with caesura).
The game changes in the second half of ‘Lemonade’ when the clapping sequence is
repeated with no extra C/O gestures. This creates a more difficult three-beat clap over
a four-beat line which extends over eight beats in ‘Lemonade’. In JBC, the girls use a
three-beat clap over the four-beat line starting in the third line, and in the fifth line they
improvise further with matching the words, moves and meter by doing one hard C/P,
essentially ‘slamming’ their partners’ hands on the word ‘slam’ and then pausing. The
girls add the word ‘ewww’ to the end of JBC as well as the gesture of thumbs pointing
over shoulder, thus adding their interpretive comment on the text of the poem as well as
adapting the meter.
[Insert Tables 1 and 2]
The analysis shows that the game the girls created is not simply a matter of using the
clapping from one game with the text of a poem. The girls adapted the three-way clap
by inserting rests, eliminating repeated gestures, and repeating the three-way clap in
order to develop a challenging game that would match the rhythm, meter and words of
the poem. Significant to this game, the resulting structure is much more challenging to
23
perform than any of the constituent parts – as experienced clappers, the girls
improvised to create this new challenge which potentially excluded children who were
not as experienced at clapping. However, one of the appeals of clapping games is the
challenge, and in fact, Cathy was able to teach the new game to her younger sister who
in turn taught it to another experienced clapper in her class. Further, by using existing
resources such as ‘Lemonade’ which other children had access to, particularly those
taking part in clapping games, the challenge was lowered, making the game inclusive to
children interested in this practice.
Returning to the concept of bricolage, the girls were playing with the elements of
clapping games and poetry including rhythm, meter, words, and clapping actions. The
process involved using the clapping game elements to represent a poem as a particular
type of game – using Juul’s (2003) terms, one that involved skill and practice or effort,
one that (girl)friends played together and thus had ‘real life consequences’, and one that
involved pleasure. In addition to the pleasure of playing together, there was the added
pleasure of performing a ‘gross-out’ poem, drawing on conventions of including
subversive material in clapping games (see Ackerly, 2007). Although they could have
performed the poem as a recitation, the act of bricolage turned it into a game that
friends created and shared with each other as part of a friendship activity.
Conclusion
Both games analyzed in this article exemplify complex processes that occur in
children’s play as they improvise with existing resources, as discussed in previous
24
literature on children’s cognitive and socio-linguistic processes involved in play. By
analyzing the game design elements of these two games, a further layer of complexity
emerges in relation to their improvisation processes; and by viewing the girls as
bricoleurs, the social structures involved in these processes also come into view. The
girls use ludic structures from games and media and representational structures from
any number of cultural sources to create playground games which exemplify Juul’s
(2003) elements of ‘gameness’; further, the process of bricolage involves both drawing
on and performing particular social positions on the playground. The maze game
demonstrates the process of imagining hula hoops lying on the ground as a maze of
land and ice riddled with danger; and the game shows the process of developing an
intertextual game that positions Lily and Sophia as five-year-olds on the playground in
very particular ways. As bricoleurs on the playground, Lily and Sophia played with
representational structures such as ghosts and zombies to create ‘attachment to the
outcome’ as well as positioning themselves as young girls who are interested in ‘really
scary’ games. They also draw on ludic structures such as rules, variable outcomes, and
increasingly more challenging ‘levels’ to sustain the maze game. Ruth and Cathy’s
clapping game demonstrates complex understandings of rhythm and meter. As
bricoleurs, they used ludic structures to create complex clapping rhythms which
demanded effort to be put into the game and reinforced their positions as friends and
clapping game experts. Rather than drawing on materials in a haphazard fashion and
creating any text from any material, these processes of bricolage reveal the complex
cultural and social aspects of children’s game design which involve children actively
positioning themselves on the playground in particular ways.
25
Acknowledgements
I would like to thank Julia C. Bishop for her valuable input on the analysis of the
clapping game, and Chris Richards for his constant feedback and support and for
sharing his insight on the players of this playground.
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Image 1: Hula Hoop Maze
Table 1: ‘Jelly Belly Custard’ text, meter and moves JBC Text Poetry Meter Moves Jelly belly cus-tard Trochee Trochee spondee D/U, C/P, C/O, C/O piz-za pie (rest) Spondee spondee (with
caesura) D/U, C/P, C/O, rest
all mixed up with a Spondee dactyl D/U, C/P, C/O, D/U dead dog’s eye (rest) Spondee spondee (with
caesura) C/P, C/O, D/U, rest
Slam it on a pan-cake Trochee Trochee spondee C/P rest, rest, rest nice and thick (rest) Spondee spondee (with
caesura) D/U, C/P, C/O, rest
Then serve it up with a Dactyl dactyl Turn around touch the ground gesture
cup of sick eww Spondee spondee Elbows bent, thumbs point over shoulders
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Table 2: ‘Lemonade’ text, meter and moves Lemonade Text Poetry Meter Moves Lemon-ade (clap-clap clap) Cretic cretic D/U, C/P, C/O (double), C/O crunchy ice (clap-clap clap) Cretic cretic D/U, C/P, C/O (double), C/O beat it once (clap-clap clap) Cretic cretic D/U, C/P, C/O (double), C/O beat it twice (clap-clap clap) Cretic cretic D/U, C/P, C/O (double), C/O Lemon-ade crunchy ice Cretic cretic D/U, C/P, C/O, D/U beat it once beat it twice Cretic cretic C/P, C/O, D/U, C/P Turn around touch the ground Cretic cretic Turn around touch the ground
gesture Freeze ‘Freeze’ in a chosen gesture i The project was funded by the Arts and Humanities Research Council as part of the Beyond Text programme and ran from April 2009 to March 2011- see http://www.beyondtext.ac.uk/ and www.bl.uk/playtimes. ii Chris Richards and Julia Bishop were the dedicated ethnographic researchers on the playgrounds, and Rebekah Willett and Jackie Marsh were the co-investigators in London and Sheffield (respectively). iii More in-depth interviews in which children viewed and discussed video footage of themselves were conducted outside of playtime. Data collection and analysis as well as ethical considerations are discussed in-depth in Richards (2011) and Willett et al. (2013). iv Both videos are available on the British Library website, ‘Playtimes: A Century of Games and Rhymes’ (www.bl.uk/learning/langlit/playground/). v I am using the classification ‘chasing game’ from the Opies (1969) to designate games in which ‘a player tries to touch others who are running freely in a prescribed area’. In line with the maze game, chasing games includes games in which there is a ‘Proliferation of Chasers’, and ‘Chases in a Difficult Environment’ (xvii-xviii). vi All children’s names used in this article are pseudonyms. vii ‘Lemonade’ does not appear in major published collections of playground games before 2009, but there is an unpublished version used for a two-ball game collected in 1960 in Workington, Cumbria, by Father Damian Webb (Julia C. Bishop, 2013, personal correspondence). viii Terms and abbreviations are from Bishop and Burn (2013) which are adopted from Marsh (2008). ix A cretic foot is three syllables which are stressed, unstressed, stressed; trochee is a stressed syllable followed by an unstressed one; spondee is two long syllables; caesura is a pause; and dactyl is a long syllable followed by two short syllables.