Playful pluralities: exploring play and playful literacies across ages, spaces and places

Emily Mannard
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Abstract

Purpose Play and playful literacies shape essential spaces for belonging, connection, transformation and joy: from embodied immersions into fantasy worlds, to the creation of interest-led groups overflowing with varied knowledges and identities, and the disruption of societal hierarchies through roleplayed restorying. Yet, theorizations delineating playful possibilities – while plentiful and varied – are often rigidly constructed in relation to neoliberally/biopolitically motivated notions of value, use and productivity. Imbued with forms of modern power, play’s full flourishing has been regulated and quelled, particularly within the realm of education. This study, a literature review, seeks to defy this fatuous notion of a frivolous play. Design/methodology/approach Drawing from research within the fields of literacy and educational studies, the author centers playful methods commonly trivialized in contemporary discourse, including in global out-of-school spaces (e.g. gaming clubs, improvisational theater groups), with popular culture texts (e.g. picture books, digital fanfiction) and for older youth and adults. Findings This exploration of play’s potential across lifespans, formal/informal learning ecologies and worldwide contexts foregrounds its intrinsic nature and essential entwining with socio-culturally/materially mediated forms of knowledge and communication. Originality/value With a unique focus on the playful literacies emerging across ages, spaces and places, this review advocates a turn toward the imaginative, messy, uncontrollable worlds of play in future research and practice.
有趣的多元性:探索不同年龄、空间和地点的游戏和有趣的文化
游戏和有趣的文学塑造了归属感、联系、转变和快乐的基本空间:从具体的沉浸到幻想世界,到创造充满各种知识和身份的兴趣导向群体,以及通过角色扮演恢复社会等级制度的破坏。然而,描述好玩可能性的理论——尽管丰富多样——往往是在新自由主义/生物政治驱动的价值、使用和生产力概念中严格构建的。充满了现代力量的形式,游戏的蓬勃发展已经被规范和平息,特别是在教育领域。这项研究,一个文献回顾,试图推翻这种愚蠢的观念,一个无聊的戏剧。设计/方法/方法从识字和教育研究领域的研究中,作者将当代话语中常见的游戏方法集中在一起,包括全球校外空间(例如游戏俱乐部,即兴戏剧团体),流行文化文本(例如图画书,数字同人小说)以及年长的年轻人和成年人。对游戏在寿命、正式/非正式学习生态和全球背景下的潜力的探索,突显了游戏的内在本质,以及它与社会文化/物质媒介形式的知识和交流的本质交织。原创性/价值通过对不同年龄、不同空间和不同地点出现的游戏素养的独特关注,本综述主张在未来的研究和实践中转向富有想象力的、混乱的、不可控的游戏世界。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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