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Unstructured Play
Play has been defined as behavior that is intrinsically motivated and performed only for the sake of the individual. As such, play is associated with the absence of external constraints and the exercising of personal freedom. In essence, unstructured play, which has also been referred to as spontaneous and free play, is the epitome of definitions of play, occurring when an individual freely engages in play.
The values of unstructured play to the individual and society are similar to those associated with play in general. In other words, unstructured play can aid in the socialization and acculturation or assimilation of individuals, personal development, education and relaxation, and the development of problem-solving skills. Unstructured play also offers potential stimulation for individuals. The benefit of unstructured play compared to structured play is that it provides spontaneity and a constantly changing environment that ensures novelty and stimulation, as well as an exciting and empowering experience for the individual. Consequently, unstructured play may offer higher-quality outcomes compared to structured play.
The boundaries of children's unstructured play are, potentially, limitless. Examples of unstructured play include fantasy/make-believe games, construction activities that do not follow blueprints, and games that evolve as the play occurs without recourse to identifiable set rules. A number of attempts have been made in the past to provide children with opportunities for unstructured play. One of the most famous of these is LEGOs, which offers endless opportunities for unstructured construction. The junk and adventure playground is a specific site where unstructured play has been given rein. It is fundamentally different to the highly structured space that is the standard playground.
The first adventure/junk playground opened in 1943 in Copenhagen, where apile of raw materials rather than static play instruments was made available for play. The concept of these playgrounds stemmed from recognition of the interest children take in playing with what adults often see as “junk.” In the post-World War II era, junk and adventure playgrounds spread across Western Europe and into North America. Schools and pre-schools have also attempted to bring unstructured play into their curriculum despite the obvious difficulties of placing an unstructured activity within a highly ordered, externally driven structure, such as the formal educational system.
Although the majority of research on unstructured play has focused on children, the adult population also clearly seeks to engage in this type of play and may benefit from doing so in similar ways to children. An example of adult unstructured play includes backpacking, which incorporates escaping from the home environment in search of novel experiences to aid personal development and education outside of social structures. Similarly, Urban Exploration, which entails participants venturing into areas of civilization normally off-limits to the public and/or unseen, such as sewers and transit tunnels, in a manner that is not formally socially sanctioned is clearly a type of unstructured play. In addition, Extreme Sports, an umbrella term that encompasses a diverse range of adult play activities that have emerged in recent years, may be defined as unstructured play. In their original incarnations, these sports tended to be deliberately bereft of the type of rules that govern, and hence limit, traditional sports.
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- Billiards
- Bowling
- Charades
- Crosswords
- Darts
- Dice
- Dominoes and Variations of
- Hobbies
- I Spy
- Mazes
- Musical Chairs
- Odd Man Out
- Parlor Games
- Password
- Puzzles
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- Speech Play
- Spinning Tops
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- Africa, Traditional Play in
- Ancient China
- Ancient Egypt
- Ancient Greece
- Ancient India
- Ancient Rome
- Assyrian/Babylonian Culture
- Australian Aborigine
- Central Asia, Ancient
- Europe, 1200 to 1600
- Europe, 1600 to 1800
- Europe, 1800 to 1900
- Europe, 1900 to 1940
- Europe, 1940 to 1960
- Europe, 1960 to Present
- History of Playing Cards
- Mesoamerican Cultures
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- New Zealand Maori
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- Spanish America
- United States, 1783 to 1860
- United States, 1860 to 1876
- United States, 1876 to 1900
- United States, 1900 to 1930
- United States, 1930 to 1960
- United States, 1960 to Present
- United States, Colonial Period
- Vikings
- Athletics (Amateur)
- Ballooning
- Baseball (Amateur)
- Basketball (Amateur)
- Bicycles
- Bocee
- Boules
- Bungee Jumping
- Cracking the Whip
- Cricket (Amateur)
- Croquet
- Curling (Scottish)
- Dodgeball
- Fishing
- Folk Dancing
- Football (Amateur)
- Highland Games
- Golf (Amateur)
- Hockey (Amateur)
- Horse Racing (Amateur)
- Kayaking and Canoeing
- Kite Flying
- Maypole Dancing
- Morris Dancing
- Music, Playing
- Netball
- Paintball
- Ping Pong
- Rodeos
- Roller Coasters
- Rugby (Amateur)
- Sailing
- Skateboarding
- Skating
- Skiing
- Snail Racing
- Snowboarding
- Soccer (Amateur) Worldwide
- Stilts
- Surfing
- Swimming (Amateur)
- Tennis (Amateur) and Variations of
- Volleyball (Amateur)
- Academic Learning and Play
- Models
- Montessori
- Mother-Child Play
- Play and Evolution
- Play and Literacy
- Play in the Classroom
- Recess
- Teacher-Child Co-Play
- Toys and Child Development
- Afghanistan
- Albania
- Algeria
- Arctic Play (First Nations)
- Argentina
- Armenia
- Australia
- Austria
- Azerbaijan
- Bahamas and Caribbean
- Belarus
- Belgium
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- Central American Nations
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- Sweden
- Switzerland
- Syria
- Tanzania
- Thailand
- Turkey
- Turkmenistan
- Ukraine
- United Kingdom
- Uruguay
- Uzbekistan
- Venezuela
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- Adlerian Play Therapy
- “Bad” Play
- Boys' Play
- Common Adventure Concept
- Daydreaming
- Experiential Learning Definitions and Models
- Fantasy Play
- Female Aggressive Relationships Within Play (Putallaz)
- Gambling
- Gamesmanship
- Games of Deception
- Girls' Play
- Homo Ludens (Huizinga)
- Human Relationships in Play
- Inter-Gender Play
- Luck and Skill in Play
- Piaget and Play
- Play Among Animals
- Play and Learning Theory
- Play and Power, Psychology of
- Play as Catharsis
- Play as Competition, Psychology of
- Play as Entertainment, Psychology of
- Play as Interspecies Communication (Pets)
- Play as Learning, Psychology of
- Play as Mastery of Nature
- Play as Mock War, Psychology of
- Play as Progress (Sutton-Smith)
- Play as Rehearsal of Reality
- Play Frames
- Playing Alone
- Pretending
- Psychoanalytic Theory and Play
- Psychological Benefits of Play
- Psychology of Play (Vygotsky)
- Rhetorics of Play (Sutton-Smith)
- Role-Playing
- Sex Play
- Social Psychology of Play
- Symbol Formation and Play
- Team Play
- Teasing
- Unstructured Play
- Amusement Parks
- Anti-Competition Play
- Arcades
- Caillois: Man, Play and Games
- Cityscapes as Play Sites
- Cooperative Play
- Costumes in Play
- Game Theory
- Organized or Sanctioned Play
- Play and Power, Sociology of
- Play as Competition, Sociology of
- Play as Entertainment, Sociology of
- Play as Learning, Sociology of
- Play as Mock War, Sociology of
- Playground as Politics
- Social Distinctions
- Sociological Benefits of Play
- Spontaneous Group Play
- Theology of Play
- Action Figures
- Blinky Bill
- Dolls, Barbie and Others
- G.I. Joe
- Gollywogs
- Hobby Horses
- Jigsaws
- Lead Soldiers
- LEGOs
- Meccano
- Paddington Bear
- Pet Rocks
- Rocking Horses
- Rubik's Cube
- Teddy Bears
- Wendy Houses
- Yo-Yos
- Airfix
- Amiga
- Avalon Hill
- Bandai
- Coleco
- Fisher-Price
- Galoob
- Hasbro
- Hornby
- Imperial Toy
- JAKKS Pacific Toys
- Kenner
- LEGOs
- Lionel
- LJN
- Matchbox
- McFarlane Toys
- Minifigs
- Parker Brothers
- Playmates
- Playskool
- Revell
- Strong National Museum of Play
- Tiger Electronics
- TOMY
- Toybiz
- Trendmasters
- TSR
- Waddington
- Wargames Research Group
- Age of Empires
- Battlefield 1942
- Civilization (I, II, III, IV)
- Cossacks (Napoleonic Wars)
- Counter-Strike
- Dragon Quest
- Dragon Warrior
- Dungeon Lords
- Flight Simulation
- GoldenEye 007
- Grand Theft Auto
- Legend of Zelda
- Maple Story
- Mario
- Minesweeper
- Mortal Kombat
- Runescape
- Silkroad Online
- SimCity
- Snake
- Solitaire
- Sonic the Hedgehog
- Street Fighter I and II
- Tetris
- Tomb Raider
- World of Warcraft
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