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Play,
                           creativity and
                              popular
                              culture
                              Jackie Marsh
                               university
                                   of
                              sheffield, uk




Tuesday, 6 December 2011
Play?

            eppe concludes that in the most
            effective centres ‘play’
            environments were used to provide
            the basis of instructive learning.
            The most effective pedagogy is both
            ‘teaching’ and providing freely
            chosen yet potentially instructive
            play activities.! ! ! ! !
                                    (EPPE, 2003, p5)




Tuesday, 6 December 2011
Hong kong guide to the
                           pre-primary curriculum, 2006

             Teachers should guide children
             to pay attention to characters/
             words, especially their structure, that
             appear in their surrounding environment.
             They may design a variety of play activities
             that deal with the structure of
             characters/words, such as strokes or
             components, to promote children’s writing
             skills.




Tuesday, 6 December 2011
The rhetoric of play as the imaginary
     is... ‘characterized as an attitude of
     mind that glorifies freedom, originality,
     genius, the arts, and the innocent and
     uncorrupted character of the
     childhood vision’.

                           (Sutton smith, 1997:129).




Tuesday, 6 December 2011
Creativity?
                           ‘imaginative processes
                           with outcomes that are
                           original and of value’
                               (Robinson 2001:118)




Tuesday, 6 December 2011
popular culture?
             Perhaps part of our difficulty in using the
             paradigm of elite/popular/mass/ folk culture
             is that we have to tinker with it every time we
             use it – we define and redefine these four
             pigeon-holes so that we can sort things out
             to suit ourselves…I do suggest that we
             consider a new paradigm by which we first
             view all culture as one expression of a given
             society’s leisure needs and opportunities,
             and then distinguish degrees of popularity
             along two axes: synchronic and diachronic.

                                        (Lally, 1980:205)



Tuesday, 6 December 2011
Tuesday, 6 December 2011
Children’s use of
         virtual worlds



                children’s
            playground games
            and rhymes in the
              new media age

Tuesday, 6 December 2011
commercialised virtual
                      worlds




                 barbie girls...moshi monsters...webkinz

                            .....Club penguin

Tuesday, 6 December 2011
Over 200 virtual worlds exist or are in development
                  for under 18s...




Tuesday, 6 December 2011
Tuesday, 6 December 2011
Tuesday, 6 December 2011
Tuesday, 6 December 2011
Tuesday, 6 December 2011
Text
                            Text




                           Text
                            Text




Tuesday, 6 December 2011
Genres of play

               Fantasy play


                                                           Games with rules



               ‘Rough and tumble’ play



                                     Socio-dramatic play




Tuesday, 6 December 2011
Emily entered an igloo to face three avatars that were
             running around. The users were using the chat facility to
             signal their footballing moves:

             Avatar        1:   Misses
             Avatar        2:   U better
             Avatar        1:   Takes shoot
             Avatar        3:   Whacks round hed
             Avatar        1:   Heart stops
             Avatar        2:   Hands up
             Avatar        3:   Good
             Emily’s avatar: How did you turn on your TV?
             Avatar        1:   Falls
             Avatar        1:   Waaaaaaaaa
             Avatar        2:   Catches
             Avatar        3:   I weaving



Tuesday, 6 December 2011
Tuesday, 6 December 2011
Steinkuehler (2005:12) noted
                 that ‘In-game social groups
                 devise rituals and
                 performances…and generate
                 in-game antics and adventures’
                 which develop social
                 communities of practice.




Tuesday, 6 December 2011
Owen: I go on YouTube sometimes
                 and they have like little
                 presentations on..it’s funny
                 because it’s like the funniest clips
                 of Club Penguin and stuff and they
                 fall and stuff.


                 Stacey: You can type ‘Club Penguin’
                 and it comes up and there’ll be like
                 and there’s music in the background
                 and it can show you slideshows.



Tuesday, 6 December 2011
Tuesday, 6 December 2011
Tuesday, 6 December 2011
play/ creativity/
                           popular culture

         •     majority of these CPMV / machinima developed
               at home

         •     children produce for other children,
               sometimes with dedicated fan bases

         •     children search youtube for child-produced
               texts

         •     music central to peer-to-peer cultural
               practices but often integrated with other
               media


Tuesday, 6 December 2011
• Reading skills and strategies including: word
                           recognition (e.g. the vocabulary choices in ‘safe

                           chat’ mode; instructions; in-world environmental

                           text), comprehension, scanning text in order to

                           retrieve appropriate information, familiarity with

                           how different texts are structured and organised,

                           understanding of authors’ viewpoint, purposes and

                           overall effect of the text on the reader



               • Writing/ authoring skills and strategies including:
                           using language for particular effect; writing/

                           authoring for known and unknown audiences


Tuesday, 6 December 2011
•      Understanding of the affordances of different
           modes

    •      Ability to understand salience of visual images and
           icons

    •      Ability to manipulate images to achieve specific
           purposes

    •      Ability to navigate within and across screens

    •      Use gesture/ sound appropriately for purpose and
           audience




Tuesday, 6 December 2011
Tuesday, 6 December 2011
Tuesday, 6 December 2011
Lauwaert (2009:12)
               suggests that the
               ‘geography of play is the
               sum of core and peripheral
               play practices and
               consists of both physical
               and digital elements, of
               tactile and non-tactile
               components,of objects
               and connections’.

Tuesday, 6 December 2011
Commercial practices related to the use
               of Club Penguin across online/ offline
                              domains
          •Playing games in the virtual world which earns coins
          •Looking through catalogues/ buying items in the shops
          located in the virtual world

          •Buying food for pets (puffles) which appears when the
             puffles are clicked on

          •Reviewing purchases in avatars’ inventories
          •Using online cheats to gain coins
          •Selling unwanted Club Penguin items on eBay
          •Buying toys/ games / collectors cards offline that
          unlock coins in the virtual world

          •Swaps e.g. sending information or artefacts to other
             users who then send codes to unlock items in the
             virtual world

Tuesday, 6 December 2011
Possessions are ‘... cultural
            proxies for belonging...’

                           (Pugh, 2009: 57)




Tuesday, 6 December 2011
farmville - 26 million players daily




Tuesday, 6 December 2011
Yes          No

                                       % of 5 - 11 year
                                        olds who had
                                        used Facebook
                                          (n = 157)


                43%
                                 57%




Tuesday, 6 December 2011
Yes         No

                                       % of 5 - 8 year
                                       olds who had
                                       used Facebook
                                          (n =73)


               47%
                                 53%




Tuesday, 6 December 2011
Yes          No
                                       % of 5 - 11 year
                                        olds who had
                                          their own
                                          Facebook/
                                        MySpace page
                                 33%      (n = 168)




                   67%




Tuesday, 6 December 2011
Yes         No
                                       % of 5 - 8 year
                                       olds who had
                                         their own
                                         Facebook/
                                        myspace page
                                 30%       (n =77)




                     70%




Tuesday, 6 December 2011
jackie:! OK. So when you go on it, what are the
                     things that you do when you go on it?

                     kate:!You can play games, like there’s lots of stuff
                     to do like pets and stuff, there’s a game called
                     Happy Pets, Pet Society, Petville, and then there’s
                     something called Cityville, like you can make your
                     own city, and there’s Farmville.

                     jackie:! And do you play on all of those games?

                     kate:!Yeah.

                     jackie:! Do you send people messages?

                     kate:!Yeah.

                     jackie:! And what sort of messages do you send?

                     kate:!We just say “hiya” and we start like a normal
                     conversation as if we were talking to each other.




Tuesday, 6 December 2011
attraction of facebook
                for young children

         •     they are embedding themselves in a family
               practice - similar to watching TV programmes
               together

         •     enables them to continue practices first
               encountered in other applications, such as
               microsoft messenger

         •     enables participation in games which have
               similar features to their other uses of the
               internet e.g. virtual worlds (Farmville)

         •     Part of community practice

Tuesday, 6 December 2011
Tuesday, 6 December 2011
Class 2 Offline                        Online
                                                                                                           I (G)

                                                                         A (B)                                                                    O (G)
                       R (B)
                                              J (B)




                                                                                                                           N (G)


                                                                           B (G)                   M (B)

                           J (B)
                                                                                                                                                          G (G)
                                                L (B)




                                                                                                                              C (B)



                                                                 G (G)

                                      J (B)                                                        B (B)
                                                                                                                                              T (B)



               B (B)


                                                                                                                   J (B)


                                                                B (B)
                                                                                                                                                          H (B)
                                                                                           L (G)
                                   L (G)




                                                                                   C (B)                                              T (B)
                 A (G)

                                                                                                           K (B)
                                                        K (B)




Tuesday, 6 December 2011
online/ offline
                            friendships
          •   68% of children had online friends in their class.

          •   Children who played online had a wider group of children they
              played with in their class than children who just played
              offline.

          •   Boys who played online had twice as many girls as friends
              (average 4.6) as boys who only played offline (average 2.3).

          •   Girls who played online had almost twice as many boys as
              friends (average 7.1) than girls who only played offline (3.6).



Tuesday, 6 December 2011
Carl, age 7
                jackie:! Right OK. So when you choose children to play with
                online what makes you choose them?

                carl:!
                     Because they’re nice friends and I think they would
                love to play with me lots of time.

                jackie:! And when you play with children in the playground
                what makes you choose them?

                carl:! like them people but if they’re online I think they
                     I
                would say bad words and that means they would get banned
                from it.

                jackie:! Who is that, who would do that?

                carl:!Someone like casey because he’s naughty...
                And if they’re going to say something like “I don’t like you”,
                and like Casey, when I’ve gone to his house, my nan-nan
                lives next door to him and I go to her house every night,
                Casey swears when we go round to play football, and
                that’s why I didn’t ask him to my accounts.



Tuesday, 6 December 2011
play, creativity and popular culture
                 in homes and community


       •popular culture strong aspect of children’s
       play from birth

       •Popular culture integral to individual identity
       construction and performance and construction
       of social networks

       •Children producers and consumers of popular
       cultural texts Aimed at peer audience

       •Boundary between online/ offline play becoming
       less distinct


Tuesday, 6 December 2011
play, creativity and
                popular culture in the
                     playground



Tuesday, 6 December 2011
PRETEND PLAY AND THE
                         MEDIA
   •   Films: Star Wars; Princesses Bratz; Disney Princesses; Batman; Bratz the
       Movie; James Bond; Avatar

   •   Computer games: Pokemon; Formula 1 Racing; Transformers; Mario
       Brothers; Halo 3; Dungeons and Dragons; Call of Duty: Modern Warfare 2

   •   Online games: Club Penguin; Moshi Monsters; Runescape

   •   TV shows: Ben 10; Simpsons; Hannah Montana; High School Musical; Doctor
       Who; Britain’s Got Talent; X-Factor; Guilty; The Jeremy Kyle Show




Tuesday, 6 December 2011
PLAY, CREATIVITY AND POPULAR CULTURE IN

                           THE PLAYGROUND

   •   Children draw from their everyday
       ‘mediascapes’ (Appadurai, 1990) in their playground
       play

   •   Multimodal communication central to these
       practices

   •   Children draw from multi-generational (and child/
       adult specific) material

   •   The concerns of adults are examined, explored,
       parodied, challenged

   •   This play is related to identity construction and
       performance
Tuesday, 6 December 2011
Tuesday, 6 December 2011
Identity/consumption/
                         production/
                       representation:

                           Gender


Tuesday, 6 December 2011
Tuesday, 6 December 2011
Text




Tuesday, 6 December 2011
Tuesday, 6 December 2011
The effect of gender is produced through the
           stylization of the body and, hence, must be
           understood as the mundane way in which
           bodily gestures, movements, and styles of
           various kinds constitute the illusion of an
           abiding gendered self...[it] requires a
           conception of gender as a constituted social
           temporality... a constructed identity, a
           performative accomplishment which the
           mundane social audience, including the actors
           themselves, come to believe and to perform in
           the mode of belief.
                                  (Butler, 1993: 140-1)




Tuesday, 6 December 2011
Identity/consumption/
                         production/
                       representation:

                           Social class


Tuesday, 6 December 2011
• Wide range of types, from Oprah to The Jerry
              Springer Show (so-called ‘trash TV’/ class
              pantomime/ cruelty verite)

         • Subject matter includes sexual infidelity,
              criminal misdemeanours, drug addiction, physical,
              emotional and sexual abuse.

         • Use of lie detector tests and DNA tests on
              children in order to attempt to present a ‘true’
              picture of a specific situation, and the
              participants are confronted with the outcomes
              of these tests on the show.




Tuesday, 6 December 2011
The working-class appear to display
                   and dramatise themselves as
                   inadequate, in need of self-
                   investment. They are shown to have
                   not just deficit culture, but also
                   deficit subjectivity. ‘Reality’
                   television points to solutions, ways
                   to resolve this lack, this inadequate
                   personhood through future person-
                   production – a projected investment
                   in self-transformation – in which
                   participants resolve to work on
                   themselves and their relationships to
                   make up losses.
                                    (Skeggs, 2009:638)


Tuesday, 6 December 2011
Tuesday, 6 December 2011
generic conventions


         •     introduction to problem

         •     accusatory stance of presenter

         •     aggressive interrogation

         •     animosity between participants

         •     involvement of audience

         •     use of drugs test/ lie detector test

         •     moral stance reinforced at end

Tuesday, 6 December 2011
Tuesday, 6 December 2011
Play is a deconstruction of the world in
  which [children] live. If the world is a text,
  the play is a reader’s response to that
  text. There are endless possible reader
  responses to the orthodox text of growing
  up in childhood

                           (Sutton-Smith,1997, p.166)




Tuesday, 6 December 2011
…when you was acting out you could
                 actually feel it. When you got into
                 character properly it made you feel
                 like it did happen to you and it made
                 you realise what it’s like. When you
                 were looking at the other people and
                 you could see how devastated they
                 were and stuff like that, because it
                 was acting, it could make you feel like
                 you was in that position as like a kid
                 who that had happened to…

                Yeah... there’s somebody in the audience   Joe’s uncle
                called Kate, her best mate’s sister is
                16 and she’s pregnant.



Tuesday, 6 December 2011
When people play together as
                       they make meaning they can
                       co-author possible selves and
                       possible ethical identities…
                       when children are answerable
                       for their imagined actions
                       they are forming their ethical
                       identities.
                             (Edmiston, 2007, p. 22).




Tuesday, 6 December 2011
‘Reality’ television offers the
           pleasure of watching the unexpected.
           And it is in this affective seepage that
           moments stand out against the
           attempts to universalise the
           particular, to place, contain and
           devalue working-class people and
           culture, where attempts to make the
           middle-class particular universal and
           normative are ruptured. This may be
           only temporary, but at least it is
           something, a start.
                              (Skeggs 2009:640)


Tuesday, 6 December 2011
Play, creativity and popular
                culture in the playground

          By virtue of its near-ubiquitous
          presence, popular culture provides a
          common ground and a set of systematic
          differences through which consumers
          can, as textualised agents, define
          aspects of their cultural identities.
                           (Hills, 2005:140-1)



Tuesday, 6 December 2011
www.bl.uk/playtimes




                            http://www.bl.uk/playtimes
Tuesday, 6 December 2011
implications for the
                                curriculum




Tuesday, 6 December 2011
implications for the curriculum:
                 playful pedagogies


         •     Begin with principles of play i.e. time for
               exploration, imaginative play before/
               alongside/ following instruction - instruction
               need not always be aligned with play

         •     enable the curriculum to reflect elements of
               play - time, space, recursive practices, cross-
               age group and intergenerational practices

         •     enable practices to challenge binaries e.g.
               classroom/ out-of-classroom; online/ offline;
               popular/ ‘high’ culture; academic/ non-
               academic discourses

Tuesday, 6 December 2011
Tuesday, 6 December 2011
Tuesday, 6 December 2011
Play
                                  creativity



                             Popular
                             culture




Tuesday, 6 December 2011
“There might as well be no colour
                           if you can’t play!”

                               Child in 2009 British Playday Study

                                     (Kapasi and Gleave, 2009: 9)



Tuesday, 6 December 2011

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Play, Creativity and Popular Culture

  • 1. Play, creativity and popular culture Jackie Marsh university of sheffield, uk Tuesday, 6 December 2011
  • 2. Play? eppe concludes that in the most effective centres ‘play’ environments were used to provide the basis of instructive learning. The most effective pedagogy is both ‘teaching’ and providing freely chosen yet potentially instructive play activities.! ! ! ! ! (EPPE, 2003, p5) Tuesday, 6 December 2011
  • 3. Hong kong guide to the pre-primary curriculum, 2006 Teachers should guide children to pay attention to characters/ words, especially their structure, that appear in their surrounding environment. They may design a variety of play activities that deal with the structure of characters/words, such as strokes or components, to promote children’s writing skills. Tuesday, 6 December 2011
  • 4. The rhetoric of play as the imaginary is... ‘characterized as an attitude of mind that glorifies freedom, originality, genius, the arts, and the innocent and uncorrupted character of the childhood vision’. (Sutton smith, 1997:129). Tuesday, 6 December 2011
  • 5. Creativity? ‘imaginative processes with outcomes that are original and of value’ (Robinson 2001:118) Tuesday, 6 December 2011
  • 6. popular culture? Perhaps part of our difficulty in using the paradigm of elite/popular/mass/ folk culture is that we have to tinker with it every time we use it – we define and redefine these four pigeon-holes so that we can sort things out to suit ourselves…I do suggest that we consider a new paradigm by which we first view all culture as one expression of a given society’s leisure needs and opportunities, and then distinguish degrees of popularity along two axes: synchronic and diachronic. (Lally, 1980:205) Tuesday, 6 December 2011
  • 8. Children’s use of virtual worlds children’s playground games and rhymes in the new media age Tuesday, 6 December 2011
  • 9. commercialised virtual worlds barbie girls...moshi monsters...webkinz .....Club penguin Tuesday, 6 December 2011
  • 10. Over 200 virtual worlds exist or are in development for under 18s... Tuesday, 6 December 2011
  • 15. Text Text Text Text Tuesday, 6 December 2011
  • 16. Genres of play Fantasy play Games with rules ‘Rough and tumble’ play Socio-dramatic play Tuesday, 6 December 2011
  • 17. Emily entered an igloo to face three avatars that were running around. The users were using the chat facility to signal their footballing moves: Avatar 1: Misses Avatar 2: U better Avatar 1: Takes shoot Avatar 3: Whacks round hed Avatar 1: Heart stops Avatar 2: Hands up Avatar 3: Good Emily’s avatar: How did you turn on your TV? Avatar 1: Falls Avatar 1: Waaaaaaaaa Avatar 2: Catches Avatar 3: I weaving Tuesday, 6 December 2011
  • 19. Steinkuehler (2005:12) noted that ‘In-game social groups devise rituals and performances…and generate in-game antics and adventures’ which develop social communities of practice. Tuesday, 6 December 2011
  • 20. Owen: I go on YouTube sometimes and they have like little presentations on..it’s funny because it’s like the funniest clips of Club Penguin and stuff and they fall and stuff. Stacey: You can type ‘Club Penguin’ and it comes up and there’ll be like and there’s music in the background and it can show you slideshows. Tuesday, 6 December 2011
  • 23. play/ creativity/ popular culture • majority of these CPMV / machinima developed at home • children produce for other children, sometimes with dedicated fan bases • children search youtube for child-produced texts • music central to peer-to-peer cultural practices but often integrated with other media Tuesday, 6 December 2011
  • 24. • Reading skills and strategies including: word recognition (e.g. the vocabulary choices in ‘safe chat’ mode; instructions; in-world environmental text), comprehension, scanning text in order to retrieve appropriate information, familiarity with how different texts are structured and organised, understanding of authors’ viewpoint, purposes and overall effect of the text on the reader • Writing/ authoring skills and strategies including: using language for particular effect; writing/ authoring for known and unknown audiences Tuesday, 6 December 2011
  • 25. Understanding of the affordances of different modes • Ability to understand salience of visual images and icons • Ability to manipulate images to achieve specific purposes • Ability to navigate within and across screens • Use gesture/ sound appropriately for purpose and audience Tuesday, 6 December 2011
  • 28. Lauwaert (2009:12) suggests that the ‘geography of play is the sum of core and peripheral play practices and consists of both physical and digital elements, of tactile and non-tactile components,of objects and connections’. Tuesday, 6 December 2011
  • 29. Commercial practices related to the use of Club Penguin across online/ offline domains •Playing games in the virtual world which earns coins •Looking through catalogues/ buying items in the shops located in the virtual world •Buying food for pets (puffles) which appears when the puffles are clicked on •Reviewing purchases in avatars’ inventories •Using online cheats to gain coins •Selling unwanted Club Penguin items on eBay •Buying toys/ games / collectors cards offline that unlock coins in the virtual world •Swaps e.g. sending information or artefacts to other users who then send codes to unlock items in the virtual world Tuesday, 6 December 2011
  • 30. Possessions are ‘... cultural proxies for belonging...’ (Pugh, 2009: 57) Tuesday, 6 December 2011
  • 31. farmville - 26 million players daily Tuesday, 6 December 2011
  • 32. Yes No % of 5 - 11 year olds who had used Facebook (n = 157) 43% 57% Tuesday, 6 December 2011
  • 33. Yes No % of 5 - 8 year olds who had used Facebook (n =73) 47% 53% Tuesday, 6 December 2011
  • 34. Yes No % of 5 - 11 year olds who had their own Facebook/ MySpace page 33% (n = 168) 67% Tuesday, 6 December 2011
  • 35. Yes No % of 5 - 8 year olds who had their own Facebook/ myspace page 30% (n =77) 70% Tuesday, 6 December 2011
  • 36. jackie:! OK. So when you go on it, what are the things that you do when you go on it? kate:!You can play games, like there’s lots of stuff to do like pets and stuff, there’s a game called Happy Pets, Pet Society, Petville, and then there’s something called Cityville, like you can make your own city, and there’s Farmville. jackie:! And do you play on all of those games? kate:!Yeah. jackie:! Do you send people messages? kate:!Yeah. jackie:! And what sort of messages do you send? kate:!We just say “hiya” and we start like a normal conversation as if we were talking to each other. Tuesday, 6 December 2011
  • 37. attraction of facebook for young children • they are embedding themselves in a family practice - similar to watching TV programmes together • enables them to continue practices first encountered in other applications, such as microsoft messenger • enables participation in games which have similar features to their other uses of the internet e.g. virtual worlds (Farmville) • Part of community practice Tuesday, 6 December 2011
  • 39. Class 2 Offline Online I (G) A (B) O (G) R (B) J (B) N (G) B (G) M (B) J (B) G (G) L (B) C (B) G (G) J (B) B (B) T (B) B (B) J (B) B (B) H (B) L (G) L (G) C (B) T (B) A (G) K (B) K (B) Tuesday, 6 December 2011
  • 40. online/ offline friendships • 68% of children had online friends in their class. • Children who played online had a wider group of children they played with in their class than children who just played offline. • Boys who played online had twice as many girls as friends (average 4.6) as boys who only played offline (average 2.3). • Girls who played online had almost twice as many boys as friends (average 7.1) than girls who only played offline (3.6). Tuesday, 6 December 2011
  • 41. Carl, age 7 jackie:! Right OK. So when you choose children to play with online what makes you choose them? carl:! Because they’re nice friends and I think they would love to play with me lots of time. jackie:! And when you play with children in the playground what makes you choose them? carl:! like them people but if they’re online I think they I would say bad words and that means they would get banned from it. jackie:! Who is that, who would do that? carl:!Someone like casey because he’s naughty... And if they’re going to say something like “I don’t like you”, and like Casey, when I’ve gone to his house, my nan-nan lives next door to him and I go to her house every night, Casey swears when we go round to play football, and that’s why I didn’t ask him to my accounts. Tuesday, 6 December 2011
  • 42. play, creativity and popular culture in homes and community •popular culture strong aspect of children’s play from birth •Popular culture integral to individual identity construction and performance and construction of social networks •Children producers and consumers of popular cultural texts Aimed at peer audience •Boundary between online/ offline play becoming less distinct Tuesday, 6 December 2011
  • 43. play, creativity and popular culture in the playground Tuesday, 6 December 2011
  • 44. PRETEND PLAY AND THE MEDIA • Films: Star Wars; Princesses Bratz; Disney Princesses; Batman; Bratz the Movie; James Bond; Avatar • Computer games: Pokemon; Formula 1 Racing; Transformers; Mario Brothers; Halo 3; Dungeons and Dragons; Call of Duty: Modern Warfare 2 • Online games: Club Penguin; Moshi Monsters; Runescape • TV shows: Ben 10; Simpsons; Hannah Montana; High School Musical; Doctor Who; Britain’s Got Talent; X-Factor; Guilty; The Jeremy Kyle Show Tuesday, 6 December 2011
  • 45. PLAY, CREATIVITY AND POPULAR CULTURE IN THE PLAYGROUND • Children draw from their everyday ‘mediascapes’ (Appadurai, 1990) in their playground play • Multimodal communication central to these practices • Children draw from multi-generational (and child/ adult specific) material • The concerns of adults are examined, explored, parodied, challenged • This play is related to identity construction and performance Tuesday, 6 December 2011
  • 47. Identity/consumption/ production/ representation: Gender Tuesday, 6 December 2011
  • 51. The effect of gender is produced through the stylization of the body and, hence, must be understood as the mundane way in which bodily gestures, movements, and styles of various kinds constitute the illusion of an abiding gendered self...[it] requires a conception of gender as a constituted social temporality... a constructed identity, a performative accomplishment which the mundane social audience, including the actors themselves, come to believe and to perform in the mode of belief. (Butler, 1993: 140-1) Tuesday, 6 December 2011
  • 52. Identity/consumption/ production/ representation: Social class Tuesday, 6 December 2011
  • 53. • Wide range of types, from Oprah to The Jerry Springer Show (so-called ‘trash TV’/ class pantomime/ cruelty verite) • Subject matter includes sexual infidelity, criminal misdemeanours, drug addiction, physical, emotional and sexual abuse. • Use of lie detector tests and DNA tests on children in order to attempt to present a ‘true’ picture of a specific situation, and the participants are confronted with the outcomes of these tests on the show. Tuesday, 6 December 2011
  • 54. The working-class appear to display and dramatise themselves as inadequate, in need of self- investment. They are shown to have not just deficit culture, but also deficit subjectivity. ‘Reality’ television points to solutions, ways to resolve this lack, this inadequate personhood through future person- production – a projected investment in self-transformation – in which participants resolve to work on themselves and their relationships to make up losses. (Skeggs, 2009:638) Tuesday, 6 December 2011
  • 56. generic conventions • introduction to problem • accusatory stance of presenter • aggressive interrogation • animosity between participants • involvement of audience • use of drugs test/ lie detector test • moral stance reinforced at end Tuesday, 6 December 2011
  • 58. Play is a deconstruction of the world in which [children] live. If the world is a text, the play is a reader’s response to that text. There are endless possible reader responses to the orthodox text of growing up in childhood (Sutton-Smith,1997, p.166) Tuesday, 6 December 2011
  • 59. …when you was acting out you could actually feel it. When you got into character properly it made you feel like it did happen to you and it made you realise what it’s like. When you were looking at the other people and you could see how devastated they were and stuff like that, because it was acting, it could make you feel like you was in that position as like a kid who that had happened to… Yeah... there’s somebody in the audience Joe’s uncle called Kate, her best mate’s sister is 16 and she’s pregnant. Tuesday, 6 December 2011
  • 60. When people play together as they make meaning they can co-author possible selves and possible ethical identities… when children are answerable for their imagined actions they are forming their ethical identities. (Edmiston, 2007, p. 22). Tuesday, 6 December 2011
  • 61. ‘Reality’ television offers the pleasure of watching the unexpected. And it is in this affective seepage that moments stand out against the attempts to universalise the particular, to place, contain and devalue working-class people and culture, where attempts to make the middle-class particular universal and normative are ruptured. This may be only temporary, but at least it is something, a start. (Skeggs 2009:640) Tuesday, 6 December 2011
  • 62. Play, creativity and popular culture in the playground By virtue of its near-ubiquitous presence, popular culture provides a common ground and a set of systematic differences through which consumers can, as textualised agents, define aspects of their cultural identities. (Hills, 2005:140-1) Tuesday, 6 December 2011
  • 63. www.bl.uk/playtimes http://www.bl.uk/playtimes Tuesday, 6 December 2011
  • 64. implications for the curriculum Tuesday, 6 December 2011
  • 65. implications for the curriculum: playful pedagogies • Begin with principles of play i.e. time for exploration, imaginative play before/ alongside/ following instruction - instruction need not always be aligned with play • enable the curriculum to reflect elements of play - time, space, recursive practices, cross- age group and intergenerational practices • enable practices to challenge binaries e.g. classroom/ out-of-classroom; online/ offline; popular/ ‘high’ culture; academic/ non- academic discourses Tuesday, 6 December 2011
  • 68. Play creativity Popular culture Tuesday, 6 December 2011
  • 69. “There might as well be no colour if you can’t play!” Child in 2009 British Playday Study (Kapasi and Gleave, 2009: 9) Tuesday, 6 December 2011