Abstract

This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic ‘meaning-makerspace’ where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric and site-specific imagination, transmitted game forms from the past, and their pleasure and affective response to contemporary media. The playground is, therefore, a dynamic site for making and re-making, reflecting the concept of ‘makerspace as mindset’, where creative, collaborative meaning-making occurs ceaselessly in a range of modes. To illustrate this position, we share findings from ‘Playing the Archive’, an ‘Engineering and Physical Sciences Research Council’ funded project exploring archives, spaces and technologies of play. Building upon the Iona and Peter Opie Archive of play from the 1950s–1960s, the project involved ethnographic research in two contemporary London primary school playgrounds, working with children aged 7–11 as co-researchers. A range of multimodal methods were used with the children to gain insights into their play, including iPads as filmmaking devices, chest-mounted GoPro cameras, voice recorders, drawings and mapping of playspaces. The research highlights that contemporary play exists not only in physical playgrounds, but increasingly in globalised ‘virtual playgrounds’ such as video games and social media. While these playworlds may at first appear separate, we identified ways in which virtual play intersects and inflects activity in the physical playground. We argue that play should therefore be seen as a series of ‘laminates’ drawing variously on media culture, folklore and the children’s everyday lived experiences, re-mixed and re-mediated inventively in the playground.

Highlights

  • This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic ‘meaning-makerspace’ where children draw moment-tomoment, rapidly and readily on the multiple resources available to them to make signs of their interest evident

  • The playground has again been the site of research in the context of the work of the Opies in the ‘Playing the Archive’ project (2017–2019), funded in the United Kingdom by the Engineering and Physical Sciences Research Council (EPSRC) and involving University College London and the University of Sheffield

  • Since we were not able to be embedded in the playground daily, albeit visiting regularly, we chose to work with a range of written and media methods in order to pay attention to small elements in a larger, complex and dynamic system

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Summary

Introduction

This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic ‘meaning-makerspace’ where children draw moment-tomoment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. The playground is, a dynamic site for making and re-making, reflecting the concept of ‘makerspace as mindset’, where creative, collaborative meaning-making occurs ceaselessly in a range of modes To illustrate this position, we share findings from ‘Playing the Archive’, an ‘Engineering and Physical Sciences Research Council’ funded project exploring archives, spaces and technologies of play. A further influence on our work was the philosophy of method developed by John Law (2004), which suggested that trying to impose a knowable order on the ‘mess’ of the world, in pursuit of a research agenda, raises many fundamental questions We recognised in his words their relevance to the complex context of the playground: If much of the world is vague, diffuse or unspecific, slippery, emotional, ephemeral, elusive or indistinct, changes like a kaleidoscope, or doesn’t really have much of a pattern at all, where does this leave social science? We found an affinity with the approach of Burnett and Bailey (2014) who, in researching an after-school computer club, found ways to capture and describe the Global Studies of Childhood 10(3)

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