There is no agency that can so effectively and naturally dev

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[Illustration: RING A' ROSES

_From the painting by Fred Morgan_

_Frontispiece_

]

GAMES

FOR

THE PLAYGROUND, HOME, SCHOOL

AND GYMNASIUM

BY

JESSIE H. BANCROFT

ASSISTANT DIRECTOR PHYSICAL TRAINING, PUBLIC SCHOOLS, NEW YORK CITY;

EX-SECRETARY AMERICAN PHYSICAL EDUCATION ASSOCIATION; MEMBER AMERICAN

ASSOCIATION FOR THE ADVANCEMENT OF SCIENCE; AUTHOR OF "SCHOOL

GYMNASTICS," ETC., ETC.

New York

THE MACMILLAN COMPANY

1922

_All rights reserved_

COPYRIGHT, 1909,

BY THE MACMILLAN COMPANY.

Set up and electrotyped. Published, December, 1909.

Norwood Press

J. S. Cushing Co.--Berwick & Smith Co.

Norwood, Mass., U.S.A.

TABLE OF CONTENTS

PAGE

INTRODUCTION 1

TO THE TEACHER OF GAMES 26

COUNTING-OUT; CHOOSING SIDES; WHO'S "IT"? 35

MISCELLANEOUS ACTIVE GAMES 43

QUIET GAMES 211

FEATS AND FORFEITS 243

SINGING GAMES 259

BALLS AND BEAN BAGS 295

_a._ Specifications for Balls, Bean Bags, and

Marking Grounds, etc. 297

_b._ Bean Bag and Oat Sack Games 303

_c._ Ball Games 319

INDEXES

GAMES FOR ELEMENTARY SCHOOLS, FIRST TO EIGHTH YEARS 427

GAMES FOR HIGH SCHOOLS 433

GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS 435

GAMES FOR BOYS' AND GIRLS' SUMMER CAMPS 440

_a._ Active Games 440

_b._ Quiet Games 442

HOUSE-PARTY AND COUNTRY-CLUB GAMES 444

_a._ Active Games 444

_b._ Quiet Games 445

GAMES FOR CHILDREN'S PARTIES 446

_a._ Active Games 446

_b._ Quiet Games 447

SEASHORE GAMES 449

ALPHABETICAL INDEX 451

LIST OF ILLUSTRATIONS

RING A' ROSES _Frontispiece_

FACING PAGE

ALL-UP RELAY RACE 45

BUYING A LOCK 58

CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN CLASS 60

FORCING THE CITY GATES 89

HOW MANY MILES TO BABYLON? 108

JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL 118

OYSTER SHELL 143

PITCH PEBBLE 147

PRISONER'S BASE 158

ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS,

FORT CLARK, NORTH DAKOTA 169

SNOW SNAKE 182

A CITY PLAYGROUND 200

FLOWER MATCH 220

SKIN THE SNAKE 252

DRAW A BUCKET OF WATER 263

THE DUCK DANCE 276

BALLS 297

CAPTAIN BALL IN A HIGH SCHOOL 342

CIRCLE STRIDE BALL 358

DRIVE BALL 375

BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL 400

TETHER BALL 409

INTRODUCTION

INTRODUCTION

PURPOSE AND PLAN.--This book aims to be a practical guide for the

player of games, whether child or adult, and for the teacher or leader

of games. A wide variety of conditions have been considered, including

schools, playgrounds, gymnasiums, boys' and girls' summer camps, adult

house parties and country clubs, settlement work, children's parties,

and the environment of indoors or out of doors, city or country,

summer or winter, the seashore, the woodland, or the snow. The games

have been collected from many countries and sources, with a view to

securing novel and interesting as well as thoroughly tried and popular

material, ranging from traditional to modern gymnasium and athletic

games. An especial effort has been made to secure games for particular

conditions. Among these may be mentioned very strenuous games for

older boys or men; games for the schoolroom; games for large numbers;

new gymnasium games such as Nine Court Basket Ball and Double Corner

Ball; games which make use of natural material such as stones,

pebbles, shells, trees, flowers, leaves, grasses, holes in the sand or

earth, and diagrams drawn on the ground.

The description, classification, and arrangement of the games have

been made with the steadfast purpose of putting them into the most

workable form, easily understood, with suggestions for getting the

most sport and playing value out of them, and with means of ready

reference to any class of games for use under any of the conditions

mentioned. The series of indexes which accomplish this last-mentioned

purpose make it possible to classify the games in many different ways,

sparing the reader the necessity for hunting through much unrelated

material to find that suited to his conditions. The index for schools

is essentially a graded course of study in games.

The ball games requiring team play have been described according to an

analytic scheme not before used for the class of games given in the

present volume, which makes it possible to locate at a glance

information about the laying out of the ground, the number,

assignment, and duties of players, the object of the game, rules and

points of play, fouls, and score. The various kinds of balls are

described with official specifications. Diagrams for all kinds of

games have been supplied unsparingly, wherever it seemed possible to

make clearer the understanding of a game by such means, and pictorial

illustration has been used where diagrams were inadequate. The music

for all singing games is given with full accompaniment. Suggestions

for the teaching and conduct of games are given, with directions for

floor formations. Means of counting out and choosing sides and players

are described, and one section is devoted to forfeits.

Under each of the main divisions chosen--miscellaneous active games,

quiet games, singing games, bean-bag games, and ball games--the

material has been arranged in alphabetic order to facilitate ready

reference, although a general alphabetic index is appended. In short,

the book aims to bring together all related material and every

available device for making it readily accessible and easily

understood.

* * * * *

[Sidenote: Original research]

SOURCES AND NATURE OF MATERIAL.--The material in this volume, aside

from that accumulated through a long experience in the teaching and

supervision of games, has been collected through (1) special original

research, and (2) bibliographical research. The original research has

been made among the foreign population of New York City, where

practically the entire world is accessible, and in other sections of

the United States. This has resulted in some entirely new games that

the writer has not found elsewhere in print. From among these may be

mentioned the Greek Pebble Chase, the Russian Hole Ball, the Scotch

Keep Moving, the Danish Slipper Slap, and, from our own country, among

others, Chickadee-dee from Long Island, and Hip from New Jersey.

Entirely new ways of playing games previously recorded have been

found, amounting not merely to a variation but to a wholly new form.

Such is the method here given for playing Babylon, a form gathered

from two different Scotch sources. Another example is the game of

Wolf, for which additional features have been found that add greatly

to its playing value, especially the rule whereby the wolf, when

discovered by the sheep who are hunting for him, shall take a jump

toward the sheep before his chase after them begins; or, should he

discover them first, the requirement that they take three steps toward

him before the chase begins. Such points add greatly to the sport of a

game, and with the spoken formulas that accompany them form a rich

find for both student and player.

One may not well refer to the original research without mention of the

charm of the task itself. It has been one of the sunniest, happiest

lines possible to follow, attended invariably with smiling faces and

laughter on the part of old or young, native or foreign, the peasant

people or those more sophisticated.

[Sidenote: Bibliographical research and results]

The bibliographical research has covered a wide field. Heretofore the

principal sources in English for the collector of games have been the

invaluable and scholarly folklore compilations of Mr. William Wells

Newell (_Songs and Games of American Children_) and Mrs. Alice B.

Gomme (_Traditional Games_ in the _Dictionary of British Folk Lore_).

The earlier British collection by Strutt (_Sports and Pastimes of the

English People_) has also been a source of great value. In the United

States considerable collecting and translating of games have from time

to time been done by the physical training magazine, _Mind and Body_.

For all modern athletic games an invaluable service has been rendered

by Messrs. A. G. Spalding and Brothers in the publication, since 1892,

of the _Spalding Athletic Library_, under the direction of Mr. A. G.

Spalding and Mr. James E. Sullivan. The author is greatly indebted to

all of these sources. In addition, hundreds of volumes have been

consulted in many fields including works of travel, reports of

missionaries, etc. This has resulted in games from widely scattered

sources, including European countries, the Orient, the Arctic regions,

and the North American Indians. While in such a mass of material

there are some games that are found in almost all countries, so that

one is continually meeting old friends among them, a very considerable

harvest of distinctive material has been gathered, eloquent of

environment, temperamental, or racial traits. Such, among many others,

are the Japanese Crab Race; the Chinese games of Forcing the City

Gates, and Letting Out the Doves; the Korean games with flowers and

grasses; the North American Indian games of Snow Snake and Rolling

Target; and the poetic game of the little Spanish children about the

Moon and Stars, played in the boundaries marked by sunshine and

shadow.

[Sidenote: Standard Material]

But the object of the book has been by no means to present only novel

material. There is an aristocracy of games, classic by all the rights

of tradition and popular approval, without which a collection would be

as incomplete as would an anthology of English ballads without _Robin

Hood_, _Sally in our Alley_, or _Drink to me only with thine Eyes_.

These standard games are amply represented, mingled in the true spirit

of American democracy with strangers from foreign lands and the new

creations of modern athletic practice.

[Sidenote: Local color and humor in games]

The games, old and new, are full of that intimation of environment

which the novelist calls local color, often containing in the name

alone a comprehensive suggestiveness as great as that of an Homeric

epithet. Thus our familiar Cat and Mouse appears in modern Greece as

Lamb and Wolf; and the French version of Spin the Platter is My Lady's

Toilet, concerned with laces, jewels, and other ballroom accessories

instead of our prosaic numbering of players. These changes that a game

takes on in different environments are of the very essence of

folklore, and some amusing examples are to be found in our own

country. For instance, it is not altogether surprising to find a game

that is known under another name in the North called, in Southern

States, "Ham-Ham-Chicken-Ham-Bacon!" The author found a good example

of folklore-in-the-making in the game usually known as "Run, Sheep,

Run!" in which a band of hidden players seek their goal under the

guidance of signals shouted by a leader. As gathered in a Minnesota

town, these signals consisted of colors,--red, blue, green, etc. This

same game was found in the city environment of New York under the name

of Oyster Sale, and the signals had become pickles, tomatoes, and

other articles strongly suggestive of a delicatessen store. The

butterfly verse for Jumping Rope is obviously another late production

of the folklore spirit.

The lover of childish humor will find many delightful examples of it

among the games, as where little Jacky Lingo feeds bread and butter to

the sheep (Who Goes Round My Stone Wall?); or the Mother, trying the

Old Witch's apple pie, discovers that "It tastes exactly like my child

Monday!" The tantalizing "nominies" or "dares," as in Fox and Geese,

and Wolf, and the ways in which players are trapped into false starts,

as in Black Tom, are also highly amusing.

* * * * *

PRINCIPLES OF SELECTION.--In the selection of material for this work,

a marked distinction has been made between games, on the one hand,

and, on the other, the unorganized play and constructive activities

included in many books of children's games. While the term "play"

includes games, so that we "play games," it applies also to informal

play activities, such as a child's "playing horse," "playing house,"

or playing in the sand. In such unorganized play there are no fixed

rules, no formal mode of procedure, and generally, no climax to be

achieved. The various steps are usually spontaneous, not

predetermined, and are subject to individual caprice. In games, on the

contrary, as in Blind Man's Buff, Prisoners' Base, or Football, there

are prescribed acts subject to rules, generally penalties for defeat

or the infringement of rules, and the action proceeds in a regular

evolution until it culminates in a given climax, which usually

consists in a victory of skill, speed or strength. In a strictly

scientific sense, games do not always involve the element of sport or

play, being used in many forms among primitive peoples for serious

divinatory purposes. It is perhaps needless to say that all of the

games in the present collection are for the purpose of sport and

recreation.

[Sidenote: Playing values]

The four hundred games here published are selected from a far larger

number. No game has been included that has not been considered to have

strong playing values, by which term is meant, in addition to other

qualities, and above all others, the amount of sport and interest

attending it. The points of play that contribute to the success of a

game have been secured from experience, and unfamiliar games have been

thoroughly tested and the points of play noted for older or younger

players, large or small numbers, or other circumstances.

[Sidenote: Elements of games]

Games may be analyzed into certain elements susceptible of

classification, such as the elements of formation, shown in the circle

form, line form, or opposing groups; other elements are found in modes

of contest, as between individuals or groups; tests of strength or

skill; methods of capture, as with individual touching or wrestling,

or with a missile, as in ball-tag games; or the elements of

concealment, or chance, or guessing, or many others. These various

elements are like the notes of the scale in music, susceptible of

combinations that seem illimitable in variety. Thus in the Greek

Pebble Chase, the two elements that enter into the game--that of (1)

detecting or guessing who holds a concealed article, and (2) a

chase--are neither of them uncommon elements, but in this combination

make a game that differs in playing value from any familiar game, and

one affording new and genuine interest, as evidenced by the pleasure

of children in playing it. Indeed, the interest and sport were fully

as great with a group of adult Greek men who first demonstrated this

game for the author. This element of guessing which player holds a

concealed article is found again in a different combination in the

Scotch game of Smuggling the Geg, where it is used with opposing

groups and followed by hiding and seeking. This combination makes a

wholly different game of it, and one of equal or even superior playing

value to the Pebble Chase, though suited to different conditions.

Because of this wonderful variety in combinations, leading to entirely

different playing values, the author has found it impossible to agree

with some other students of games, that it is practicable to select a

few games that contain all of the typical elements of interest. Such

limitation seems no more possible than in painting, poetry, music, or

any other field of spontaneous imitative or creative expression.

There will doubtless always be some games that will have large popular

following, playing on the "psychology of the crowd," as well as on

that of the players. Thus we have the spectacle of so-called national

games, Baseball and Football in America, Handball in Ireland, Pelota

in Spain, and so on; but natural expression through games has always

been and probably always will be infinitely varied, and should be if

the psychology of the subject is to be taken as a guide.

In the arrangement of material there has many times been a strong

temptation to classify the games by their historic, geographic,

psychologic, or educational interests; by the playing elements

contained in them; or by several other possible methods which are of

interest chiefly to the academic student; but these have each in turn

been discarded in favor of the original intention of making the book

preëminently a useful working manual for the player or leader of

games.

[Sidenote: Varying modes of play]

The same games are found not only in many different countries and

localities, but under different names and with many variations in the

form of playing them. This has necessitated a method of analytical

study which has been followed with all of the games. A card catalogue

has been made of them, and in connection with each game notation has

been made of the various names under which it has been found, and

details of the differences in the mode or rules of play. The choice of

rules or directions has been determined chiefly by the playing values

previously alluded to, those directions having been selected which

experience has shown to make the most interesting game. Sometimes

these differences are so great as to amount to a different game, or

one suited to different ages of players. In a few instances, as with

Prisoners' Base, Captain Ball, Zigzag Ball, etc., it has seemed best

to present several typical forms of the same game with an analytic

statement of the differences, leaving the leader to select the form

best adapted to his conditions. At no time, however, has there been

any attempt to present all games or all forms of any one game. That

would be merely to make a compendium of all possible material. A

purposeful selection has been made throughout.

The choice of names could not well be made on any one principle.

Wherever feasible, the name that has seemed to have the widest vogue

has been adopted. In other instances it has appeared best to make a

different selection to avoid too great similarity in names. Some

games, especially those from foreign sources, came without names and

have had to be christened. In the case of several modern adaptations

of old games, a name bestowed by some previous worker has been

continued, if especially descriptive or appropriate.

[Sidenote: Games for boys and girls]

No distinction has been made in general between games for boys and

girls. The modern tendency of gymnasium and athletic practice is away

from such distinctions, and is concerned more with the time limits or

other conditions for playing a game than with the game itself. This is

a question that varies so much with the previous training and

condition of players on the one hand, and on personal opinion or

prejudice on the other, that it has been thought best to leave it for

decision in each individual case.

* * * * *

THE USES OF GAMES.--The use of games for both children and adults has

a deep significance for the individual and the community through the

conservation of physical, mental, and moral vitality.

[Sidenote: Sense perceptions]

Games have a positive educational influence that no one can appreciate

who has not observed their effects. Children who are slow, dull, and

lethargic; who observe but little of what goes on around them; who

react slowly to external stimuli; who are, in short, slow to see, to

hear, to observe, to think, and to do, may be completely transformed

in these ways by the playing of games. The sense perceptions are

quickened: a player comes to see more quickly that the ball is coming

toward him; that he is in danger of being tagged; that it is his turn;

he hears the footstep behind him, or his name or number called; he

feels the touch on the shoulder; or in innumerable other ways is

aroused to quick and direct recognition of and response to, things

that go on around him. The clumsy, awkward body becomes agile and

expert: the child who tumbles down to-day will not tumble down next

week; he runs more fleetly, dodges with more agility, plays more

expertly in every way, showing thereby a neuro-muscular development.

[Sidenote: Social development]

The social development through games is fully as important and as

pronounced. Many children, whether because of lonely conditions at

home, or through some personal peculiarity, do not possess the power

readily and pleasantly to coöperate with others. Many of their elders

lack this facility also, and there is scarcely anything that can place

one at a greater disadvantage in business or society, or in any of the

relations of life. The author has known case after case of peculiar,

unsocial, even disliked children, who have come into a new power of

coöperation and have become popular with their playmates through the

influence of games. The timid, shrinking child learns to take his turn

with others; the bold, selfish child learns that he may not monopolize

opportunities; the unappreciated child gains self-respect and the

respect of others through some particular skill that makes him a

desired partner or a respected opponent. He learns to take defeat

without discouragement and to win without undue elation. In these and

in many other ways are the dormant powers for social coöperation

developed, reaching the highest point at last in the team games where

self is subordinated to the interests of the team, and coöperation is

the very life of the game.

[Sidenote: Will training]

Most important of all, however, in the training that comes through

games, is the development of will. The volitional aspect of the will

and its power of endurance are plainly seen to grow in power of

initiative; in courage to give "dares" and to take risks; in

determination to capture an opponent, to make a goal, or to win the

game. But probably the most valuable training of all is that of

inhibition--that power for restraint and self-control which is the

highest aspect of the will and the latest to develop. The little child

entering the primary school has very little of this power of

inhibition. To see a thing he would like is to try to get it; to want

to do a thing is to do it; he acts impulsively; he does not possess

the power to restrain movement and to deliberate. A large part of the

difficulty of the training of children at home and at school lies in

the fact that this power of the will for restraint and self-control

is undeveloped. So-called "willfulness" is a will in which the

volitional power has not yet been balanced with this inhibitive power.

One realizes in this way the force of Matthew Arnold's definition of

character as "a completely fashioned will."

There is no agency that can so effectively and naturally develop power

of inhibition as games. In those of very little children there are

very few, if any, restrictions; but as players grow older, more and

more rules and regulations appear, requiring greater and greater

self-control--such as not playing out of one's turn; not starting over

the line in a race until the proper signal; aiming deliberately with

the ball instead of throwing wildly or at haphazard; until again, at

the adolescent age, the highly organized team games and contests are

reached, with their prescribed modes of play and elaborate

restrictions and fouls. There could not be in the experience of either

boy or girl a more live opportunity than in these advanced games for

acquiring the power of inhibitory control, or a more real experience

in which to exercise it. To be able, in the emotional excitement of an

intense game or a close contest, to observe rules and regulations; to

choose under such circumstances between fair or unfair means and to

act on the choice, is to have more than a mere knowledge of right and

wrong. It is to have the trained power and habit of acting on such

knowledge,--a power and habit that mean immeasurably for character. It

is for the need of such balanced power that contests in the business

world reach the point of winning at any cost, by fair means or foul.

It is for the need of such trained and balanced power of will that our

highways of finance are strewn with the wrecks of able men. If the

love of fair play, a sense of true moral values, and above all, the

power and habit of will to act on these can be developed in our boys

and girls, it will mean immeasurably for the uplift of the community.

[Sidenote: Evolution of play interests]

The natural interests of a normal child lead him to care for different

types of games at different periods of his development. In other

words, his own powers, in their natural evolution, seek instinctively

the elements in play that will contribute to their own growth. When

games are studied from this viewpoint of the child's interests, they

are found to fall into groups having pronounced characteristics at

different age periods.

[Sidenote: Games for various ages]

Thus, the little child of six years enjoys particularly games in which

there is much repetition, as in most of the singing games; games

involving impersonation, appealing to his imagination and dramatic

sense, as where he becomes a mouse, a fox, a sheepfold, a farmer,

etc.; or games of simple chase (one chaser for one runner) as

distinguished from the group-chasing of a few years later. His games

are of short duration, reaching their climax quickly and making but

slight demand on powers of attention and physical endurance; they

require but little skill and have very few, if any, rules, besides the

mere question of "taking turns." In short, they are the games suited

to undeveloped powers in almost every particular but that of

imagination.

Two or three years later these games are apt to seem "babyish" to a

child and to lose interest for him. His games then work through a

longer evolution before reaching their climax, as where an entire

group of players instead of one has to be caught before the game is

won, as in Red Lion, Pom Pom Pullaway, etc. He can watch more points

of interest at once than formerly, and choose between several

different possible modes of play, as in Prisoners' Base. He gives

"dares," runs risks of being caught, and exercises his courage in many

ways. He uses individual initiative instead of merely playing in his

turn. This is the age of "nominies," in which the individual player

hurls defiance at his opponents with set formulas, usually in rhyme.

Players at this time band together in many of their games in opposing

groups, "choosing sides"--the first simple beginning of team play.

Neuro-muscular skill increases, as shown in ball play and in agile

dodging. Endurance for running is greater.

When a child is about eleven or twelve years of age, some of these

characteristics decline and others equally pronounced take their

place. "Nominies" disappear and games of simple chase (tag games)

decline in interest. Races and other competitive forms of running

become more strenuous, indicating a laudable instinct to increase

thereby the muscular power of the heart, at a time when its growth is

much greater proportionately than that of the arteries, and the blood

pressure is consequently greater. A very marked feature from now on is

the closer organization of groups into what is called team play. Team

play bears to the simpler group play which precedes it an analogous

relation in some respects to that between modern and primitive

warfare. In primitive warfare the action of the participants was

homogeneous; that is, each combatant performed the same kind of

service as did every other combatant and largely on individual

initiative. The "clash of battle and the clang of arms" meant an

individual contest for every man engaged. In contrast to this there

is, in modern warfare, a distribution of functions, some combatants

performing one kind of duty and others another, all working together

to the common end. In the higher team organizations of Basket Ball,

Baseball, Football, there is such a distribution of functions, some

players being forwards, some throwers, some guards, etc., though these

parts are often taken in rotation by the different players. The

strongest characteristic of team play is the coöperation whereby, for

instance, a ball is passed to the best thrower, or the player having

the most advantageous position for making a goal. A player who would

gain glory for himself by making a sensational play at the risk of

losing for his team does not possess the team spirit. The traits of

character required and cultivated by good team work are invaluable in

business and social life. They are among the best possible traits of

character. This class of games makes maximal demands upon perceptive

powers and ability to react quickly and accurately upon rapidly

shifting conditions, requiring quick reasoning and judgment.

Organization play of this sort begins to acquire a decided interest at

about eleven or twelve years of age, reaches a strong development in

the high schools, and continues through college and adult life.

[Sidenote: Relation between development and play]

Such are the main characteristics of the games which interest a child

and aid his development at different periods. They are all based upon

a natural evolution of physical and psychological powers that can be

only hinted at in so brief a sketch. Any one charged with the

education or training of a child should know the results of modern

study in these particulars.

The fullest and most practical correlation of our knowledge of the

child's evolution to the particular subject of play that has yet been

presented is that of Mr. George E. Johnson, Superintendent of

Playgrounds in Pittsburgh, and formerly Superintendent of Schools in

Andover, Mass., in _Education by Plays and Games_. The wonderful

studies in the psychology of play by Karl Groos (_The Play of Animals_

and _The Play of Man_), and the chapter by Professor William James on

_Instinct_, show how play activities are expressions of great basic

instincts that are among the strongest threads in the warp and woof of

character--instincts that should have opportunity to grow and

strengthen by exercise, as in play and games. We have come to realize

that play, in games and other forms, is nature's own way of developing

and training power. As Groos impressively says, "We do not play

because we are young; we have a period of youth so that we may play."

The entire psychology of play bears directly on the subject of games.

Indeed, although the study of games in their various aspects is of

comparatively recent date, the bibliography bearing on the subject,

historic, scientific, psychologic, and educational, is enormous and

demands a distinct scholarship of its own.

[Sidenote: Age classification]

It is highly desirable that a teacher should know the significance of

certain manifestations in a child's play interests. If they should not

appear in due time, they should be encouraged, just as attention is

given to the hygiene of a child who is under weight for his age. But

it should not be inferred that any hard and fast age limits may be set

for the use of different plays and games. To assign such limits would

be a wholly artificial procedure, and yet is one toward which there is

sometimes too strong a tendency. A certain game cannot be prescribed

for a certain age as one would diagnose and prescribe for a malady.

Nothing in the life of either child or adult is more elastic than his

play interests. Play would not be play were this otherwise. The

caprice of mood and circumstance is of the very soul of play in any of

its forms.

The experience of the writer has been chiefly away from dogmatic

limitations in the use of games. Very young players and adults alike

may find the greatest pleasure and interest in the same game. Previous

training or experience, conditions of fatigue, the circumstances of

the moment, and many other considerations determine the suitableness

of games. To illustrate, the author has known the game of Three Deep,

which is one of the best gymnasium games for men, to be played with

great interest and ability by a class of six-year-old boys; and the

same game stupidly and uninterestedly bungled over by a class of much

older boys who had not had previous training in games and were not

alert and resourceful. Similarly, the comparatively simple game of

Bombardment may be interesting and refreshing for a class of tired

business men, while high-school pupils coming to care largely for team

play may prefer Battle Ball, a more closely organized game of the same

type. In general, boys and girls dislike the mode of play they have

just outgrown, but the adult often comes again to find the greatest

pleasure in the simpler forms, and this without reaching second

childhood.

[Sidenote: Graded course of study on games]

The index of games for elementary and high schools contained in this

volume constitutes a graded course based on experimental study of

children's interests. This grading of the games for schools is made,

not with the slightest belief or intention that the use of a game

should be confined to any particular grade or age of pupils, but

largely, among other considerations, because it has been found

advantageous in a school course to have new material in reserve as

pupils progress. The games have usually been listed for the earliest

grade in which they have been found, on the average, of sufficient

interest to be well played, with the intention that they be used

thereafter in any grade where they prove interesting. This school

index by grades, which includes most of the games, will be found a

general guide for the age at which a given game is suitable under any

circumstances.

[Sidenote: Relation of games to school life]

The relation of games to a school programme is many-sided. To sit for

a day in a class room observing indications of physical and mental

strain and fatigue is to be convinced beyond question that the

schoolroom work and conditions induce a tremendous nervous strain, not

only through prolonged concentration on academic subjects, but through

the abnormal repression of movement and social intercourse that

becomes necessary for the maintenance of discipline and proper

conditions of study. As a session advances, there is needed a steady

increase in the admonitions that restrain neuro-muscular activity as

shown in the unnecessary handling of books and pencils and general

restlessness; also restraint of a desire to use the voice and

communicate in a natural outlet of the social instinct. One is equally

impressed with the prolonged continuance of bad postures, in which the

chest is narrowed and depressed, the back and shoulders rounded

forward, and the lungs, heart, and digestive organs crowded upon one

another in a way that impedes their proper functioning and induces

passive congestion. In short, the nervous strain for both pupil and

teacher, the need for vigorous stimulation of respiration and

circulation, for an outlet for the repressed social and emotional

nature, for the correction of posture, and for a change from abstract

academic interests, are all largely indicated. Nothing can correct the

posture but formal gymnastic work selected and taught for that

purpose; but the other conditions may be largely and quickly relieved

through the use of games. Even five minutes in the class room will do

this,--five minutes of lively competition, of laughter, and of

absorbing involuntary interest. The more physical activity there is in

this the better, and fifteen minutes of even freer activity in the

fresh air of the playground is more than fifteen times better.

The typical school recess is a sad apology for such complete

refreshment of body and mind. A few pupils take the center of the

field of play, while the large majority, most of whom are in greater

need of the exercise, stand or walk slowly around the edges, talking

over the teacher and the lesson. An organized recess, by which is

meant a programme whereby only enough classes go to the playground at

one time to give opportunity for all of the pupils to run and play at

once, does away with these objections, if some little guidance or

leadership be given the children for lively games. The best discipline

the writer has ever seen, in either class room or playground, has been

where games are used, the privilege of play being the strongest

possible incentive to instant obedience before and after. Besides,

with such a natural outlet for repressed instincts, their ebullition

at the wrong time is not so apt to occur. Many principals object to

recesses because of the moral contamination for which those periods

are often responsible. The author has had repeated and convincing

testimony of the efficacy of games to do away with this objection.

The game becomes the one absorbing interest of recess, and everything

else gives way before it. Dr. Kratz, Superintendent of Schools in

Sioux City, Iowa, was one of the first school superintendents in the

country to go on record for this benefit from games, and much fuller

experience has accumulated since.

[Sidenote: Sociological and economic significance of games]

The growth of large cities has been so comparatively recent that we

are only beginning to realize the limitations they put upon normal

life in many ways and the need for special effort to counterbalance

these limitations. The lack of opportunity for natural play for

children and young people is one of the saddest and most harmful in

its effects upon growth of body and character. The number of children

who have only the crowded city streets to play in is enormous, and any

one visiting the public schools in the early fall days may readily

detect by the white faces those who have had no other opportunity to

benefit by the summer's fresh air and sunshine. The movement to

provide public playgrounds for children and more park space for all

classes in our cities is one connected vitally with the health,

strength, and endurance of the population. The crusade against

tuberculosis has no stronger ally. Indeed, vital resistance to disease

in any form must be increased by such opportunities for fresh air,

sunshine, and exercise. This whole question of the building up of a

strong physique is an economic one, bearing directly on the industrial

power of the individual, and upon community expenditures for hospitals

and other institutions for the care of the dependent and disabled

classes.

The crippling of moral power is found to be fully as much involved

with these conditions as is the weakening of physical power. Police

departments have repeatedly reported that the opening of playgrounds

has resulted in decrease of the number of arrests and cases of

juvenile crime in their vicinity; also decrease of adult disturbances

resulting from misdeeds of the children. They afford a natural and

normal outlet for energies that otherwise go astray in destruction of

property, altercations, and depredations of many sorts, so that the

cost of a playground is largely offset by the decreased cost for

detection and prosecution of crime, reformatories, and related

agencies.

[Sidenote: Children of the rich]

It would be a mistake to think that the children of the poor are the

only ones who need the physical and moral benefit of normal childish

play. One is forced to the conclusion that many children of the rich

are even more to be pitied, for the shackles of conventionality

enslave them from the outset. Many are _blasé_ with opera and picture

exhibits--typical forms of pleasure for the adult of advanced

culture--without ever having had the free laughter and frolic of

childhood. That part of the growing-up process most essential for

character is literally expunged from life for them. One need spend but

an hour in a city park to see that many children are restrained from

the slightest running or frolic because it would soil their clothes or

be otherwise "undesirable." The author recalls a private school for

girls in which laughter was checked at recess because it was

"unlady-like."

[Sidenote: Teachers of games]

In contrast to this barbarous repression are some delightful instances

of provision for normal childish play and exercise for such children.

In one of our large Eastern cities a teacher was employed for several

seasons to play games with a group of children on a suburban lawn to

which all repaired twice a week. This was genuine play, full of

exercise and sport and laughter. In another Eastern city a teacher was

similarly employed for many seasons to coach a Basket Ball team in the

small rear area of the typical city residence. Teachers of physical

training and others are doing much to organize this sort of exercise,

including tramping clubs and teams for cross-country runs, and the

encouragement of Tether Ball and other games suited to limited

conditions.

[Sidenote: Investment-value of recreation]

As a nation we are slow to learn the value of recreation. We go to the

extremes of using it either not at all or so excessively as to exhaust

nervous energy to the point where "the day we most need a holiday is

the day after a holiday." This may be different when we learn more

fully that the recuperative power of short intervals of complete

relaxation has a genuine investment value. The increased output of

energy afterward, the happier spirits, prolonged endurance, clearer

thinking, and the greater ease and pleasure with which work is done,

more than compensate for the time required. It has been stated that

one large manufacturing concern has found it greatly to its advantage

to give a daily recess period to its employees at its own expense, the

loss of working time being compensated in the quality of the output

following, which shows, for instance, in the fewer mistakes that have

to be rectified. The welfare work of our large stores and factories

should provide opportunity, facilities, and leadership for recreative

periods of this character.

[Sidenote: Brain workers]

For the brain worker such benefit from periods of relaxation is even

more apparent. Our strenuous and complicated civilization makes more

and more necessary the fostering of means for complete change of

thought. When this can be coupled with invigorating physical exercise,

as in active games, it is doubly beneficial; but whether games be

active or quiet, the type of recreation found in them for both child

and adult is of especial value. It affords an emotional stimulus and

outlet, an opportunity for social coöperation, an involuntary

absorption of attention, and generally an occasion for hearty

laughter, that few other forms of recreation supply.

The list in this volume of games for house parties and country clubs

is given with the hope of making games more available for adults,

though with the knowledge that guests on such occasions take in a wide

range of ages, and many games for young people are included. These are

equally appropriate for the home circle. In addition, the so-called

gymnasium games offer some of the finest recreative exercise.

[Sidenote: Play of adults with children]

The author would like to make a special plea for the playing together

of adults and children. The pleasure to the child on such occasions is

small compared to the pleasure and benefit that may be derived by the

grown-up. To hold, in this way, to that youth of spirit which

appreciates and enters into the clear-eyed sport and frolic of the

child, is to have a means of renewal for the physical, mental, and

moral nature. In a large city in the Middle West there is a club

formed for the express purpose of giving the parents who are members

an opportunity to enjoy their children in this way. The club meets one

evening a week. It is composed of a few professional and business men

and their wives and children. It meets at the various homes, the

hostess being responsible for the programme, which consists of musical

or other numbers (rendered partly by the children and partly by the

adults), of occasional dancing, and of games, some of which must

always call for the mutual participation of the children and their

elders. A more beautiful idea for a club could scarcely be devised. It

is also a tragic fact that, lacking such an occasion, many parents

have little opportunity to enjoy their children, or, alas! even to

know them.

[Sidenote: Games in country life]

Another illustration may indicate even more strongly the benefits from

such social gatherings of adults and children. In a small town where

the young boys and girls spent more evenings than seemed wise in

places of public amusement, a teacher of physical training not long

ago opened a class for them expressly to meet this situation. The

programme included games, dancing, and formal exercise, and a special

effort was made to teach things of this sort that might be used for

gatherings at home. The class fulfilled its object so well that the

parents themselves became interested, began to attend the sessions and

participate in the games, until they were an integral part of all that

went on,--a wholesome and delightful association for all concerned,

and one that practically ended the tendencies it was designed to

overcome.

Mr. Myron T. Scudder, in his practical and stimulating pamphlet on

games for country children (_Country Play; A Field Day and Play Picnic

for Country Children_. Pub. by _Charities_, N.Y.), points out a very

real factor in the failure of American country life to hold its young

people when he cites the lack of stimulation, organization, and

guidance for the play activities of the young. It is a mistaken idea

that country children and youths have through the spaciousness of

environment alone all that they need of play. Organization and

guidance are often needed more than for the city children whose

instincts for social combination are more acute.

* * * * *

ORIGINS.--One may not close even a brief sketch of games and their

uses without reference to the topic of origins. This has been studied

chiefly from two different viewpoints, that of ethnology, in which the

work of Mr. Stewart Culin is preëminent, and that of folklore, in

which in English Mrs. Gomme and Mr. Newell have done the most

extensive work. Both of these modes of study lead to the conclusion

that the great mass of games originated in the childhood of the race

as serious religious or divinitory rites. Indeed, many are so used

among primitive peoples to-day. Very few games are of modern

invention, though the development of many to the high point of

organization and skill in which we know them is very recent. Basket

Ball was a deliberate invention, by Dr. James Naismith, then of

Springfield, Mass., in 1892; Base Ball and Tennis, as we know them,

were developed during the last half century from earlier and simpler

forms; Indoor Base Ball was devised by Mr. George W. Hancock, of

Chicago, in 1887; Battle Ball and Curtain Ball, both popular gymnasium

games, were devised by Dr. Dudley Allen Sargent, of Harvard

University.

In ethnology the study of the origin and distribution of games

"furnishes," says Mr. Culin, "the most perfect existing evidence of

the underlying foundation of mythic concepts upon which so much of the

fabric of our culture is built." The most scientific work on the

entire subject of games lies in this direction. As revealed by board

and other implement games the element of sport does not originally

inhere in a game, the procedure being a rite of magic or religion,

pursued mainly as a means of divination. In Mr. Culin's opinion, "the

plays of children must be regarded apart from games, being dramatic

and imitative, although copying games as they [the children] copy

other affairs of life, and thus often preserving remains of

ceremonials of remote antiquity."

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