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Wendy Varney, "Toys, play and participation",
with commentaries by Lynne Bartholomew and Sudarshan Khanna,
in Brian Martin (ed.), Technology and Public Participation
(Wollongong, Australia: Science and Technology Studies, University
of Wollongong, 1999), pp. 15-36.
Toys, play and participation
Wendy Varney[*]
Abstract
The participation that was once a frequent ingredient in
play has been replaced by a very different sort of participation
which revolves around toys as commodities. Children are encouraged
to participate in the frenzy of the marketplace and to be
fully involved in not only the toy but the entertainment and
merchandise with which toys are co-marketed. Play itself has
deteriorated as a group activity, as the toy takes on more
centrality and invokes predetermined play scripts and overdetermined
characters.
Back to: Table
of Contents
Commentary by: Lynne
Bartholomew
Commentary by Sudarshan
Khanna
Footnotes
Imagine children at play and the image that springs to mind
might well embrace several aspects of participation: children
involved in joint activities, learning together, allocating
roles, trying out ideas, agreeing, disagreeing, sometimes
fighting, sometimes resolving differences.
Yet the toys that are popularly marketed to children, "the
tools of play," are strangely devoid of features which encourage
these aspects of play--with the exception of war-toys which
encourage "participation" in fighting. If participatory play
still exists to some extent, it is despite, not due to, the
toys which beckon from the loaded shelves of toy stores.
Examples of dolls and doll play in different periods make
the point that today's heavily marketed toys are less conducive
to participatory play. Up until the industrial revolution,
most toys were home-made so that dolls would frequently be
crudely fashioned lumps of clay or some other material which
children felt could stand in for a doll. This left most definition
at the imaginative level so that the doll could take on virtually
any role decided by the child. After the industrial revolution
specially crafted or factory-made dolls became increasingly
available and from around 1820 the baby doll was introduced[1]
at a time when the role of mothering was gathering great ideological
momentum. By this time dolls were perceived to be exclusively
for girls whereas in eras past they had been for children
of both sexes. Both the pressures on young girls to practise
nurturing from an early age and the designing of dolls to
depict those in need of mothering influenced doll play along
lines of socialisation for motherhood.
Nonetheless, girls continued to play other things with dolls
as well as acting out the mother-child relationship. The dolls
were still largely perceived to be little people whose age
categories could be determined in accordance with the desires
of those playing with them. My own experience growing up in
the 1950s was that dolls were essentially a ticket to play
with other girls in the neighbourhood. No one was excluded
as long as she had a doll tucked under her arm.[2]
At times the after-school doll play was less important than
the negotiation, script-writing--and outright arguing--that
was the prelude to doll play. Were we to be mothers at a gathering
with our babies? Were we taking our children shopping? Were
we attending a wedding? If so, serious discussions would determine
whose doll was to be the bride. Or would we have a tea-party
where both the dolls and ourselves would be equal guests?
Our ideas were limited not so much by the dolls themselves
but by the roles we perceived as being open to women. Doll
play still maintained much of its flexibility and opportunities
for participation.
The launching of Barbie, a doll whose role was strictly confined
to that of teenager, and a genre of dolls that relied heavily
on accessories to set the scene for play, appears to have
narrowed the opportunities for play and, with it, the opportunities
for negotiating play. In this way, mass-marketed contemporary
toys inhibit rather than facilitate participation, for reasons
which I will explore, after firstly teasing out the various
influences that toy technology has had on children's introduction
to participatory processes.
Participation in itself is insufficient for meeting far-reaching
democratic goals. If not tied to broader struggles for social
justice and for equality of resources and opportunities, participation
can be lame and unfulfilling. For instance, participatory
play in itself cannot counter sexism, racism and violence
if the culture that sustains the play holds these to be valid.
A further problem is that "participation" has become a catchphrase,
used by the market for its own purposes. The result has been
a pseudo-participation which has been designed by those who
seek to accrue individual benefits by having the image of
participation pervade their practices. Toys, and ultimately
play (since toys support certain types of play activity),
have been affected by the pseudo-participation of the marketplace.
The opportunity to purchase and possess so many toys, to make
(albeit limited) decisions about which to forego and which
to pursue and to link up across so many points of culture
in playing with these toys is sometimes interpreted as a form
of participation. I will argue that contemporary toys have
contributed to moving children's play away from participation
and replacing it with a crass "marketplace participation"
where dollars are the means by which children participate.
It will be seen that the marketplace promotes a very narrow
and warped version of participation and one which is almost
directly opposed to the notion of participation that comes
from involvement in the nature of play.
But first the different aspects of the relationship between
toys and participation need to be spelt out. There are four
major points at which toy technology and participation intersect:
-
at the practical level where play is enacted around or
alongside the toy;
-
at an ideological level where the toy and the play transmit
sets of values and help to interpret the world for the
child;
-
at the level of producer-consumer relations between toy
promoter and potential toy purchaser where claims might
be made as to the participatory characteristics of any
particular toy and a model of participation is held forth
within that claim;
-
between those who design toys and those who may be interested
in having input into toy design for reasons other than
market reasons.
Many players--fast-food chains, movie production teams, merchandisers,
licensing agents and more--influence the direction of toys
but they do so from the same limited motivational base. This
is not participation in the same sense that it might be if
parents, educationalists and others who were not in the employ
of the toy and entertainment industry were involved from the
early stages.
Each of these four potential connecting points between toys
and participation could be explored at length and there is
a great deal of overlap among them. I will focus largely on
the first two aspects, arguing that the nature of play has
changed remarkably in response to the increasing prominence
of the marketplace and its enveloping of all aspects of life,
not least of all children's play. I will then address some
of the ideological implications of this and what it might
mean for the notion of participation that children form around
their own experiences and which they carry into adulthood.
Shifting patterns of play
The practical level at which toys provide scope for participation
stems largely from a toy's ability to influence play, yet
that influence is variable and itself subject to other social
forces. Toys have traditionally been more peripheral to play
than they presently are. That is, in most cultures and most
eras the toys fitted into the play rather than play being
determined by the plaything. Since many of the toys that children
have played with have traditionally been made by the children
themselves, they have been able to make them to specifically
meet their own ideas of play. Toy historians Eugene and Asterie
Provenzo claim that self-made toys "required the imagination
and inventiveness of the child" and "provided the opportunity
to penetrate and understand the physical environment in which
they live."[3]
Another crucial aspect of traditional play is that it has
generally been strongly participatory, as is evident from
anthropologies of play such as Helen Schwartzman's Transformations.[4]
Traditionally most play has happened among a number of people,
often children in combination with adults.[5]
A study by UNESCO suggested that in many non-Western countries
children and adults played the same games, just as they performed
many of the same tasks towards making a living.[6]
Neither work nor play was strongly age-differentiated. It
is a rather Western and only quite recent trend which sees
the life of children as being so separate from the lives of
adults. This separation makes the extent to which children
participate and learn about the possibilities for participation
particularly important since they have less scope for learning
it through joint activities with adults. Some play which is
of the "traditional" kind still exists, of course, and some
play may mix traditional and other values, but the tendency
has been, at least in the latter half of the 1900s, to encourage
play which is commodity-oriented and to have toys owned by
individual children rather than groups of children. This in
turn has led to more individual play.
As an activity which children do together, play provides
numerous opportunities for participating. Indeed to some considerable
degree it is participation which makes play what it has traditionally
been. There are rituals and rules laid down that, from time
to time, have to be negotiated. The game has to be carried
out in the way the group of players collectively interprets
it as needing to be played.
Dorothy Singer points out that games with rules might involve
competition, but more likely co-operation. Such games usually
involve codes that are institutionalised but rules that may
have to be renegotiated, re-interpreted or improvised.[7]
Players often have to work through or come to some agreement,
though this does not necessarily mean that power will be evenly
distributed or equally exercised. According to Singer, games
with rules are "critical for the mastery of orderly thought,
moral judgement, and other phases of operational or logical
mature thought."[8] These all bear
benefits as useful ingredients for participation. Singer further
claims that children learn to share, take turns and co-operate
through make-believe play and that such play helps them to
develop scripts and order or sequence events.[9]
I will argue that most of the modern toys do not encourage
children to develop scripts and so cannot fulfil this role.
There are benefits in group play in that children are learning
to interact with each other, often in positive ways. While
certainly play can be carried out unequally and with some
players dominating others, it is one area where children can
learn to overcome such dominance and to voice their own concerns.
Calls for fairness and for different players to take turns
at different roles are common in play, suggesting that there
is a strong connection between play and participation, although
no guarantee that the former will involve the latter. Other
forms of social codes and interaction, including those reliant
on race, gender and class, will obviously also bring other
factors to bear on play.
Having established that the relationship between traditional
play and participation is a strong one, we need to understand
how toys fit into this relationship and how they influence
it. They exert two basic types of influences, one in relation
to toys' location in play and the other relating to the nature
of the toys themselves.
In traditional play toys were props but not much more in
terms of their influence over play. That has changed dramatically
with the emergence of the commodity-toy--or what Beryl Langer
has called the "commoditoy".[10]
The appeal of these toys far surpasses their functionality,
making them strong examples of a phenomenon that Wolfgang
Haug has described as "the technocracy of sensuality."[11]
Not only are great efforts invested in enhancing every visual
aspect of these toys but they are designed so as to confront
and tantalise every sense. Many dolls smell of flowers, fruits
and other flavours, while lighting and sound effects are maximised
across the full spectrum of toys. Some balls even have a gimmick
of making noises when thrown, while high-tech versions of
the humble skipping rope light up and emit bubbles. However,
it is not only at the operating level of the toy that this
sensuality takes place. Toys are designed to build up appeal
via the relationships they have with each other and with a
great many other commodities and events to which they are
tied.
Commodities have come to provide many of the symbols and
goals around which our society now revolves and, in accordance
with this elevation, toys have come to play a decidedly more
central role in play, to the extent that toys determine what
form play will take rather than play determining what toys
should be used and if toys should be used.
This renders the toy
a much more influential force in play and allows the nature
of the toy to shape the direction of play. I am referring
here not simply to the toy and its set of meanings, but to
the entire support network built around the toy and from which
the toy takes its often highly specific meaning. Toys are
nowadays sold via a dazzling array of marketing mechanisms
and the rather limited sort of play that goes with the toy
is sold as part of that toy. The toy industry is an arm of
a broader entertainment and commodity industry which organises
its promotions to children so as to reinforce the wares on
offer through cross-promotion and multi-layered promotion.[12]
The support network includes a range of promotions via advertisements,
competitions, mall entertainment, catalogues and magazines
for children, but extends also to other commodities. A typical
well-promoted toy may have a movie made around it, a television
series, a fast-food tie-in, a breakfast cereal linked to it
and a plethora of merchandise such as sneakers, lunch boxes
and bed sheets featuring the toy on their design.
Due to the involvement of movie and television program producers,
and to heavy television and other advertising, the upshot
is that a child will be familiar with not just the toy but
the storyline which goes with it. Since many popular toys
come within series, each character will have an elaborately
detailed role which has been played out in fine detail through
the promotions surrounding it. This nudges play in the direction
of imitation rather than imagination, since the story has
been painstakingly thought through and repeatedly played out
for the child in the promotions.
As a result, most modern toys involve deliberately closed
systems of play. They are not open-ended in the way that traditional
toys often were. Play has always unfolded within the limits
set by social systems, world views, views of gender and so
forth, but now it is the toy itself, in its broader marketing
package, which primarily sets the limits, working in with
and borrowing from broader social systems, but especially
the economic system. Sally Vincent argues that modern playthings
are made up of "pre-packaged fantasies...brand name objects,
functionless belongings, group identity kits, images from
a promotion scheme that leads to the ultimate in passive acceptance
of their totalitarian symbolism."[13]
I will return to the totalitarian aspect of the toys shortly.
Here the relevance of Vincent's claim is that the more limited
the opportunities are for play and the more over-determined
and highly structured toys are, the fewer opportunities there
are for negotiation and for other aspects of participation
that have been noted to be generally beneficial in children's
play.
Critics of modern toys are especially concerned about the
decreased opportunities for imagination which they provide.[14]
For instance, "...over structured toys, where the designer
has already done the thinking, imagining and creating, reduce
the possibilities for imaginative ideas and creative acts
on the part of the child."[15]
Decreased opportunities for participation often go hand in
hand with this tendency. Education researcher Lynne Bartholomew,
in working with children, found that creative play around
flexible props "encouraged children to negotiate the play
script with each other, so that each child felt a sense of
belonging and ownership in the play."[16]
There was, it seemed, a sense of participation which ran deeper
and was more meaningful than the rather more superficial involvement
encouraged by overdetermined toys. Bartholomew noted that
overstructured toys involved the risk of using less ingenuity
and resourcefulness, both of which are useful in co-operation
and participatory play.
Do modern toys have to be so highly determined? Do they have
to have their stories spelt out in such detail that they leave
little to children's imagination and detract from the scope
for richer participatory play? According to mechanisms of
the market, which ensure that popular toys receive the most
massive exposure and carry within themselves the seeds for
their own quick redundancy, a high level of sensuality and
a closed system of play are essential to the process. The
elaborate sensualisation requires over-determination in appearance,
so that each toy is highly specific and functional in a precise
but extremely narrow way.[17]
The Care Bears exemplify the segmentation of tasks and play
themes. Instead of a humble teddy bear, this series of bears
had their tasks divided up in the same way that the work force
had had its tasks heavily segmented and specialised under
Taylorism. Whereas one Care Bear was depicted as loving, another
had the role of being cheerful, one was fun to be with, etc.
The promise made by the typical modern toy is that it will
perform a very particular function or strike a very particular
image, the reverse side being that it can do very little else.
Such toys do not encourage children to seek other functions
within the same toy. The type of toy being sold and the marketing
hype around it suggest that other toys, with their own highly
specific functions, are needed for other play and for other
scenarios. Overdetermination in character is therefore essential
to the image identity being sought for the toy.
Overdetermination in the storyline is equally a part of the
marketing process, for any toy that is brought to either the
movie or television screen requires its stories to be pre-determined.[18]
The toy industry chooses movie and television tie-ins for
the exposure they give to toys and for the level of hype they
can create. It follows that toys that are either designed
or translated for the screen must have their stories pre-written.
The toy industry does not lament this. On the contrary, it
makes the most of it, as pre-ordained storylines allow manufacturers
to work into the stories not only the key characters but many
of the accessories and assorted characters that make up the
elongated toy lines that exist today. In 1985 the then president
of toy company Mattel explained that previously "When consumers
bought one [toy], they didn't need another, so from
a purely financial point of view, most toys failed" in terms
of reaching their full market potential.[19]
The large toy manufacturing corporations have turned that
around so toys now rely heavily on other toys and accessories
in the same line. For boys, these lines include mostly male
companions, enemies, vehicles and weaponry, while girls' toys
have friends, abodes, shops, horses and lots of fashionwear.
As toys' functions become more specific, children need more
of them to compensate for their limitations. Whereas open-ended
toys can be brought into play across a wide spectrum of settings
and imagined circumstances, function-specific toys can not.
Privatising play
Another important factor in these toys is their very private
and individual nature. This has been achieved not just at
the behest of the toy industry, though that industry has certainly
taken advantage of this trend. We live in an increasingly
privatised world which has put much more emphasis on commodities
than relationships and sometimes, due largely to sophisticated
forms of advertising, confusion between the two. If it was
once thought that a child needed companions in order to be
able to play meaningfully, it is now thought that a child
needs toys. Moreover, toys often carry names which suggest
they stand in for friends or are advertised to suggest this.
Some of these include Tyco's series of soft toy dogs in the
My Puppy Loves Me line, Friend Bear in the series of Care
Bears, the Natasche doll which was advertised as being "ready
to be someone's best friend,"[20]
and Talking Baby Alive, of whom it was claimed "She will become
a special talking friend."[21]
Mattel ran an advertisement for Barbie in 1983 under a heading
"Will you be Barbie's friend?" After listing some of Barbie's
considerable accessories--and therefore serving as a reminder
that these were available, should a child not have the full
range--the advertisement continued: "Pink and Pretty Barbie
has everything but the one thing she wants most. A true friend.
Will you be Barbie's friend?"[22]
So, while such toys as skipping ropes, which can accommodate
a great many players, still exist, much of the emphasis in
today's toy market is on toys which children are expected
to own individually, which they can play with alone and which
often make claim to being able to substitute for friends and
companions. Toys largely subsume play and restructure it so
that participation becomes a much lesser part of play. Children
might still play with their toys with friends but they are
encouraged by neither the toy's prescribed range of play nor
the broader social message contained within the toy itself,
in which companions are somewhat superfluous. Increasingly
gender-specific toys further exacerbate this trend, discouraging
children of different sexes from playing together, since these
toys construct vast differences in the types of play in which
boys and girls are supposed to take part. Obviously, such
constraints to participatory play can only detract from children's
development along participatory lines.
Adults, too, have become more removed from children's play.
Brian Sutton-Smith notes the paradox that "the toy is given
so that the child can occupy itself without making any great
demands on the parent's time" and that this is as true of
toys which are Christmas presents as any other given toys,
even though Christmas is supposed to be a celebration of togetherness.[23]
An article in Advertising Age also noted that parents
were buying toys as a means of assuaging their guilt about
spending less time with their children.[24]
Other social forces have contributed to children being increasingly
likely to play alone with their toys. The entrenchment of
the small, self-contained family over the extended family
and the breaking down of communities have no doubt played
their part. To an increasing degree, urban and suburban children
at least are expected to play, if not indoors, then in their
own yards or in other stringently designated areas. This is
partly a response to "stranger danger" to which television
has contributed a growing awareness and exaggerated perception.
There are increased pressures on parents to more closely oversee
all activities of their children. Children are often chauffeured
to organised activities where they may once have walked within
the neighbourhood to less formal activities. Perhaps some
of the dangers have heightened, such as the increase
in cars and the encroachment of highways and major roads so
that neighbourhood streets generally have more traffic and
carry greater risk. That the trends extend beyond those that
are directly to do with the marketplace in no way diminishes
the corporate grab for children. Children are now targeted
directly,[25] which has meant
that toys are advertised in different places and ways and
that the toys themselves are now designed to have quite different
appeals.
With the shift towards more singular play and more individual
toys and the social circumstances that encourage this, the
well understood benefit to the toy industry is that a lot
more toys can be sold to children who largely play by themselves
or who, even when playing together, need their very own toys
and all the accessories that go with them. All this reduces
the quantity and quality of participatory play.
Moreover, the problem is not only that children are more
likely to play alone, but the wider context where their social
lives are dissipating in several areas. Dorothy Singer has
noted that "When grandparents, parents and children live together,
they form networks of educational, social, economic and cultural
ties and interdependence."[26]
She points to studies suggesting that "children who have active
contact with their grandparents have a stronger sense of family,
values, traditions and self-esteem."[27]
Children's social networks are increasingly influenced by
the marketplace. With the breakdown of many traditional codes,
relationships previously built largely by family and community
now have an increasing input from the market.
To some extent, then, toys now stand in for family or friends
both in play and in teaching social roles. The ideological
content of popular contemporary toys suggests that commodities
are essential and are appropriate solutions to all problems.
The toys which claim to be friends, already referred to, are
an example of this phenomenon. In such ways, commodities promote
themselves in an ongoing spiral, both presenting and claiming
to solve problems. Commodities now stand in for communities
in many instances and deliver a world view which is largely
centred around goods rather than relationships.
This brings us to the second aspect of the relationship between
toys and participation, the ideological socialisation of children
by toys and how that pertains to their understanding of and
expectations of participation.
Playing 'out' participation
Toys are clearly mechanisms of socialisation. Birgitta Almqvist,
for instance, states that gender socialisation through play
"is assumed to influence children's anticipation of their
future adult roles."[28] Just
as play delineates roles and acceptable spheres and aims for
each gender, we can envisage, too, that play, by either including
or restricting socialisation into participatory processes,
will give rise to either narrow or broad perceptions of participation
and contribute to different sorts of expectations for what
is a "normal" or desirable level of participation in adult
life.
I have argued that different toys involve different levels,
and sometimes different types, of participation. Traditional
play tended towards participation with others and involved
application and changing of rules, often by popular agreement,
as well as showing a strong emphasis on co-operation. This
is much less apparent in play involving modern popular toys,
either because the children play alone with their toys or
they play with others but the toys are too overdetermined
to encourage the full range of participatory possibilities.
There is another strong force which may also be working against
participation: the ideological content of the toys themselves,
much of which derives from the supremacy of the market. Richard
Sclove asserts that conventional markets "nurture egoism,
not moral development or citizenship."[29]
This is characteristic also of the toys of the marketplace,
which heavily emphasise individualism, narcissism and instant
gratification and make an extravagantly wasteful and consumerist
society seem natural. This is evident in the number of toys
which themselves promote commodification and notions that
shopping is bliss. There are numerous shops among Barbie's
accessories, the talking version of that doll asks "Let's
go shopping?" and even non-Barbie fans may find games such
as Mall Madness in their toy boxes. This promotion of gratification
and the other recurring themes is an inherent part of the
strategy by which appeal is fostered for just such toys. These
commodities therefore contribute to a popular culture which
justifies and promotes precisely those attributes which result
in their being strong sellers.
The promotional aspect does not end there, for, as previously
mentioned, there is a great deal of cross-promotion involved
in the marketing of toys, so that toys advertise a great many
other commodities and entertainments which, in turn, promote
the toys. This has so heavily influenced the direction of
toys that "advertising toys," as so many of these toys can
be called, are empty of almost every quality save for purely
commercial "qualities." These promotional objects often have
instant appeal which is linked to the advertised company or
good.[30] There are a great many
toys which advertise McDonald's, Pizza Hut, retailing chains,
toy stores, and even other toys put out by the same company.
For example, Polly Pocket Barbie promoted a quite separate
line of dolls, Polly Pocket, put out by Mattel, the same company
which manufactures Barbie. Fisher-Price, now a subsidiary
of Mattel, in turn promotes Barbie and Hot Wheels on several
pre-schoolers' toys. This verifies Andrew Wernick's claim
that
-
...for things implicated in a competitive market to be
given a self-promotional form is not merely a decorative--and
dissimulating--addition. It changes their very being.
An object which happens to circulate is converted into
one which is designed to do so, and is so materially stamped
with that character.[31]
The ideology of these toys, then, is the ideology of the
marketplace and of promotion. The closest they come to encouraging
participation or being part of a community is to urge potential
consumers to be part of a "community" that eats at McDonald's,
shops at Toys R Us and wears Reebok shoes. (Barbie, for instance,
wears Reebok shoes and promotes these companies, among many
more.) At a cultural level, realignments are made around products
and brand-names. According to Tom Panelas, "Much of what passes
as symbolic communality among large and geographically dispersed
subcultures is based primarily on consumption patterns."[32]
Democracy, as it is defined and practised in its more conservative
and limited applications, can be an obstacle to more meaningful
participation at a political level, with claims that such
participation is impractical, unnecessary or even an interference
in the democratic process. Similarly, the marketplace can
impede a flowering of participation behind its construction
of pseudo-participation.
In this way we see the
validity of Vincent's claim that toys are operating in a system
of totalitarianism, although this is clearly not the model
of totalitarianism commonly portrayed, where there are not
enough goods in the marketplace or where the state determines
what goods in what numbers are put on the market. This totalitarianism
is about the pervasiveness of the toy and its often seedy
message which preaches the primacy of commodities, the very
system from which the commercial toy itself sprang. "Vaguely
familiar playthings now come with their own book of rules,
as though some invincible mastermind has already played with
them and determined the parameters of their place in a child's
life," says Vincent.[33] She uses
the example of the toys linked to the wider marketing concept
of Judge Dredd to demonstrate that the storylines themselves
fit into the totalitarian pattern. "Dehumanized and licensed
to kill he [Judge Dredd] has no emotional being, no
personality, no social dimension, no conscience."[34]
Dredd lives in Mega-City One, a city he describes as having
"800 million people and every one of them a potential criminal.
The most violent, evil city on Earth...but, God help me, I
love it." He "may enter a citizen's home to carry out routine
intensive investigation. The citizen has no rights in this
matter."[35]
Judge Dredd is not alone in providing a much more detailed
blueprint for violence than for citizenship and community
rights and responsibilities. Many of the toys designed for
boys have a militaristic basis and the military, of course,
is one arena where participation in decision-making is off
the agenda. If girls escape the militarism, they are more
likely to be caught up in the appeals to narcissism, with
groups of toys promoting vanity, fashion and, once again,
shopping. Those toys depicting malls which include fashion
and beauty shops can indulge all these narcissistic ideals
at once. The idea of community or of groups of people working
through problems or situations in co-operative, innovative
and sensitive ways is missing completely. Video games are
largely given over to killing or assisting a helpless female
escape. Those video games which are designed for girls focus
on matters such as designing new outfits for Barbie. The rules
in these video-games are fixed and allow little chance of
working through alternative solutions or different ways of
coping with problems. In particular, they discourage collaborative
attempts to encompass varying viewpoints towards resolutions.
"Interactive" video games are far from participatory.
Marsha Kinder argues that children's and teenagers' entertainment,
consisting of Saturday morning television, home video games,
movies and all the commodities that tie in with these, do
prepare young players for participation but it is "participation
in this new age of interactive multimedia--specifically, by
linking interactivity with consumerism."[36]
This is the pseudo-participation I referred to initially and
it demonstrates how the concept of participation has been
appropriated and used in the interests of marketing. If participation
means only taking part, then yes, there is participation at
every glance, with people taking part in the celebration of
commodities, the razzamatazz of the market and the rituals
of mass consumption. But if participation means taking part
in decisions about what technologies and goods should be designed
and produced and for whose benefit, then participation is
still very rare.
Participation has proved a slippery concept indeed and one
which has been too easily adapted to the dominant philosophy.
Carole Pateman has noted that under fascism there was a tendency
for participation to be linked with totalitarianism rather
than democracy.[37] Constituents
under fascism were swept into a show of solidarity with the
regime which had constructed a short, simplistic, superficially
exhilarating agenda while trammelling any mechanisms for a
more meaningful participation. Now the market is the new totalitarian
force, with consumers, including children, being urged to
participate. However, the domination of the market is invisible
because it comes with a democratic image which belies the
grip which it has on people and the paucity of choice that
really exists in an arena which is supposed to be all about
choice. The totalitarian features are most clearly seen in
the ongoing attempts to have everything come under the umbrella
of the market so that the needs of the market determine the
nature of education, allowable levels of environmental pollution
and a great deal more. Each time a crisis arises, the market
is looked to to provide a solution, even though it is often
the root of the problem.
Conclusion
Toys are a technological arena where the possibilities for
participation in and beyond play are diminishing. This is
largely due to the changing nature of toys and their dominating
role in play. For those designing and manufacturing toys,
questions of play are subservient to questions of marketability.
Toys are helping reshape play towards less imaginative, more
solitary, more commodity-based and more pre-determined activity.
Play and toys feature strongly in the socialisation process.
Therefore the nature and extent of participation allowed or
involved in toy play contribute to a child's expectation of
participation in future life. Can we seriously expect toys
which virtually exclude participation or leave it off the
agenda to give rise to citizens who make great claims for
participation? If modern toys are contributing to children's
expectations and understanding of participation, then those
children are being guided towards a participation which relates
only to the marketplace and relationships which are between
people and commodities rather than between people and people.
To use a market phrase, surely it's time to "shop around"
for a stronger brand of participation and a type of play which
will give rise to citizens who might more strongly demand
it.
Acknowledgments
I thank Sharon Beder, Lyn Carson, Brian Martin and Therese
Taylor for helpful comments on a draft of this chapter.
Commentary by Lynne Bartholomew[*]
In considering Wendy Varney's chapter, I am faced with a
dilemma. As an educationalist I agree with many of the points
she makes regarding societal changes, market forces and the
pressures these impose on parents and children. As a parent
however, I have to confess to having succumbed to that pressure!
Action Man was the toy of the moment at the time and became
the focus for much sustained play. I remember being charmed
to find him tucked up for the night under a rhubarb leaf in
the garden, serving as a legitimate doll for my son. It is
sad that after a certain age it is considered sissy for boys
to play with dolls. In that sense I feel that such toys have
a role in the development of children's imaginative play.
Bruce refers to the importance of the transitional object,
seeing this as one of the earliest sources of representation:
- It offers a massive opportunity to any interested adult
to understand, enter into and help the child develop his/her
representational ability in the play setting. Winnicott
(1971) says: `The transitional object represents the infant's
transition from a state of being merged with the mother
to a state of being in relation to the mother as something
outside and separate.'[38]
Action Man can be seen as an extension of earlier play with,
for example, a teddy.
It would seem well nigh impossible to counter the pressure
of market forces but I believe there are ways that parents
and educators can foster children's imagination. I remember
a colleague using a My Little Pony and a Barbie Doll as story
props for the legend of Pegasus to an entranced class of 3
and 4 year olds who had English as a second language. In this
way, she not only took the children into history and mythology,
but also illustrated how such toys can be used in rich and
different ways.
Providing children with natural materials so that conventional
toys can be used alongside them helps children to become creative
thinkers. Mud used as icing on a leaf makes a fine tea for
Barbie!
The work of Athey, Bruce and Nutbrown on schemas or patterns
in learning and development gives much insight into why children
opt for certain toys at particular stages.[39]
Identifying these schemas and using the knowledge helps informed
adults to make provision that will enhance and enrich children's
learning.
It seems that the prospect could be a gloomy one when looking
at play, toys and participation. To take a constructivist
stance, as with the examples cited, it is to be hoped that
there are enough interested and committed adults to at least
counter the onslaught of unsuitable toys that are currently
being marketed. The greatest hope lies in the children themselves
having the resourcefulness to use toys and other materials
with flair and imagination.
Commentary by Sudarshan
Khanna[*]
Talking of toys, our mind seems to rush to the neatly packaged
things in toy shops and stores. Yet in countries like India,
the majority of children still don't have access to these
mass marketed "good looking toys." The culture of toys made
by children and artisans is now struggling to survive.
I have often noticed that it is the self-made or even artisan-made
toys that bring a sparkle to the eyes of children, rich or
poor. I remember that, as children, we used to spend happy
hours in playing with toys like a leaf flute. Just roll the
right type of leaf in the right manner and blow it in a particular
way to create sounds and music. The fun part was also to compare
the sounds, and to help teach younger ones. Even today, in
every part of the world, you will find children making and
playing with paper aeroplanes, watching each one for its gliding
performance. We can make a long list of the value and worth
of these priceless toys.
Earlier children had access to another alternative source
for toys. Just twenty years ago, many fairs all over India
used to be like roadside toy expositions. The fairs had many
indigenous toy makers, as well as stalls selling mass-produced
cheap plastic toys. Today the toy makers are being replaced
by stalls selling the same stuff. There is also the organised
toy industry, growing every year. This sector operates much
like "commodity toy" manufacturers elsewhere.
I liked reading Wendy Varney's chapter. Many of us have been
voicing our concern over the erosion of our heritage of indigenous
playthings. I am not against the modern, mass produced, mass
marketed toys but deeply concerned over the decline of self-made
and artisan-made toys. I am convinced that mono-cultured,
market-driven toys are not only expensive but have a limited
role to play, and these cannot replace the timeless, popular
creative playthings made through the genius of generations
of people.
Varney's well researched chapter has clearly brought out
the less known "other side" of the "good looking toys": that
most of the fancy, highly promoted commodity toys are devoid
of real play participation and that an elaborate, highly advertised,
pseudo-participation is being sold for genuine participation.
The motives and methods adopted by the present-day entertainment
and commodity promotion industry have been revealed in a forthright
manner. They include the promotion of privatisation of play,
the subtle advancement of the individual ego and greed, and
the social and ideological context of the belief that mere
products can replace friends and peers.
Varney has been systematic and forthright in bringing out
the inadequate, the negative and even the harmful aspects
of the glossy "advertised-commodity" toys. But these are products
of the present time and present-day minds. While I agree with
the broad perspective, I think the main problem is that today
we are totally replacing diverse indigenous cultures. "This
or that," "get the best" seems to be the approach. The "best"
often gets mixed up with "latest, the most faddish and the
conveniently available." Otherwise, how do we explain giving
inferior or even questionable play material to our children?
This is so in spite of the fact that today more parents are
"educated" and there are more people professing an interest
in "child development" research. How do we go ahead? In general
it is necessary to promote diversity and indigenous development.
It is important to realise that modern mass-marketed mono-cultural
toys cannot replace the indigenous ones but that they will
and can co-exist.
Footnotes
[*] Wendy Varney is a fellow in Science
and Technology Studies, University of Wollongong. As well
as her research into toys, which was the basis for her PhD
thesis, her research interests include leisure technologies
and politics of sport. She is a feminist and environmentalist
with a concern for all issues of social justice.
[1]. Antonia Fraser, A History
of Toys (London: Spring Books, 1966), p. 160.
[2]. This can be seen as a transition
period. A commodity was now necessary for play and each player
was expected to have her own, though borrowing could be arranged.
There was not, however, a great deal of importance attached
to the type of doll. Any doll would do the task as ably as
the next in allowing its owner to participate in the play.
[3]. Eugene F. Provenzo, Jr. and
Asterie Baker Provenzo, The Historian's Toybox: Children's
Toys from the Past You Can Make Yourself (Englewood Cliffs,
NJ: Prentice-Hall, 1979), p. 1.
[4]. Helen B. Schwartzman, Transformations:
The Anthropology of Children's Play (New York: Plenum
Press, 1978).
[5]. Philippe Aries, Centuries
of Childhood (London: Jonathan Cape, 1962), p. 68.
[6]. Gabriel Chanan and Hazel Francis,
Toys and Games of Children of the World (Paris: Serbal/UNESCO,
1984), p. 14.
[7]. Dorothy Singer, "Play activities
that build bridges across the generations," paper presented
at the International Toy Research Conference, Halmstad University,
Sweden, June 1996, pp. 11-13.
[8]. Ibid., p. 12.
[9]. Ibid., p. 13,
[10]. Beryl Langer, "Commoditoys:
marketing childhood," Arena, No. 87, Winter 1989, pp.
29-37.
[11]. Wolfgang Fritz Haug, Critique
of Commodity Aesthetics: Appearance, Sexuality and Advertising
in Capitalist Society (Oxford: Polity Press, 1986), p.
17.
[12]. Wendy Varney, "The Social
Shaping of Children's Manufactured Toys," unpublished PhD
thesis, University of Wollongong, 1995.
[13]. Sally Vincent, "Here's a Dreddful
Noël to you all," New Statesman, 20-27 December
1985, p. 11.
[14]. Roland Barthes in Mythologies
(St Albans: Paladin, 1973), pp. 53-54, was among those who
lamented these decreased opportunities for imagination. For
a more detailed list of the breadth of critique, see Varney,
op. cit., pp. 74-76.
[15]. M. A. Pulaski,"Toys and imaginative
play" in J. L. Singer (ed.), The Child's World of Make-Believe
(New York: Academic Press, 1973), cited in Lynne Bartholomew,
"Choosing appropriate toys for children--can the concept of
Piagetian schemas help us there?," paper delivered at the
International Toy Research Conference, Halmstad University,
Sweden, June 1996, p. 3.
[16]. Bartholomew, op. cit., p.
2.
[17]. Varney, op. cit., pp. 48-57.
Tom Engelhardt, "The Strawberry Shortcake strategy" in Todd
Gitlin (ed.), Watching Television (New York: Pantheon
Books, 1986), provides a poignant example of this phenomenon
in his story of the development and marketing of Strawberry
Shortcake.
[18]. Stephen Kline, Out of the
Garden: Toys, TV and Children's Culture in the Age of Marketing
(London: Verso, 1993).
[19]. Quoted in Penny Gill, "The
joy of toymaking," Nation's Business, December 1985,
p. 25.
[20]. Toy Kingdom's undated catalogue,
circa 1995.
[21]. Grace Brothers Christmas catalogue,
1995.
[22]. Toys International and
the Retailer, Vol. 20, February 1983, p. 21.
[23]. Brian Sutton-Smith, Toys
As Culture (New York: Gardner Press, 1986), p. 23.
[24]. Cara S. Trager, "Parents don't
just want to have fun toys," Advertising Age, Vol.
56, 14 February 1985, p. 24.
[25]. James U. McNeal, Kids As
Customers: A Handbook of Marketing to Children (New York:
Lexington Books, 1992).
[26]. Singer, op. cit., p. 5.
[27]. Singer, op. cit., pp. 5-6.
[28]. Birgitta Almqvist, "Letters
to Santa Claus: an indication of the impact of toy marketing
on children's toy preferences," paper presented at the International
Toy Research Conference, Halmstad University, Sweden, June
1996, p. 1.
[29]. Richard E. Sclove, Democracy
and Technology (New York: Guildford Press, 1995).
[30]. Wendy Varney, "The playfull
sell: marketing through toys," in Stephen Frith and Barbara
Biggins (eds.), Children and Advertising: A Fair Game?
(Sydney: New College Institute for Values Research, 1994),
pp. 57-61.
[31]. Andrew Wernick, Promotional
Culture: Advertising, Ideology and Symbolic Expression (London:
Sage, 1991), p. 190.
[32]. Tom Panelas, quoted in Eugene
F. Provenzo, Jr., Video Kids: Making Sense of Nintendo
(Cambridge, MA: Harvard University Press, 1991), pp. 15-16.
[33]. Vincent, op. cit., p. 10.
[34]. Vincent, op. cit., p. 11.
[35]. The Best of 2000AD,
Judge Dredd comic No. 4, January 1986, p. 1.
[36]. Marsha Kinder, Playing
with Power in Movies, Television and Video Games (Berkeley:
University of California Press, 1991), p. 6.
[37]. Carole Pateman, Participation
and Democratic Theory (Cambridge: Cambridge University
Press, 1970), p. 2.
[*] Lynne Bartholomew is a senior
lecturer in education and is the coordinator of Redford House
Nursery, situated at Froebel College. She was previously deputy
head of a nursery school in Southall, West London, and is
co-author, with Tina Bruce, of Getting to Know You: A Guide
to Record-Keeping in Early Childhood Education and Care (London:
Hodder & Stoughton, 1993).
[38]. T. Bruce, Early Childhood
Education (London: Hodder & Stoughton, 1987).
[39]. C. Athey, Extending Thought
in Young Children (London: Paul Chapman, 1990); Bruce,
op. cit.; C. Nutbrown, Threads of Thinking (London:
Paul Chapman, 1994).
[*] Sudarshan Khanna is a design
educator at the National Institute of Design, Ahmedabad, India.
He has authored two books, Joy of Making Indian Toys and Dynamic
Folk Toys. A series of video education films has been made
on his work on the subject "Toys and Education." Besides teaching
design, he also works with children, teachers, artisans, craftspeople
and development organisations.
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