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Despite Japan's leading role in computer-based play over the last two decades, as signaled by the arrival of Nintendo's “Family Computer,” play has traditionally had a significant role in Japanese history by establishing and reinforcing strict social norms, especially in terms of family values and gender roles. Despite the stereotypical image of the Japanese as workaholics, which was popularized during the 1980s when the nation's economy was booming, play in Japan is not only for children. Both adults and children are often engaged in different types of play. Play for children, particularly in a traditional cultural context, was a means through which they learned social values from their elders. Respecting elders, acquiring social skills, learning manners, and other pragmatic objectives have been major purposes of play, in addition to simply having a good time. Analyzing how children play therefore reveals many of the fundamental values that have characterized Japanese society.

Play for adults also reflects Japan's emphasis on work-related human relationships, even on weekends and vacations. Bars, golf courses, and other locations where adults play are also places where business relationships are established and strengthened. The separation between work and play therefore is not as clear as in many Western societies. The modernization of play, particularly the arrival of Nintendo Wii, however, initiated a shift in the way in which the Japanese consider play.

While computer games individualized the style of play, Nintendo's new console successfully reversed the trend by creating a public space in a house around which family members gathered to play together. Classic literature reflects the significant role that play has played in Japanese history.

In Ryojinhishou, a compilation of tanka verses from the Heian Period (794–1185), one of the verses reads, “Was I born to play? When I hear small children play, I get excited although I am no longer a child.” Play in Japan has been not simply entertainment, but also opportunities for education and self-reflection.

Cross-Generational Play

When children and adults play together or make handmade toys together, play becomes a means of passing down knowledge and wisdom. Cat's cradle (Ayatori), and Marbles (Ohajiki), for example, are kinds of play that many small girls engage in together, as well as with their mothers, and frequently with their grandmothers. Similarly, flying kites requires boys to work with their father or grandfather to learn how to make a good kite.

Through play, children and adults have a chance to discuss not only play or toys, but also school, friends, and life. While grandmothers and mothers would know tricks that small girls had not learned yet, and grandfathers and fathers would be able to fly a kite higher and longer because of their knowledge of how to balance the weight, they also provided their children and grandchildren with advice for their future. In this process of cross-generational interactions, it was not only practical knowledge about the play or the toy that was passed down to a younger generation, but also knowledge of life and values. Play is an occasion for personal growth for many children.

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