Meaningful play are actions or activities built with either a designed or inherent intent, such as data collection or therapy.
Meaning is defined as the underlying purpose of the topic or subject at hand, while play itself is defined as a range of voluntary, intrinsically motivated activities normally associated with pleasure and enjoyment.
Inherent meaningful play would be defined as an activity where the purpose is built directly into the activity. An example of this is that sports have the inherent meaning of being fun and full of physical activity to promote wellness.
Designed meaningful play is defined as an activity where another purpose is also integrated into the activity, by the creator of the activity, to either acquire knowledge or promote another purpose within the activity. For example, games in developmental psychology have the designed meaning of gathering data about many functions such as how executive function develops. The designed meaning does not have to be built into the activity from the beginning. In considering recess, it was created to give children time to exercise and socialize, but researchers at a later time have inferred meaning from the activities that children participate in during this time, adding a designed meaning to the activity of recess.
Meaningful play is discussed in the disciplines of psychology, education, counselling and law. It is also utilized in the fields of video games. While there appears to be no exact moment when the term was created, it first started to appear in the field of video games with the book Rules of Play, and was further adapted into other fields such as psychology soon after with a modified definition.
Meaningful play has grown and become more influential over the years. As researchers discovered many of the various uses for play (For example, cleaning up excess brain cells during play) [1] as well as discovered how many various forms of play there are. [2] Advocates of meaningful play and play in general have even voiced their recommendation that playing be placed above testing in young grades like kindergarten. [3] As well there are studies branching out to different age groups seeing if meaningful play can help the elderly with cognitive and physical functioning. [4]
While all play can be considered meaningful due to the inherent nature of play to have some sort of meaning of either competition or enjoyment, meaningful play is also about the designed meaning taken from play.
The field of psychology uses meaningful play in a large variety of ways. The most important way is for gathering data during research, especially with children. This is considered basic research because it is done with the sole intent of gathering knowledge which could eventually be applied. Other ways include playing (in the form of games or role-playing) during therapy.
The experimental approach works quite well for the most common research participant (University undergraduate students) but for children it can be more difficult to keep them interested in the task which allows more room for noise. This is due to the fact that children can become bored very quickly with normal testing methods. Researchers, using meaningful play, can build experiments using various playful techniques so that the experimental method is fun and interactive for children, and at the same time gathers data correctly for the concept. [5]
An example of an experiment designed to be as simple as possible for gathering data would be the Ainsworth Strange Situation task. [6] However looking at a task that incorporates meaningful play, such as the switch task for children which incorporated a story for motivation to the children, interactions which the children could enjoy (such as finding treasure) created the sense that the children were helping the characters accomplish a goal. [7] Even though it was presented as a game, the researchers were able to collect all the data required.
Meaningful play, for use in data collection, has been used across almost every age group, from hide and seek games with infants, to block puzzles with children, to virtual reality games with young adults. [6]
Meaningful play goes even further than just humans and can also be used to train animals. In the psychology, meaningful play is used for extracting data from animals who are unable to verbally give us the meaning behind their actions.
In university settings, environmental enrichment boxes for pigeons, mice, and other animals have the inherent meaning of allowing them exercise and mental stimulation. This follows from the designed meaning of the enrichment boxes to keep the animals at mental peak and closer to a natural environment. The boxes are created to achieve this goal by following several strict guidelines. [8]
Meaningful play is a bit more difficult because on animals with lower cognitive skills (like pigeons) it is hard to actual create a game for them to play, yet researchers have used techniques such as operant boxes to make it more interactive and motivating. [9]
Meaningful play, in the form of play therapy, has been used to help children [10] and adults. [11] It can involve various methods from using dolls to role-playing, all of which help to bring the participant into a state of mind where they feel comfortable discussing or overcoming the problem they are experiencing.
When participants of this kind of therapy use playing, in any form, it helps them to overcome whatever is causing their negative state in a safe and secure environment. They are also able to detach themselves and push their emotions and states onto the role they are taking or the dolls they are using.
Critics argue play therapy because it can also be seen as a form of temporary regression where adults act like children, playing games to overcome problems. While there are notable cases of regression in adults [12] and even children regressing further, [13] there has been no link made of any sort between play therapy and regression in a negative way.
Video games are an example of designed meaning. They draw the player into the designed world and from that point, the player finds their own meaning either by following the designers intents or making their own. An example of games like this can range from Pong to The Elder Scrolls V: Skyrim.
In Rules of Play, Katie Salen and Eric Zimmerman introduce meaningful play as the goal of successful game design. They offer two definitions, one descriptive and one evaluative:
Descriptive definition: "Meaningful play in a game emerges from the relationship between player action and system outcome; it is the process by which a player takes action within the designed system of a game and the system responds to the action. The meaning of an action in a game resides in the relationship between action and outcome". This is a cause-and-effect definition, for example if you press a lever and a door opens, the descriptive definition is that pressing that certain lever causes that exact door to open.
Evaluative definition: "Meaningful play is what occurs when the relationships between actions and outcomes in a game are both discernable and integrated into the larger context of the game". This definition has to be looked at from a wider viewpoint where the actual actions that the player takes are analyzed. It asks the question of why the player takes the actions that he does and what meaning his actions have over the entire course of the game.
These can be broken down into the original components of meaningful play, where descriptive is inherent, and evaluative is the designed meaning of the game. With meaningful play in games being based on designing a successful game, it can be difficult to evaluate what is a successful game. Examples of very successful games that had success in non-intended ways are provided.
Both evaluative and descriptive definitions have been studied extensively in the online genre of games. One of the most notable examples are Massive Multiplayer online roleplaying games (MMORPG) such as EverQuest where the descriptive definition of the game is to live a second life using a character that you have built yourself. These games are very similar with how people actually perform daily activities (i.e. getting a job, working towards future goals), studies have been done on game participants playing to see if the game impacts their real life interactions. [14]
While video games are unquestionably built with the intention of being enjoyable and fun, functions or programs built into the game sometimes have interesting, though unanticipated, outcomes. An example of this happened in the MMORPG, World of Warcraft. The behavior that players had during a virtual outbreak of a disease allowed epidemiologists to study this behavior and use it as a disease outbreak model. [15] While the properties of this disease were not designed into the game on purpose, due to its nature and the actions of the players (descriptive meaning) it allowed scientists to study the behavior and extract the evaluative meaning behind the players’ actions as they played.
Various political organizations have also used video games to get their points across or to try to visually represent their standing. For these types of games, the entire focus is on the evaluative definition because they are built for the sole purpose of trying to educate the player about the message and meaning the party has. A prime example of this would be the games by PETA. [16]
Meaningful play is the idea of educational interactions, using games and play, to enhance learning. While this interaction has been studied most with experiments between teacher and child, [17] it has also been studied in interactions between children [18] and how playing by oneself in given roles can increase learning ability in fields such as reading. [19]
In the field of education, inherent meaningful play, is most apparent during sports activities (During gym class or organized sports for example) where the play is useful for healthy physical development of the participant. [20] As well, recess is a highly studied area for meaningful play where children build relationships and social skills. [21] In the classroom, the idea of using games and play, with the designed meaning of teaching children or adults, has been done using various teaching games such as sing-alongs or educational board games. It has also been attempted on a larger scale by creating an entire educational computer game on a massive multiplayer scale. [22] This game was first used in the field of biology to go through life cycles of certain animals and also to explain environmental changes to students. It allowed many students to all interact and participate with each other in a video game environment to help with learning and to make it more engaging.
It was realized that children can learn more quickly when the task is framed in the form of a game. This can be paralleled to the idea that when something is framed in the context of something you are familiar with, the task becomes easier. This has been shown with younger children in Brazil where their math skills were lower when compared to North American peers but when the problems were framed in the context of monetary transactions, with which they were familiar, they could answer at the same level as other children. [6] Another experiment [23] demonstrated that children excelled and learnt math (among other skills) faster when they were learning by playing a game where the meaning of the game was to learn math. Other proposals are being considered for how to use meaningful play to teach other subjects, such as science, in a more manageable way. [24]
In every day settings, meaningful play is encouraged and performed through training animals to perform various actions such as the classic training of the dog to fetch the newspaper, or a cat to jump through a hoop. While humorous, these actions are performed for more than just the express to play, but also with the meaning and intention to train the animals. Various methods of playing with animals to train them or even to use play for therapy have been documented throughout history. [25]
Meaningful play has also been used in the field of law. Difficult topics that arise during court cases or when attempting to retrieve eyewitness testimony can be problematic when dealing with children. Multiple methods (mostly placed under the label of play therapy) have been used such as fantasy role-playing or using dolls for children to recreate, through playing, the way they recall events. [26]
Meaningful Play is also the name of a conference held at Michigan State University.
Cognitive psychology is the scientific study of mental processes such as attention, language use, memory, perception, problem solving, creativity, and reasoning. Cognitive psychology originated in the 1960s in a break from behaviorism, which held from the 1920s to 1950s that unobservable mental processes were outside the realm of empirical science. This break came as researchers in linguistics and cybernetics, as well as applied psychology, used models of mental processing to explain human behavior. Work derived from cognitive psychology was integrated into other branches of psychology and various other modern disciplines like cognitive science, linguistics, and economics. The domain of cognitive psychology overlaps with that of cognitive science, which takes a more interdisciplinary approach and includes studies of non-human subjects and artificial intelligence.
Occupational therapists (OTs) are health care professionals specializing in occupational therapy and occupational science. OTs and occupational therapy assistants (OTAs) use scientific bases and a holistic perspective to promote a person's ability to fulfill their daily routines and roles. OTs have training in the physical, psychological, and social aspects of human functioning deriving from an education grounded in anatomical and physiological concepts, and psychological perspectives. They enable individuals across the lifespan by optimizing their abilities to perform activities that are meaningful to them ("occupations"). Human occupations include activities of daily living, work/vocation, play, education, leisure, rest and sleep, and social participation.
Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event, but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.
In psychology, cognitivism is a theoretical framework for understanding the mind that gained credence in the 1950s. The movement was a response to behaviorism, which cognitivists said neglected to explain cognition. Cognitive psychology derived its name from the Latin cognoscere, referring to knowing and information, thus cognitive psychology is an information-processing psychology derived in part from earlier traditions of the investigation of thought and problem solving.
Occupational therapy (OT) is a healthcare profession that involves the use of assessment, intervention, consultation, and coaching to develop, recover, or maintain meaningful occupations of individuals, groups, or communities. The field of OT consists of health care practitioners trained and educated to support mental health and physical performance. Occupational therapists specialize in teaching, educating, and supporting participation in activities that occupy an individual's time. It is an independent health profession sometimes categorized as an allied health profession and consists of occupational therapists (OTs) and occupational therapy assistants (OTAs). OTs and OTAs have different roles, with OTs licensed to complete comprehensive occupational therapy evaluations. Both professionals work with people who want to improve their ability to participate in meaningful occupations.
Experimental psychology refers to work done by those who apply experimental methods to psychological study and the underlying processes. Experimental psychologists employ human participants and animal subjects to study a great many topics, including sensation, perception, memory, cognition, learning, motivation, emotion; developmental processes, social psychology, and the neural substrates of all of these.
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play.
Flow in positive psychology, also known colloquially as being inthe zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set.
Situated cognition is a theory that posits that knowing is inseparable from doing by arguing that all knowledge is situated in activity bound to social, cultural and physical contexts.
Metacognition is an awareness of one's thought processes and an understanding of the patterns behind them. The term comes from the root word meta, meaning "beyond", or "on top of". Metacognition can take many forms, such as reflecting on one's ways of thinking, and knowing when and how oneself and others use particular strategies for problem-solving. There are generally two components of metacognition: (1) cognitive conceptions and (2) cognitive regulation system. Research has shown that both components of metacognition play key roles in metaconceptual knowledge and learning. Metamemory, defined as knowing about memory and mnemonic strategies, is an important aspect of metacognition.
Play therapy refers to a range of methods of capitalising on children's natural urge to explore and harnessing it to meet and respond to the developmental and later also their mental health needs. It is also used for forensic or psychological assessment purposes where the individual is too young or too traumatised to give a verbal account of adverse, abusive or potentially criminal circumstances in their life.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds.
A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.
User experience evaluation (UXE) or user experience assessment (UXA) refers to a collection of methods, skills and tools utilized to uncover how a person perceives a system before, during and after interacting with it. It is non-trivial to assess user experience since user experience is subjective, context-dependent and dynamic over time. For a UXA study to be successful, the researcher has to select the right dimensions, constructs, and methods and target the research for the specific area of interest such as game, transportation, mobile, etc.
Psychology encompasses a vast domain, and includes many different approaches to the study of mental processes and behavior. Below are the major areas of inquiry that taken together constitute psychology. A comprehensive list of the sub-fields and areas within psychology can be found at the list of psychology topics and list of psychology disciplines.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
Game design is the process of creating and shaping the mechanics, systems and rules of a game. Games can be created for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following:
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities. Researchers also study how the data generated by gameplay can be used to design the next generation of learning assessments.
There is no cure for Rett syndrome. Treatment is directed towards improving function and addressing symptoms throughout life. A multi-disciplinary team approach is typically used to treat the person throughout life. This team may include primary care physician, physical therapist, occupational therapist, speech-language pathologist, nutritionist, and support services in academic and occupational settings.