📖 Source→⚡ Observation·Where the pattern works/Where the pattern breaks·Interpretation ≠ Conclusion

Convening a Group

Play

⏱ 5 min

Once more we’re back to the question, “What makes learning fun?” There are deep links between play and learning. Consider, for instance, the way we learn the rules of a game through playing it. The first times we play a card game, or a physical sport, or a computer simulation we test out rule boundaries as well as our understanding. Actors and role-players learn their roles through the dynamic process of performance. The resulting learning isn’t absorbed all at once, but accretes over time through an emergent process, one unfolding further through iterations. In other words, the more we play a game, the more we learn it.

In addition to the rules of play, we learn about the subject which play represents, be it a strategy game (chess, for example) or simulation of economic conflict. Good games echo good teaching practice, too, in that they structure a single player’s experience to fit their regime of competence (cf. Vygotsky’s zone of proximal learning, a la Gee [1]). That is to say a game challenges players at a level suited to their skill and knowledge: comfortable enough that play is possible, but so challenging as to avoid boredom, eliciting player growth. Role-playing in theater lets performers explore and test out concepts; see Boal [2]. Further, adopting a playful attitude helps individuals meet new challenges with curiousity, along with a readiness to mobilize ideas and practical knowledge. Indeed, the energy activated by play can take a person beyond an event’s formal limitations, as players can assume that play can go on and on [3].

Douglas Thomas and John Seely Brown: “All systems of play are, at base, learning systems.” [4]

Games have always had a major social component, and learning plays a key role in that interpersonal function. Using games to build group cohesion is an old practice, actually a triusm in team sports.

It is important to locate our peeragogical moment in a world where gaming is undergoing a renaissance. Not only has digital gaming become a large industry, but gaming has begun to infiltrate non-gaming aspects of the world, sometimes referred to as “gamification.” Putting all three of these levels together, we see that we can possibly improve co-learning by adopting a playful mindset. Such a playful attitude can then mobilize any or all of the above advantages. For example,

  • Two friends are learning the Russian language together. They invent a vocabulary game: one identifies an object in the world, and the other must name it in Russian. They take turns, each challenging the other, building up their common knowledge.
  • A middle-aged man decides to take up hiking. The prospect is somewhat daunting, since he’s a very proud person and is easily stymied by learning something from scratch. So he adopts a “trail name”, a playful pseudonym. This new identity lets him set-aside his self-importance and risk making mistakes. Gradually he grows comfortable with what his new persona learns.
  • We can also consider the design field as a useful kind of playful peeragogy. The person playing the role of the designer can select the contextual frame within which the design is performed. This frame can be seen as the rules governing the design, the artifact and the process. These rules, as with some games, may change over time. Therefore the possibility to adapt, to tailor one’s activities to changing context is important when designing playful learning activities. (And we’ll look at some ways to design peer learning experiences next!)

Of course, “game-based learning” can be part of standard pedagogy too. When peers create the game themselves, this presumably involves both game-based learning and peer learning. Classic strategy games like Go and Chess also provide clear examples of peer learning practices: the question is partly, what skills and mindsets do our game-related practices really teach?

Socrates: “No compulsory learning can remain in the soul …In teaching children, train them by a kind of game, and you will be able to see more clearly the natural bent of each.”

Exercises that can help you cultivate a playful attitude

  • Use the Oblique Strategies card deck (Brian Eno and Peter Schmidt, 1st edition 1975, now available in its fifth edition) to spur playful creativity. Each card advises players to change their creative process, often in surprising directions.
  • Take turns making and sharing videos. This online collaborative continuous video storytelling involves a group of people creating short videos, uploading them to YouTube, then making playlists of results. Similar to Clip Kino, only online.
  • Engage in theater play using Google+ Hangout. e.g. coming together with a group of people online and performing theatrical performances on a shared topic that are recorded.

References

  1. Gee, J. P. (1992). /The social mind: Language, ideology, and social practice/. Series in language and ideology. New York: Bergin & Garvey.

  2. Boal, A. (1979). Theatre of the oppressed. 3rd ed. London: Pluto Press.

  3. Bereiter, C. and Scadamalia, M. (1993). /Surpassing ourselves, an inquiry into the nature and implications of expertise/. Peru, Illinois: Open Court.

  4. Douglas Thomas and John Seely Brown (2011), /A New Culture of Learning: Cultivating the Imagination for a World of Constant Change/. CreateSpace.

  5. Malone, T.W. (1981), Toward a Theory of Intrinsically Motivating Instruction, Cognitive Science, 4, pp. 333-369

⚡ Unpeeragogy · Friction · Observation

Play Is Work You Don't Admit

⏱ 4 minaudit-v2playtrustbonding

Perturbatore: “What if trust built through games doesn’t survive arguments about money or control — and play is the warm-up, not the workout?”

Play is the warm-up. Not the workout.

The Assumption

Play is often undervalued in peeragogical groups — groups which don’t play together tend to dissolve during crises, with play serving as a trust-building mechanism that prevents knowledge hoarding.

Operational Reality

Friday afternoon drinks. The team-building offsite. The icebreaker that’s supposed to make everyone trust each other. These rituals create comfort, not resilience. The trust built through games evaporates the moment the budget is cut and someone has to decide whose feature ships.

Not because the games were bad. Not because the team doesn’t genuinely like each other. Because play builds social bonds, and social bonds withstand everything except resource conflict.

GitLab’s stewardship handbook documents what happens when play meets reality: explicit governance boundaries between corporate sponsor and community. OpenStreetMap’s Data Working Group resolves disputes through binding authority, not social trust. The Node.js/io.js merger and Drupal’s BDFL transition show that no amount of informal bonding survives structural conflict without governance scaffolding.

Empirical Evidence

Resilience Cases (Confirming):

  • about.gitlab.com — Formal governance scaffolding documented between corporate sponsor and community enables play without making it bear the weight of conflict resolution.
  • wiki.osmfoundation.org — Formal dispute resolution bodies with binding authority resolve peer production conflicts that informal consensus cannot.

Fracture Cases (Complicating):

  • drupal.org — Governance transition from BDFL to community model required years of structural work; play-based trust doesn’t survive structural transitions without scaffolding.
  • sdtimes.com — Node.js/io.js merger required formal governance restructuring; well-bonded communities fragment when resource decisions cannot be made through consensus.

Operational Heuristics

Positive Boundary: Combine play with explicit governance structures that activate during conflict — formal dispute resolution lets play be play without carrying the weight of hard decisions.

Negative Boundary: Do not rely on play-based trust building when groups face resource conflicts or governance transitions — informal social bonds cannot substitute for formal decision-making structures.

Epistemic Synthesis

Play builds social bonds that withstand everything except resource conflict. Drupal and Node.js show that no amount of informal bonding survives structural tension without governance scaffolding. Play has value — but not the value the pattern assigns it. It is not the foundation of trust. It is lubricant for relationships that governance holds together.

Evidence Status

Status Count
Confirmed cases 2
Cases under study 2
Unverified cases 0
Ambiguous cases 0

Traceability

Run: audit-v2 · Delta: 1.2 → 1.2169 · Diversity D: 2

References

💬 Field Report: Play Is Work You Don't Admit

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