The Demise of the Playground (as we know it).

Look. You have to have your head in the sand if you don’t see the increase in natural disasters. But unfortunately, we only have ten years to start to reverse the damage to our environment.

While most people are fixated on CO2, the problems are everywhere and equally complex and difficult.

What does the climate catastrophe have to do with playgrounds? First, let’s lay out the facts.

When communities are hit with disasters, how do they adjust their budgets? Logically they prioritize recovery projects. Once those are brought under control, communities adjust by restoring funding to those services which have been cut, such as maintenance. What is the last item in the budget to be funded? New playgrounds.

If you doubt this, just look at the impact of the 2007 recession. I was operating BOLDR play sculptures at that time, and our business went to zero overnight. The downturn happened throughout the industry. Only the largest companies survived, and they have since gobbled up the distressed smaller firms.

That was just a recession. What we are looking at now is a future dominated by ever-increasing demands for funding, not just the current impacts of the climate emergency but also preparing for future losses. Add to that the core infrastructure changes required to become net-zero, or even net-minus.

But you cry; kids are important too. Yes, if anything, the pandemic has taught us, kids get hit really hard, and our society tends to fall apart when we don’t tend to their needs.

So what’s a community to do? We will do what we have always done. We will band together to meet their needs. One thing we will not do is pay tens of thousands of dollars on a new play structure.

If you doubt this assessment, just look at communities already dealing with this issue. For example, in areas of strife, communities meet children’s needs by building their own play environment.

The world needs more Playground Ideas that are sustainable.

A great example of this work of Marcus Veerman and his company, Playground Ideas. Visit his website at The quality and quantity of the resource that is offered are remarkable.

Another example is Erê Lab in Brazil. Roni Hirsch has built a new kind of playground equipment company that uses local materials and creativity to provide world-class play environments that fit the local community’s needs, budgets, and culture. Learn more at

Closer to home, a project I thought would be impossible; brings adventure play to schools. Portland Free Play creates adventure playgrounds at public schools. Guided by Leon Smith, this project shows that quality, low-cost play, can find a home in the mainstream.

So, here’s my thesis. Over the next ten years, community budgets will become exponentially prioritized to meet the impact of the climate emergence to fund recovery, adaptation, and mitigation. This will cause the demise of the playground industry as we know it.

Simultaneously, the recognition of the needs of children for play will become increasingly evident.

To respond to children’s requirements without funding, communities will turn to DIY solutions. This will not only include volunteer-built play spaces but pop-up play, as well as outdoor digitally assisted games such as Pokémon Go.

Over the coming weeks, we will look in more detail at these and other examples of sustainable play environments.

Please, God! Make it stop!

Pandering. That’s all this is—instant gratification for parent maleficence.

Look how happy she is. Oh, and she loves the parrot and little Froggie. And there are five other toys she can play with. I can’t wait to get it home.

A 10-second search on “are baby jumpers good for child development” turns up this …

“Baby jumpers are fun, but they are not beneficial in any way. In fact, they promote movement that is detrimental to the motor skills your baby needs to be developing, according to Rady Children’s Hospital in San Diego. First of all, babies aren’t mature enough to control their own body movements when they are bouncing quickly. This is especially true when it comes to leg and trunk control. The position of the baby in the sling is also a problem, as baby’s weight is supported by the hips, the crotch and under the arms. This pushes the baby forward instead of upright. Because of these factors, babies who often use jumpers may experience developmental problems when it comes to proper posture, and leg and trunk control.

In addition, because jumpers are designed to be propelled by pushing off with the toes, infants who use baby jumpers often will get used to pointing their toes. This, plus the posture problems, can delay walking skills.”

I didn’t review all the experts who were listed but they seemed to have the same comment while explaining that 15 minutes per day is the recommended dosage.

So I went on to my next search, “are too many toys bad for babies?” Again, another trove of experts weighed in to sound the alarm.

“Experts agree that the too-many-toys syndrome isn’t just about the aesthetics of domestic order. It can have negative effects on kids’ developing psyches. For toddlers and preschoolers, an overload of playthings can be overwhelming and distracting. “They pick up one toy, drop it, and move on. They can’t focus on using any of their things to the fullest,” says Margaret Sheridan, Ph.D., chair of the human development department at Connecticut College, in New London.”

I don’t want to go into a rant here. But, at the very least, we need to include parenting and child development in high school. Parenting is the most important responsibility anyone can take on. Yet we require decades of schooling for jobs.

As I read the tragic stories of so many children that illustrate what a terrible job we, in America, are doing raising our kids, it breaks my heart. All I can do with the skills and time I have is support more play systems and voice my concerns.

I am confident that anyone who finds this blog is doing much the same. Good on you!

This can only be a cucumber

Recently, I’ve been a member of a play advocates cohort, discussing ways to promote play-based learning, intrinsic play, true play, self-directed play, or …

Since we are all in agreement about the essential need for more play, it is astounding that we can’t agree on the words to use for what exactly we are promoting.

I suspect that our advocacy comes from our different professional orientations. Those of us, who are primarily playworkers or teachers, use different ways of talking about play than scholars. Those who are designers have yet another way to talk about our work.

The image above was posted a few days ago by the Facebook group Loose Part Play. It immediately went viral because it is such a clear meme. However, I was struck by it for an entirely different reason.

As a designer, making a plaything as a kiddie version of a real thing has always been controversial.

My colleagues at Kompan were steadfast in their insistence that abstract shapes allowed the children to assign their meaning to the shape.

What bothers me about this approach is that the children I hang out with love complexity. Children find the exact opposite of simplicity engaging, whether in natural objects or highly-detailed drawings in their storybooks. I have also seen kids turn a very detailed fort playhouse into a spaceship by simply donning a cape and tinfoil cap.

Here’s what I think is really going on.

Kids are much smarter than we give them credit for. In the example of the cucumber, many kids will wonder if this cucumber is part of a set. Maybe there are apples, onions, even strawberries lying about?

I find children have an enormous amount of goodwill towards adults and want to meet their expectations. So, encountering this single cucumber sets off a cascade of conflicting impulses. It is a distraction, not because of its specific image but the adult intentions behind it. There is no intention behind a block of wood.


This line of thinking has made me realize the value of the term affordances. I first ran across this in a wonderful paper in the International Journal of Primary, Elementary and Early Years, The dynamic relationship between outdoor environments and children’s play by Ellen Beate Hansen Sandseter, Rune Storli, & Ole Johan Sando

Here is a particularly relevant quote:

The dynamic between children’s play and their play environments The Theory of Affordances (Gibson 1979) represents an important framework for considering the utility and flexibility of the physical environment since it concerns the individual’s perception of the environment surrounding him/her. It states that the physical environment in which we live affords different actions and behaviours. The concept of affordances includes both the environment and the person, meaning that the affordances are unique for each individual (e.g., while one child may perceive a tree as something to climb, another may see it as a place for hiding when playing hide-and-seek). This person-environment relationship is dynamic, immediate, and based on functional activity, which means we must perceive in order to move, but we must also move to perceive (Kyttä 2004). Similarly, Fromberg (2006) claims that children demonstrate their power as agents in their own activities and learning through a dynamic process of play (and meaning), where both predictability and unpredictability is important. The predictability in play are the frames in which the play takes place, such as the agreed upon theme of the play or the more static physical environment where play develops. On the other hand, the unpredictability in play is how the individual child brings his/her own experiences, ideas, perceptions, and creativity into the play situation and develops it in unpredictable ways

See what I mean about scholar-speak? But this statement jives with what I see in children’s play. Kids create the play. The stuff we design and the materials we present are the affordances upon which the play occurs.

This idea is something like the current hot topic in astrophysics that consciousness creates reality. In the case of play, it is the developmental state of the child that makes something playable. If, for example, a baby encounters a Lego block, it is not a toy but something to be tasted. Later, it may become something to throw. It will be years before the full meaning of that simple piece of plastic is fully understood.

There are several ways the term affordance is useful. First, it establishes the child’s choice as the foremost determinate to the child of the value and use of the affordance.

Affordance requires that adults who provide for children understand the ways children develop and provide appropriate elements in their environment. But it also requires that adults realize that different children will use the environment in their own way, and the same child will use the same environment in different ways at different times.

High Quality Preschools

There is no confusion among play advocates as to what constitutes a “high quality preschool.” However, the concern of our cohort is that proposal all children have access to such programs is, while well-meaning, likely to do significant harm to children.

A review of the supporting documents and the fact that the funding goes primarily to existing programs is alarming. A three-year-old is nothing like a five-year-old.

These new programs need to be staffed by grandparents, not early childhood educators. While children need structure, in quality preschools, that structure is primarily assisting them in making transitions. Preschool kids don’t need teaching; they need to be listened to.

Those of us who understand this age need to give those implementing the legislation a good talking to.

Are you ready to go to Washington?

Today’s Playgrounds are so 1950’s

What do say Bev…want to head out to the playground?

A few days ago, I posted an article I wrote in 1997 about the “wired” child. In it, I site the trends that were emerging that would increasingly make public playgrounds irrelevant.

The most impactful prediction was the rise of virtual reality as intelligence spreads from the computer and enters the environment via the internet of things (IoT).

The earliest manifestations of these trends were the X-Games that had launched when I was writing that piece. I took my own advice and started BOLDR, a range of rock-climbing products for parks. What was then seen as too high risk to be successful has now become a standard playground feature.

Yes, there have been some efforts to add interactivity to playgrounds, but as I have pointed out, these are basically electronic pinball machines that are life-sized. They are not truly interactive.


The article also proposed that as kids increasingly live virtual lives, they will consequentially also seek more “real-time” direct experiences.

We see this in the continued rise of sports like climbing, mountain bikes, and skateparks. It can also be seen in the explosion of indoor entertainment centers that feature race cars and rooms full of trampolines.

The point is that the kids are leaving the playgrounds in mass, while the playground industry and parks and recreation professionals are still mired in the model of playgrounds that the Beaver played on. Why is this so?

For the past couple of years, I have reached out to my contacts in the industry and found the reason that the existing paradigm is so dominant.

Innovation today is limited to squeezing out yet one more theme, higher structure, or eye-popping extravaganza using the same technology, from the same factories, sold in the same catalogs, by the same people.

The actual play value of playgrounds has remained constant, while the cost of fall surfacing, shade, land, access features, and installation has soared.  

Face it. It took a radical environmental change to kill off the dinosaurs. It certainly looks like we are headed in the same direction. The result of the extinction event was good old T-Rex had to get small, smart, and learn to fly.

I’m working on that transformation right now.

The Wired Child

Do you really think kid spends much time playing on swings and slides?

NOTE: I wrote this in 1997 and everything I predicted has happened.

Talking to today’s parents about their children is a little like trying to explain frogs to fish.  Most of us are unaware that we swim in the “sea” of the Information Age, so explaining is difficult.  We think nothing about eating a “Pop Tart,” which contains dozens of ingredients derived from sources throughout the world, which we can only vaguely recognize.  What in the heck is Sodium Hexametaphosphate anyway? 

We live in the result of materials and production sciences that have produced a world of plenty and specialization.  We vaguely recognize that we have “lost touch” with nature but don’t even really understand what that means.  Out total immersion in this materialistic wonderland makes it hard to see that our children are moving into yet another world, the world of information.

To begin with, as soon as I say “the Information Age,” you think “computers.”  But computers are only the most concentrated form of information.  Computers are information creating itself.  In our industrial age, the equivalent is the mass production of the means of mass production.  But equating computers with misses the point and does nothing to help us understand today’s child. Consider the preschooler coming home from her birthday party where she and her friends had just seen Hundred and One Dalmatians.  She loved the movie.  I stopped at Burger King, and all the kids got a free action toy from one of the characters … yes, they actually had 101 different toy puppies!  She can’t wait to play the interactive game on CD that Grandma sent, knowing she would see the show.  Later she will log on to and play and chat with other kids from across the world about the next film.

In most of its elements, this is very real and a very common scenario that makes most adults uncomfortable. Grown-ups see it as exploitative and manipulative and long for the days of simpler play.  But is it?  How different is this from a “native peoples” life in the “village” where mythic stories are told, dances act out the scenes, and toys are crafted that embody the protagonists’ magic qualities. 

No, the multimedia experience of today’s child is experientially not too different from that of our long-lost tribal upbringing except in one very important way.  The stories of the tribe are not the same as the stories of Hollywood.  Adults feel out of control of the content of the movie storyline and thus disconnected from their child’s developing psyche.  The deeper the child connects to this “invader” world, the more uncomfortable we become.

What giving Hollywood control over our communal myths means to the long-term health of modern society would require considerable thought and research and is far beyond the scope of this paper.  Here we will explore the aspects of the modern “wired” experience that bear on what the child needs and expects from their play experience.

Most people think they know what the “information age” is all about.  How wrong they are.  We are just at the edges of the transformation and can see the future about as clearly as those who saw the first steam-driven boat.  Today the fruits of the industrial age sit side by side with those of the information age.  We can easily see today’s automobile as a pinnacle of mass production and the desktop computer as the embodiment of the future.  But in fact, it will be the combining of these two that will truly transform the world. 

When mass production merges with global information, the world, as we know it, gets turned upside down. In the past, economies of scale dictated uniform products.  You can go into Hertz and rent any car in complete confidence that they will operate nearly identically.  The differences between products are so small that it requires constant consumer training to detect the subtle differences in brands. 

(Note: I suspect that TV commercials impart more “environmental” education to children than any other source.  Kid’s ability to distinguish between breakfast cereals compares well with the Eskimo’s 16 different words for snow.  American children as the most sophisticated consumers in the world.)

As information merges with production, products will (and are) become personalized and adapted to the user rather than the user adapting to the mass-produced product.  A corollary to this is that as production is made smarter, they become smaller and decentralized.  Consider the following existing examples:

  • Jeans are custom-made for your body.
  • One-hour photo processing in the drug store.
  • A Saturn car made to your order with your name on it.

“If you went to Coke’s headquarters, would people there be fussing about bottling?  Or about media and media buys?  See, really, what Coke is selling is media, a picture of itself.  Coke is really a media company – it just hangs its revenues off bottles of Coca-Cola.”  Joey Anuff, founder of Suck! – a critical guide web sites by Wired Magazine.

Increasingly products in which the normal channels of distribution are also turned on their heads will surround us.  Already you need not go to the store to buy software; your new PC comes with a compact disk on which there are many programs.  You need only to make a call to “buy” the software, and a code is provided that locks access.  Newer PCs are shipping with advanced hardware that you can upgrade by software. Again, this “new” capability is already in your machine and just needs to be unlocked.

Within a decade, you will be able to buy an electric vehicle that is unique to you and your personality.  Yet, it will be able to reconfigure itself to suit the needs of the “typical” driver or another unique driver instantaneously. Cars already have some of this capability with memory settings on seats.

Intelligence is rapidly becoming “embedded” in nearly all everyday products. We already have smart brakes on our cars, smart ovens, etc.  This intelligence will become smaller, and in the near future, they will be completely linked together.  Our environment will be “encrusted” with information, and we will swim in its web.  Much as today’s child swims in the multimedia world of the Lion King.  For her, this new “wired age” will seem totally natural.  For those of us who still live in the industrial age, it will be a weird world…one which we do not understand and which is largely invisible to us.

“The Web Dream is what smart kids across America – smart kids across the world – are dreaming.  They might not trust in God or Family, and they sure as hell don’t believe in Country; they believe in Themselves and in the power of their cleverly customizable, infinitely scaleable, robust and ubiquitous, interactive, pull-down-menu Dreams.” Josh Quittner, Web Dreams, Wired Nov. ’96

So what does a playground for a “wired child” look like?  Well, it does NOT look like a big computer.  Some conceptual characteristics are “natural” for the wired child has come (and will increasingly come) to expect.  A few of these are:

  1. Layered – think about the hidden levels in the game called Doom.
  2. Linked – one thing leads to another, the Net/web.
  3. Non-linear – envision the child exploring information like a dog on the beach.
  4. Configurable – car seats with memory profiles taken a thousandfold.
  5. Virtual – I am “me” except when I’m online, then I’m Doctor Play.
  6. Interactive – when physical constraints and consequences disappear in the virtual world, I experience unlimited behaviors and come to expect a very high level of responsiveness from my environment.
  7. Recordable – The sense of time begins to change when I can record the weekend football game for later replay, or record my actions and then return to a point in the process and take a different direction.
  8. Embedded; intelligence leaves the computer and enters the environment. Consider the “information” packed into the McDonald’s Logo.
  9. Real-time – waiting will increasingly become obsolete.  Entertainment increasing becomes live (sports) or interactive (movies with various endings). As kids increasingly live virtual lives, they will consequentially also seek more “real-time” direct experiences.
  10. Operating Systems – the surrounding intelligence will be controlled by various operating systems, the control of which will be power and status.
  11. High tech, high touch – when I am in my virtual self I am out of Body. When I am in the physical world, I am intensely in my senses.

Smart Playgrounds

Smart Social Games – So much fun!

Here’s a question for you.

How does an organization dedicated to creating inclusive playgrounds and getting disabled kids outside and gaining a sense of belonging with their peers also accommodate all kids whose differences are not physical?

Let’s look at how the playground industry currently answers the question of inclusive design. Then, for fun, let’s also suggest some solutions that are possible by adding Smart technology.

Kompan has made the most progress towards a smart playground. While theirs is a good start, it is hampered by being locked to their product. This is a universal defect with the other attempts at solving this issue by other companies. Their solution is also hampered by the focus on children’s books for themes.  

In contrast, the Metaverse uses smart technology that is open source and interoperable across any environment where children play. The only limitations are the supportive connectivity infrastructure.

Biba Ventures made a good run at this idea a few years back. They had a lot of content and packaging, right … if a smart playground is a product. Which it is not! They got support from Playpower, but the exclusivity clause came back to bite them. BCI Burke and Playground Center in Australia may continue to hold the fort, but Biba Ventures is now vaporware.

What is an Inclusive Playground?

These days, it is unconscionable not to make playgrounds inclusive. Playworld has a very well-developed Inclusive Design Guideline. While not as comprehensive as Playcore’s ME2 – 7 Principles of Inclusive Playground Design, the Playworld Guideline is far more useful to the typical playground developer.  

Looking at the Playworld Guideline in the way we are proposing for the Metaverse, the following are a few examples of how adding connectivity will solve the glaring inadequacies of the common hardware-only approach.

Wayfinding – Kids need to have multi-sensory signals and cues in the play space and surrounding environment. The standard solution is handrails. Well, what if you use a walker? Wayfinding can easily be done with sound cues or just use a map app.

Sliding – Sure, nearly every playground has a slide, and many can be accessed, sort of. But if the child uses the slide, how does she get back to the top? Instead of a caregiver recovering the chair, how about a robot chair that they can ride back up to the top. The point is that playgrounds should be a place that is safe enough to try out being independent and having fun with your peers without too much supervision. Unfortunately, the current best practices still don’t address this obvious shortcoming.

Cooperative Play – A spinning net climber is a great event where children play with each other. But for kids on the spectrum, this is way too intense. Smart toys and devices can be a more accessible solution to stimulate cooperative play by helping socially awkward kids make connections.

Symbolic Play – Symbolic is particularly important in language development. Other than themes like castles, ships, etc., today’s playground does little to support symbolic play. Adding Augmented Reality, as in the Metaverse, turns this issue around 180 degrees.  

Loose Parts – “Oh, we can’t have loose parts on the playground. People will steal them.” Wha-wha-wha! Come on, every store in existence solves this problem. Today we have smart technology to do this even without a shopkeeper. We can do this for playgrounds as well. An easy place to start is by providing Smart Toy Lockers with digital looks and inventory control technology. This stuff is available off the shelf.

Game Play – The new electronic playground games such as Yalp, Kompan, and Playworld are great and a step in the right direction. They are, however, limited by cost and lack of player control of the gameplay. It’s time to harness the ubiquitous and ambient computer power that exists in the pockets all around the playground. Can we say “Flash-Mob-Play?”

Height – Multistory play structures are all the rage. The idea is that height adds challenge and excitement. Both are true. The problem is that they exacerbate many of the goals of inclusive play. They are the coolest thing on the playground, and difficult to make wheelchair accessible. In addition, the long access routes are a challenge to populate with engaging play activities.

In contrast, a Smart Playground can use AR, add excitement and challenge along the accessible route at no cost. Kids having to duck under the grasp of a fire-breathing dragon will make a standard slide as engaging as a multistory slide. Virtual challenges mean projects with limited budgets can be as appealing as a destination playground. 

The conclusion?

The notion of children playing with phones is antithetical to the goal of getting kids outside and off their screens. And that’s a huge barrier to the wide adoption of the Metaverse on inclusive playgrounds.

My point is that by not accommodating millions of kids whose lives are already lived in the Metaverse, we are exclusionary, which goes against the goal of play for all everywhere.

The Smart Playground addresses this conundrum. Pokémon Go is a great example of using tech to get kids outside. The problem is all that observers see is folks walking around with a phone in their face.

By changing the intent of virtual games to focus on social connectedness and leveraging the computing power in phones, and connecting them with sound and AR, playground play will look much as it does now, but with invisible playmates.

The design and programming of the Metaverse can turn any playground into a smart playground.

Gamification is the Enemy of Play

Between the climate crisis and political issues, there is no doubt that things are getting serious—likely, more serious, faster than we can imagine.

When times get tough, children and play suffer. While our current scenario is truly existential, there are precedents. One need only to look back on other crises to see children as workers or soldiers. In the world today, there are more children in these “occupations” than ever before.

The justification is always the same, “It’s time to get serious.” Since child labor is ostensibly outlawed in first-world countries, getting serious means learning things like Career Technical Training (CTE).

Dr. Peter Grey has made it his life’s work to campaign against the authoritarian nature of education. The more “enlightened” approach to reach the same goal is gamification. If you doubt me on this, just Google the title of this article, and you will get pages of links that provide advice about using games to make learning “fun.”

Gamification is not play-ification

Let’s start with the locus of control. From Wikipedia – “The Locus of control is the degree to which people believe that they, as opposed to external forces (beyond their influence), have control over the outcome of events in their lives.”

In play, the locus of control is in the child. Gamification, as it is most commonly employed, is the opposite. The goal of cyber games is to commodify and monetize attention. Game designers use well-established tools such as triggers and rewards to literally “hook” players.

Those in ECE should know better, but even the best of us can fall err to some of this thinking. For example, take the way we present the quintessential play activity, loose parts. While few of us would present something as highly structured as this “sensory” example, we often have a pretty clear idea about how something will be used. The kicker is that, by golly, the kids do just what we expected; all is good. But who is in control?

Teacher Tom Hobson is the true guru at poking holes in this adult arrogance. His many stories of children upending the predictable use of materials and making play in unexpected ways. While Tom is certainly not a no boundaries kind of guy, he loves the use of “junk.” He sees in junk what the play master, Bernie De Koven, prized, i.e., complexification. Gamification, in contrast, doles out more game elements as rewards for deeper engagement.

What is your intention with my child?

Every day we seem to have to relearn the wisdom of “follow-the-money” as the best tool for finding corruption. This is as true for things children are subjected to as it is for politicians. Digital games are only two decades old but are already a bigger industry than movies or sports. So we have to ask ourselves, what is being corrupted to turn a profit?

Is educational gamification any better? While we don’t see the enormous growth or profits in education that we do in gaming, “making learning fun” props up an equally enormous industry. Ironically, parents are very pleased when their children spend more time in school and on homework than playing Grand Theft Auto, both of which steal time from play.

To figure out the intention of a game, it is useful to look within the category of casual gamers; researchers see four quadrants or Bartles’ “types.”

  • Killer:         Scores matter.
  • Achiever:   Levels drive retention.
  • Socializer: Seeking friends or new experiences.
  • Explorer:   World Building.

Many of the popular games, such as Grand Theft, tend to be of the Killer type. Pokémon combines all four categories and includes “shooting” opponents and conquest. Minecraft, in contrast, is based on the Achiever type and uses both Socializer and Explorer themes.


Often when studying an issue deeply, we find that more research is required. Such is the case here, and in the coming days, as we delve into the implications of cyberspace on early childhood and play, we will continue to follow the money.

Introducing the Metaverse Playground

An apology to the followers of this blog, as I have not posted for a couple of weeks. In my defense, I have quite literally fallen down the rabbit hole.

Those of you who have checked out my history will note that I have moved progressively through several phases:

  1. Play Sculpture
  2. Build Your Playground (book, DeYoung exhibit)
  3. Wood play systems (BigToys, Kompan)
  4. Metal play systems (PlayBoosters, Kid Builders)
  5. X-game type challenges (BoldR, Rocks, and Ropes)
  6. Indoor (Gymboree)

I have been an advocate for inclusive play throughout this journey. I contributed to the Play For All Guidelines and hugely supported the Magical Bridge Foundation.

Over the past couple of years, I have been exploring and advocating for loose-part play systems, especially those exemplified by Anji Play.

I had hoped to launch a loose-part play product and came up with a system that is a large-scale version of Magformers. That product is viable, and I’d be happy to share the details with any company interest in bringing it to market. However, at 80, I simply must pick my projects carefully and don’t have the time to pioneer another product. I must select the most impactful project possible.

Play in Cyberspace

Here’s the deal. The playground business is likely worth a billion dollars annually. Cyber gaming is worth at least a hundred times that much. That means if you are serious about the value and importance of play, you must look closely at what is going on in that realm. I have been studying this, and it has been a real Alice in Wonderland adventure. Let me share some of what I’ve found.

While the whole subject is mind-boggling, my focus is the impact on children, especially those between 5 to 10 years of age. The reason for this emphasis is that these years have clearly defined and well-established critical periods. When designing play systems, we must use these inflection points to select and configure physical apparatus that will trigger specific behaviors to elicit vestibular, balance, proprioceptive and sensory stimulation that builds connections and integrates the child’s brain and body. The concern is that video games designed to maximize kids’ engagement are likely disrupting some aspects of normal development with unknown effects.

As a society, we are concerned that young children are shielded from spending too much “screen time.” Unfortunately, the reality is that cyber-play has greatly overtaken physical play. While there is handwringing about this issue, play advocates have a real lack of concern. That is not to say, and there has been no work in this area. It is just not coming from those who are close to the playworker community. I have been reaching out to my friends in this area with the notion of forming a “Play Advocates Cohort.” More on this effort in a subsequent post.

The Facebook Syndrome

The cyber-world in general and digital games are dedicated to “hooking” users in order to monetize their attention. While this is not a big concern for those older than 15 years, the younger the children are when exposed to digital games, the more potential for damaging impact.

Unfortunately, the genie is out of the bottle on this. There is just no way a family with two working adults will completely control kids’ access to multimedia entertainment.

Since 2003, Common Sense Media has been doing yeoman’s work in curating children’s media. As a resource for parents, it is unapparelled.  That said, they don’t address the deeper issues about the developmental impact of media in general.

If you would like to drop down the rabbit hole with me, I want to recommend several deep dives into this subject:

This is the most accessible article on the impact of Augmented Reality (AR) that I have found. Furthermore, it is the entry point for my current project, creating a Metaverse to overlay physical playgrounds.

Read this to understand the ethical and cultural impacts of virtual gaming. I guarantee you will be transfixed with the complexity of this discussion.

Finally, this article shows why it is not so much the content of cyber gaming, as it is the issue that Marshall McLuhan articulated so well; “the Medium is the Message.”

So, dear reader, hop to it and do your homework. Over the next few posts, we will continue to explore what is involved in creating the Metaverse Playground.

Biden’s Preschool Problem

New York Times

There is a lot to like in President Biden’s – American’s Family Plan. Better pay for teachers, tax cuts for families with kids, paid leave, school lunches, etc. All well and good.

The problem is it looks like the same approach that doomed Head Start to mediocracy.

When you drill down to the studies used to bolster the term “high-quality preschool,” you find articles like this: Boosting school readiness: Should preschool teachers target skills or the whole child?

Here’s the contention of the authors. They found that most preschools have deficient educational content. So, they propose to inject literacy and math skills. Because they acknowledge that little kids like to play, their curriculum will be designed to be fun.

I hope I am not the only one who perceives this as another top-down imposition on children’s right to play. Developmental, evolutionary, and neurological science has established that children learn through play because they have a biological drive to explore the world. In that interaction, they configure their bodies and minds to maximize performance.

The Biden plan appears to mean that the “new” curriculum will once again push letters and numbers ahead of executive function, self-confidence, and sensory integration.

The Alternative

Head Start began in 1965. Today we have a wealth of science and many thriving models of real play-based preschools. Anji Play in China has the most rigorous program operating at a nationwide scale. There are many Parent Co-ops, Montessori, and Regio Emilia programs as well. We know what works.

We also know what doesn’t work. Dr. Peter Grey has chronicled with meticulous detail in his books and articles, the harm that forced education causes. Tom Hodson does the same in his blog, and books. In addition, a quick internet search will result in dozens of introductory books on child development, each of which will site many studies were done in the last decade that provides irrefutable support for child-directed play and the harm that adult-directed academic content causes.  

What can we do?

The challenge is that POTUS has a huge bully pulpit. The educationalists have enormous resources, access, and political clout. 

Play advocates, on the other hand, are viewed as mud pie enthusiasts, which we are. But, on the other hand, we now have the science above and proven programs to bolster our arguments. But, of course, that assumes we can create a movement and a vehicle to make the case.

The first step.

I have recently reached out to a dozen play advocates to begin a discussion of the issues. The criteria I used was, ten or more years of play advocacy, one or more books, and active blogging.

I have already received several positive responses. If that trend continues, I will share the direction the group sees as the best path forward. If it does not gain traction, I will reach out to those I have contacted to see if there are common reasons for inaction. In any case, I will share what we learn.


Babies Don’t Think – Part Two

More that a playground, Magical Bridge is an inclusive community

Let’s make that claim even more outrageous. Without words, Adults Don’t Think!

The claim that babies don’t think is based on the theory that they need words to create the internal dialog that sometimes verges on schizophrenia for those of us on the spectrum. Without the appropriate words, adults can’t think about nuanced concepts either.

In my freshman year in college, we were given a writing assignment in which we could only use “simple words” contained in a small book in which there were some 270 words. I was amazed to find that one can write reasonably well using such a limited vocabulary. While instructive, this exercise did little to reduce my passion for vocabulary. As a kid, I read the dictionary for fun.

Bucky Fuller took a vow of silence for over a year, and this is why: “I must really from this point on just stop talking ’til I learn what the meaning of meaning is — what do I think, and which words do I wish to use?” He went on to coin many words, such as tensegrity and geodesic, that allowed us to think about complex ideas.

Words permit us to think about extremely complex ideas about the world and discover things about ourselves. In my lifetime, the terms dyslexia and Asperger’s helped me understand my academic and social challenges.

At eighteen, I discovered Eric Goffman’s wonderful works. In The Presentation of Self in Everyday Life, Goffman’s thesis is straightforward; all participants in social interactions are engaged in practices to avoid being embarrassed or embarrassing others. His essay, Encounters: Two Studies in the Sociology of Interaction – Fun in Games, deepened my understanding of play behaviors. Finally, his book Stigma: Notes on the Management of Spoiled Identity helped me better understand and deal with the challenges that I, and so many others who think, look, or behave differently than “normals” experience.

Goffman’s sociological approach is extremely fruitful to our understanding of child development. From this perspective, we can see that much of a child’s behavior is driven by trying to fit in. Failure to gain social acceptance is an existential threat of the highest order. Fundamental to this is the use of words. Parents get this issue intuitively. Few things will panic a parent more than that their child is slow to speak or read.

Our child-rearing practices and educational system pay little heed to the social underpinnings of child development, preferring to focus on products that can be measured by tests rather than on each child’s success in being comfortable in their own skin.

There are hundreds of explanations of why play is “fundamental.” Still, in my experience, the best examples are those that look first to the child’s ability to integrate socially and use terms like “play-based,” “true play,” and the newest entry by Suzanne Axelsson, “original learning.”

Another example of putting social integration as the top priority is the focus on inclusion as expressed by the term “kindness,” used by Magical Bridge Foundation in their play space designs, Kindness Ambassadors, and Kindness Kits. Their goal is simply to help children overcome the stigmatization of their differences through play.

The common thread here is what Mihály Csíkszentmihályi, referred to as “flow.” Martin Buber gets at this idea in I and Thou, in which he posits the notion that the world can be experienced as objects and experiences or as relationships in which one is not separated from the whole. Johan Huizinga talks about play in Homo Ludens, as the foundation of culture and where we learn the fundamentals of freedom and democracy.

It is through play that our individual differences cease to cause others or ourselves embarrassment.

Thank you for reading this far and allowing me to point to why I am such a critic of most existing playgrounds and campaign for a higher standard.

What these sources tell us is that a true play space must put social integration as the top priority and the entertainment value of the experience second. Many designers get this right when choosing wide slides for side-by-side play and looking for other features supporting group play. Likewise, educators are on the right path when they emphasize play, especially outside, and allow it to happen organically rather than looking for “teaching moments.”

We can do more to enhance play spaces by looking for where the most words are spoken, what features support long play episodes, when we see eye contact, etc. Such a study is long overdue.