From: The Art of Play: Helping Adults Reclaim Imagination and Spontaneity, by Adam Blatner, M.D. & Allee Blatner.
     (Published by Routledge, 1997, now out of print and being revised into 3rd edition. ) Comments welcome: Email to adam@blatner.com

Chapter 3: THE BENEFITS OF PLAY

Revised September 2, 2008   (Back to Table of Contents)

Imaginative play develops a variety of skills (McCaslin, 2006), and your competency in these areas generates major psychosocial benefits which may be applied in several aspects of living:
  • Personal: emotional: enhancing vitality and mental health
  • Social: strengthening involvements and reducing alienation
  • Educational: developing the capacity to learn more effectively, and to learn in the broadest sense of the word
  • Cultural: stimulating the kind of creativity that is required to meet the challenges of a changing world

These dimensions of your living are helped when you augment them with the following component skills:
  • Flexibility of mind: a broad role repertoire, and a capacity to change set and see various points of view
  • Initiative and improvisation: a willingness to recognize, modify, and act on your mistakes while cheerfully moving forward
  • Humility: a sense of humor, an ability to have some objective detachment, a capacity for utilizing criticism
  • Effectiveness in communication: clear, non-reproachful, constructive, honest, self-disclosing, friendly communication, including the skill of reflective listening
  • Inclusiveness: an ability to be comfortable in groups, willing to negotiate, support others, mediate, consider everyone's feelings
  • Questioning: a seeking beyond the obvious, able to "break set" and think of unusual alternatives
  • Problem-solving: being acquainted with a variety of techniques and strategies

All of these skills are exercised anew in the setting of sociodramatic play. They are constantly utilized in the activities of selecting characters, elaborating scenarios, allowing the implications of each role to be mixed with personal style, and interacting with co-characters in stories so that enjoyable events result. Friction does arise, and learning to work it out in the spirit of cooperation is a major part of the experience.

Personal Benefits

Your personality functions most effectively when it is expanding and/ or integrating its roles. Consciousness is nourished by experience, even if it is symbolic, as in fantasy or imaginative play. As J. L. Moreno (1953, pp. 534-535) observed, "Social life has the tendency to attach a definite role to a specific person, so that this role becomes the prevailing one into which the individual is folded.... Everybody is expected to live up to his official role in life-a teacher is to act as a teacher, a pupil as a pupil, and so forth. But the individual craves to embody far more roles than those he is allowed to act out in life. It is from the active pressure which these multiple units exert upon the manifest official role that a feeling of anxiety is produced."

Role playing is then a method of liberating and structuring these unofficial roles. You get tired, bored or slightly burned out when restricted to living certain dominant roles. Excessive or prolonged enactment of authoritative, submissive, controlling, competent, helping, helpless, or any other general type of role generates a kind of psychic fatigue. It is a relief to engage in an activity that embodies a role that contrasts with a previously extensively enacted role. For example, a teacher may enjoy being a passive student at a continuing-education workshop. On the other hand, a child may enjoy playing the role of a bossy teacher with playmates. Businesses respond to this need by rotating jobs in some factories. It might be a good general principle of group mental hygiene in all businesses for explicit and implicit roles to be clarified and periodically redistributed.

Beyond the healthful aspects of shifting your various roles in real life, there is a deep desire to experience roles you can imagine. You might want to explore being a dragon, a monster, or a bulldozer. Most of us find some identification with the fictional character, Walter Mitty, whose secret life in fantasy is replete with heroic roles. The Art of Play establishes a context within which it is beneficial actually to play those roles in physical enactments with the help of playmates. For instance, if you work at a job that requires you to be a constant and firm disciplinarian, you might want to play roles such as a pampered little baby or shy kitten.

The playful enactment of scenes that offer a shift from over-utilized roles and introduce the opportunity for satisfying the desire to expand into a limitless variety of roles results in a kind of healing. The word "heal" is related etymologically to the word "whole." (i.e., and also to the world "holy," through the Indo-European word root, "hals"). To balance your roles through actively expressing them generates an experience of wholeness in your psychological existence that nourishes and heals your psyche.

Because many people work and live in contexts where high levels of self-control are the norm, there tends to be a muting of emotions. Prevalent methods of maintaining self-control are found in statements disqualifying feelings: "You shouldn't be reacting this way." "How dare you be angry?" "Stop feeling sorry for yourself." "You should have learned this by now." "Those thoughts are crazy." Commonly repeated inner statements such as these result in a loss of self- esteem and a tendency toward shameful emotional isolation, both of which are tragically unnecessary burdens to add to the realistic stresses in people's lives.

Internal self-suppression is a pervasive situation that results in many movie and television presentations in our culture (and worldwide) that appeal to the need to experience roles expressing great anger, triumph, tragic-but-proud defeat; heroic, and powerful, clear emotions. It is very doubtful that these shows provide any catharsis. Many writers and researchers now propose that the shows actually contribute to the further expression of those emotions.' Truly to cleanse the psyche of the accumulated, unclear, inhibited feelings generated in the course of everyday life, people need the opportunity to person-ally enact their own expressions of events and characters in a sociodramatic or psychodramatic setting that creates the means and context for catharsis.Blatner 2000 4th ed look up'

Whether the emotions be enacted as they really happened, as in psychodrama, or in a more distanced, symbolic, sublimated form, as in creative dramatic play, there is not only an expression of emotion, but also the additional benefit of validation of the feelings by other people. Furthermore, being in a group with others who are portraying their own chosen scenes provides a vicarious and shared experience. By stimulating each other to play more vigorously and spontaneously, the group process also demonstrates the commonalities of the human condition, and thus counteracts the sense of emotional isolation and "being different."

Social Benefits of Play

A repertoire of noncompetitive, easily performed social activities can be a valuable asset in a busy, impersonal world. When people engage in spontaneous, imaginative activities, it functions as an enjoyable bonding force. Instead of engaging in subtle social games of one-upmanship, people can discover ways of interacting that reward all the participants. Even in groups of two or three, talking about how you used to enjoy play, and ideas you have about play, can be a pleasurable topic of conversation.

One of the biggest social benefits of imaginative play is that it satisfies both the needs of the group and the needs of the individual. Whereas in many task-oriented groups, the personal idiosyncrasies of the group members are generally ignored or suppressed so there can be a unified effort, in play groups those elements of difference are welcome additions to the process. Since much of the fun comes from seeing how the roles will be elaborated, the originality of each group member adds to the enjoyment of the event. We laugh with shared glee at the unique way George portrays the tiger, and we are delighted with the subtleties Emily shows us in her version of the teddy bear. Thus, make-believe play offers a group format that fosters the expression of the authenticity of each of its participants.

Imaginative enactment provides another benefit by offering a comfortable distancing from the roles of everyday life while still engaging in social interactions. In therapy groups, at parties, or in many meetings, discussion often involves events relevant to the official roles concerning work, love, family and friendships-all "serious" subjects. This gets tiring and boring. It's refreshing to share roles in make-believe play that don't "mean" anything, where no resolution to a problem is required. No one has to be a "helper," "helpee," or authority figure. The playmate role is pleasantly different, and it may be co-created freely to establish the social relationship.

The  Need for Play

(This section was added in 2008.) Let’s go a step further: Our culture is advancing in ways so that play is not just beneficial, but needed. Daniel Pink (2006) argues for this in his book titled A Whole New Mind, and his point is that, economically, what is needed in order to be competitive in the world is innovation. This in turn requires a flexibility of mind that comes from balancing the capacities often associated with the left hemisphere of the brain—especially logic and language—and the abilities associated with the right hemisphere of the brain—especially intuition, sensitivity to relationships and emotion, and imagination.

When much of work was more brute labor, the work was impelled largely through will. This kind of work is compatible with a measure of anxiety or even fear. Slaves fearing the whip can pull an oar on a ship. Bosses can yell at subordinates and think they are increasing their productivity. However, with automation, the nature of work has begun to change. Increasingly what is needed is less brute labor and more creativity, and this requires a different kind of processing in the brain.

Creativity requires a flow of more subtle messages from the higher brain functions on the outside of the brain (the cortex) in and through the central processors. This flow is inhibited (if not almost shut down entirely) in states of high emotionality—especially the defensive emotions of fear, anger, or shame. When there is significant negative emotion, the middle part (limbic system) of the brain dominates function, leading to a tendency to react according to habit (or military training) in a “fight-flight” way. As I noted, certain types of work can happen in states of stress, but not creativity.

For creativity to happen, things have to feel safe, the limbic system is quiet, and the mind can then be more open to hearing the “still small voice,” the inspirations of the muses, the input from the cerebral cortex. Management of a workplace that requires innovation must change in its fundamental character from intimidation to facilitation. Angry or shaming bosses are counter-productive, and what is needed are supervisors who are emotionally intelligent.

As described in Chapter 2, a key element in the nature of play is that it “doesn’t count” in the same way as actions in real life do. This makes play a context in which activities are structured so that negative consequences, should they occur, are somewhat neutralized. (In this sense, play is a kind of psycho-social laboratory.) Such a context is thus made safer, fear is lessened, and thus the mind is opened more to the potential for creative thinking.

To restate, adding a measure of play not only adds the intrinsic motivation of fun to an activity, but also gives it a greater potential for creative thinking. We live in a world where we need a good deal of creativity, not only for innovation in industry, but also for innovation in our social and cultural institutions. Some of these points are elaborated further in the last chapter, also.

Educational and Cultural Benefits

Building on the previous few paragraphs, the fostering of creativity may well be the most valuable aspect of imaginative play. The various component skills are in the same general realm as those noted by a variety of authors who have done research on the phenomenon of creativity.

Since around the 1950s a major interest has developed in this subject, no doubt because people had the foresight to realize that creativity was the central skill needed for dealing with what was be-coming a society full of ongoing changes. Interestingly, the word "creativity" wasn't even in the dictionary in the early 1930s (Moyers, 1982).

Actual methods for promoting creativity have been limited to more intellectual approaches (Torrance, 1979) or indirect techniques (Luthe, 1976). The Art of Play is a method that refines the normal process whereby children develop their creativity, and adapts it for use by adults.

Here at the end of the twentieth century, the global society needs the vast resources of human imaginative energy in the same way it needed sources of physical energy in order to enter the industrial age. (In the last two centuries we’ve found a growing variety of resources for physical energy. But the resources (such as petroleum) became more valuable as the technology developed. In the realm of imagination, we are beginning to develop mental and social technologies (extended by computer and internet abilities). It is becoming generally recognized in many areas of society that there is great value in open-mindedness, intuition, independence of thought, and similar qualities. Fostering such abilities is possible through a synthesis of developments since mid-century or so in group dynamics, sociodrama, psychology, management, education, and other fields.

Another way to think about creativity or the balancing of right and left brain function is that it is part of what happy and healthy children do. The qualities that are needed in the coming years are the qualities associated with youthfulness. Ashley Montagu (1981), a noted anthropologist and commentator on contemporary society has discussed this idea at length in his book, Growing Young. He points out that the human species exhibits the sociobiological traits of "neoteny" or "paedomorphism." This means humans are designed to optimize the youthful characteristics of the species because these qualities have evolutionary advantages. He has one specific suggestion for implementing his conclusions: "Hence, the implications of all this should be fully understood and recognized: the importance of the sociodramatic experiences in the life of the child continue into the life of the adult" (Montagu, 1981, p.163).

I want to emphasize that while the qualities of enthusiasm, exuberance, spontaneity, physical enlivenment, curiosity, creativity, play, imagination, a twinkle of the eye, emotional resilience, a sense of the dramatic, and the like emerge naturally in childhood and are not yet suppressed, these qualities should not in themselves be considered juvenile! Rather, adults should cultivate them further, and elders should become advanced practitioners of what I have also called “joie de vivre” (The French phrase, prounced “zhwad vivr,” meaning this “young at heart” quality, but by no means to be thought of as only belonging to youth.).

While Montagu notes how this can be cultivated through promoting some basic behavioral themes, the Art of Play offers a specific method for adults to use in accessing these experiences.

Summary

Imaginative, playful enactment offers the following benefits:
  • Facilitator of creativity and mental flexibility
  • Vehicle for self-discovery
  • Channel for enhancing vitality and satisfying the desire to enact ideas, events, and characters
  • Opportunity for shifting, expanding, and balancing roles Enjoyable recreation and noncompetitive social activity
  • Mode for broadening role repertoire and developing the skills of empathy
  • Naturally develops the component skills that foster creativity and experiential learning
  • Method and context that can satisfy the adult's need for sociodramatic experiences

References

Blatner, A. (2000). Catharsis (Chapter 11), in Foundations of psychodrama: history, theory, and practice (4th ed.). New York: Springer.

Comstock, G. (1983). Media influences on aggression, In A. Goldstein (Ed.), Prevention and control of aggression. New York: Pergamon Press.

Luthe, W. (1976). Creativity mobilization technique. New York: Grune & Stratton.

McCaslin, N. (2006) Creative drama in the classroom and beyond (8th ed.). New York: Pearson / Allyn & Bacon.

Montagu, A. (1981). Growing young. New York: McGraw-Hill.

Moreno, J. L. (1953). Who shall survive? (2nd ed.). Beacon, NY: Beacon House, .

Moyers, B. (1982). The meaning of creativity. Smithsonian, 12 (10), 64--75.

Pink, Daniel. (2006). A whole new mind: Why right-brainers will rule the  future.  New York: Riverhead.

Torrance, E. P. (1979). The search for satori and creativity. Buffalo, NY: Creative Education Foundation.