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Friday, November 29, 2019

Self-efficacy

From Wikipedia, the free encyclopedia
 
Self-efficacy is, according to psychologist Albert Bandura who originally proposed the concept, a personal judgment of "how well one can execute courses of action required to deal with prospective situations".

Psychologists have studied self-efficacy from several perspectives, noting various paths in the development of self-efficacy; the dynamics of self-efficacy, and lack thereof, in many different settings; interactions between self-efficacy and self-concept; and habits of attribution that contribute to, or detract from, self-efficacy. Educator Kathy Kolbe adds, "Belief in innate abilities means valuing one's particular set of cognitive strengths. It also involves determination and perseverance to overcome obstacles that would interfere with utilizing those innate abilities to achieve goals."

Self-efficacy affects every area of human endeavor. By determining the beliefs a person holds regarding their power to affect situations, it strongly influences both the power a person actually has to face challenges competently and the choices a person is most likely to make. These effects are particularly apparent, and compelling, with regard to behaviors affecting health.

Theoretical approaches

Social cognitive theory

Psychologist Albert Bandura has defined self-efficacy as one's belief in one's ability to succeed in specific situations or accomplish a task. One's sense of self-efficacy can play a major role in how one approaches goals, tasks, and challenges. The theory of self-efficacy lies at the center of Bandura's social cognitive theory, which emphasizes the role of observational learning and social experience in the development of personality. The main concept in social cognitive theory is that an individual's actions and reactions, including social behaviors and cognitive processes, in almost every situation are. influenced by the actions that individual has observed in others. Because self-efficacy is developed from external experiences and self-perception and is influential in determining the outcome of many events, it is an important aspect of social cognitive theory. Self-efficacy represents the personal perception of external social factors. According to Bandura's theory, people with high self-efficacy—that is, those who believe they can perform well—are more likely to view difficult tasks as something to be mastered rather than something to be avoided.

Social learning theory

Social learning theory describes the acquisition of skills that are developed exclusively or primarily within a social group. Social learning depends on how individuals either succeed or fail at dynamic interactions within groups, and promotes the development of individual emotional and practical skills as well as accurate perception of self and acceptance of others. According to this theory, people learn from one another through observation, imitation, and modeling. Self-efficacy reflects an individual's understanding of what skills he/she can offer in a group setting.

Self-concept theory

Self-concept theory seeks to explain how people perceive and interpret their own existence from clues they receive from external sources, focusing on how these impressions are organized and how they are active throughout life. Successes and failures are closely related to the ways in which people have learned to view themselves and their relationships with others. This theory describes self-concept as learned (i.e., not present at birth); organized (in the way it is applied to the self); and dynamic (i.e., ever-changing, and not fixed at a certain age).

Attribution theory

Attribution theory focuses on how people attribute events and how those beliefs interact with self-perception. Attribution theory defines three major elements of cause:
  • Locus is the location of the perceived cause. If the locus is internal (dispositional), feelings of self-esteem and self-efficacy will be enhanced by success and diminished by failure.
  • Stability describes whether the cause is perceived as static or dynamic over time. It is closely related to expectations and goals, in that when people attribute their failures to stable factors such as the difficulty of a task, they will expect to fail in that task in the future.
  • Controllability describes whether a person feels actively in control of the cause. Failing at a task one thinks one cannot control can lead to feelings of humiliation, shame, and/or anger

How it affects human function

Choices regarding behavior

People generally avoid tasks where self-efficacy is low, but undertake tasks where self-efficacy is high. When self-efficacy is significantly beyond actual ability, it leads to an overestimation of the ability to complete tasks. On the other hand, when self-efficacy is significantly lower than actual ability, it discourages growth and skill development. Research shows that the optimum level of self-efficacy is slightly above ability; in this situation, people are most encouraged to tackle challenging tasks and gain experience. Self-efficacy is made of dimensions like magnitude, strength, and generality to explain how one believes they will perform on a specific task.

Motivation

High self-efficacy can affect motivation in both positive and negative ways. In general, people with high self-efficacy are more likely to make efforts to complete a task, and to persist longer in those efforts, than those with low self-efficacy. The stronger the self-efficacy or mastery expectations, the more active the efforts. However, those with low self-efficacy sometimes experience incentive to learn more about an unfamiliar subject, where someone with a high self-efficacy may not prepare as well for a task. A negative effect of low self-efficacy is that it can lead to a state of learned helplessness. Learned helplessness was studied by Martin Seligman in an experiment in which shocks were applied to animals. Through the experiment, it was discovered that the animals placed in a cage where they could escape shocks by moving to a different part of the cage did not attempt to move if they had formerly been placed in a cage in which escape from the shocks was not possible. Low self-efficacy can lead to this state in which it is believed that no amount of effort will make a difference in the success of the task at hand.

Work performance

Self-efficacy theory has been embraced by management scholars and practitioners because of its applicability in the workplace. Overall, self-efficacy is positively and strongly related to work-related performance. This relationship, though, depends on task complexity. For more complex tasks, the relationships between self-efficacy and work performance is weaker than for easier work-related tasks. The implications of this research is that managers should provide accurate descriptions of tasks and provide clear and concise instructions and they should provide the necessary supporting elements for employees to be successful.

Thought patterns and responses

Self-efficacy has several effects on thought patterns and responses:
  • Low self-efficacy can lead people to believe tasks to be harder than they actually are. This often results in poor task planning, as well as increased stress.
  • People become erratic and unpredictable when engaging in a task in which they have low self-efficacy.
  • People with high self-efficacy tend to take a wider view of a task in order to determine the best plan.
  • Obstacles often stimulate people with high self-efficacy to greater efforts, where someone with low self-efficacy will tend toward discouragement and giving up.
  • A person with high self-efficacy will attribute failure to external factors, where a person with low self-efficacy will blame low ability. For example, someone with high self-efficacy in regards to mathematics may attribute a poor test grade to a harder-than-usual test, illness, lack of effort, or insufficient preparation. A person with a low self-efficacy will attribute the result to poor mathematical ability. See Attribution Theory.

Health behaviors

Choices affecting health, such as smoking, physical exercise, dieting, condom use, dental hygiene, seat belt use, and breast self-examination, are dependent on self-efficacy. Self-efficacy beliefs are cognitions that determine whether health behavior change will be initiated, how much effort will be expended, and how long it will be sustained in the face of obstacles and failures. Self-efficacy influences how high people set their health goals (e.g., "I intend to reduce my smoking", or "I intend to quit smoking altogether"). A number of studies on the adoption of health practices have measured self-efficacy to assess its potential to initiate behavior change. With increased self-efficacy, individuals have greater confidence in their ability and thus are more likely to engage in healthy behaviors. Greater engagement in healthy behaviors, result in positive patient health outcomes such as improved quality of life.

Relationship to loss of control

Bandura showed that difference in self-efficacy correlates to fundamentally different world views. People with high self-efficacy generally believe that they are in control of their own lives, that their own actions and decisions shape their lives, while people with low self-efficacy may see their lives as outside their control. For example, a student with high self-efficacy who does poorly on an exam will likely attribute the failure to the fact that they did not study enough. However, a student with low self-efficacy who does poorly on an exam is likely to believe the cause of that failure was due to the test being too difficult or challenging, which the student does not control.

Factors affecting self-efficacy

Bandura identifies four factors affecting self-efficacy.
  1. Experience, or "enactive attainment" – The experience of mastery is the most important factor determining a person's self-efficacy. Success raises self-efficacy, while failure lowers it. According to psychologist Erik Erikson: "Children cannot be fooled by empty praise and condescending encouragement. They may have to accept artificial bolstering of their self-esteem in lieu of something better, but what I call their accruing ego identity gains real strength only from wholehearted and consistent recognition of real accomplishment, that is, achievement that has meaning in their culture."
  2. Modeling, or "vicarious experience" – Modeling is experienced as, "If they can do it, I can do it as well". When we see someone succeeding, our own self-efficacy increases; where we see people failing, our self-efficacy decreases. This process is most effectual when we see ourselves as similar to the model. Although not as influential as direct experience, modeling is particularly useful for people who are particularly unsure of themselves.
  3. Social persuasion – Social persuasion generally manifests as direct encouragement or discouragement from another person. Discouragement is generally more effective at decreasing a person's self-efficacy than encouragement is at increasing it.
  4. Physiological factors – In stressful situations, people commonly exhibit signs of distress: shakes, aches and pains, fatigue, fear, nausea, etc. Perceptions of these responses in oneself can markedly alter self-efficacy. Getting 'butterflies in the stomach' before public speaking will be interpreted by someone with low self-efficacy as a sign of inability, thus decreasing self-efficacy further, where high self-efficacy would lead to interpreting such physiological signs as normal and unrelated to ability. It is one's belief in the implications of physiological response that alters self-efficacy, rather than the physiological response itself.

Genetic and environmental determinants

In a Norwegian twin study, the heritability of self-efficacy in adolescents was estimated at 75 percent. The remaining variance, 25 percent, was due to environmental influences not shared between family members. The shared family environment did not contribute to individual differences in self-efficacy.

Theoretical models of behavior

A theoretical model of the effect of self-efficacy on transgressive behavior was developed and verified in research with school children.

Prosociality and moral disengagement

Prosocial behavior (such as helping others, sharing, and being kind and cooperative) and moral disengagement (manifesting in behaviors such as making excuses for bad behavior, avoiding responsibility for consequences, and blaming the victim) are negatively correlated. Academic, social, and self-regulatory self-efficacy encourages prosocial behavior, and thus helps prevent moral disengagement.

Over-efficaciousness in learning

In certain circumstances, lower self-efficacy can be helpful. One study examined foreign language students' beliefs about learning, goal attainment, and motivation to continue with language study. It was concluded that over-efficaciousness negatively affected student motivation, so that students who believed they were "good at languages" had less motivation to study.

Health behavior change

Social-cognitive models of health behavior change cast self-efficacy as predictor, mediator, or moderator. As a predictor, self-efficacy is supposed to facilitate the forming of behavioral intentions, the development of action plans, and the initiation of action. As mediator, self-efficacy can help prevent relapse to unhealthy behavior. As a moderator, self-efficacy can support the translation of intentions into action.

Possible applications

Academic contexts

Parents' sense of academic efficacy for their child is linked to their children's scholastic achievement. If the parents have higher perceived academic capabilities and aspirations for their child, the child itself will share those same beliefs. This promotes academic self-efficacy for the child, and in turn, leads to scholastic achievement. It also leads to prosocial behavior, and reduces vulnerability to feelings of futility and depression. There is a relationship between low self-efficacy and depression.

In a study, the majority of a group of students questioned felt they had a difficulty with listening in class situations. Instructors then helped strengthen their listening skills by making them aware about how the use of different strategies could produce better outcomes. This way, their levels of self-efficacy were improved as they continued to figure out what strategies worked for them.

STEM

Self-efficacy has proven especially useful for helping undergraduate students to gain insights into their career development in STEM fields. Self-efficacy theory has been applied to the career area to examine why women are underrepresented in male-dominated STEM fields such as mathematics, engineering, and science. It was found that gender differences in self-efficacy expectancies importantly influence the career-related behaviors and career choices of young women. Moreover, researchers have reported that mathematics self-efficacy is more predictive of mathematics interest, choice of math-related courses, and math majors than past achievements in math or outcome expectations.

Technical self-efficacy was found to be a crucial factor for teaching computer programming to school students, as students with higher levels of technological self-efficacy achieve higher learning outcomes. The effect of technical self-efficacy was found to be even stronger than the effect of gender.

Writing

Writing studies research indicates a strong relationship linking perceived self-efficacy to motivation and performance outcomes.

Motivation

One of the factors most commonly associated with self-efficacy in writing studies is motivation. Motivation is often divided into two categories: extrinsic and intrinsic. McLeod suggests that intrinsic motivators tend to be more effective than extrinsic motivators because students then perceive the given task as inherently valuable. Additionally, McCarthy, Meier, and Rinderer explain that writers who are intrinsically motivated tend to be more self-directed, take active control of their writing, and see themselves as more capable of setting and accomplishing goals. Furthermore, writing studies research indicates that self-efficacy influences student choices, effort, persistence, perseverance, thought patterns, and emotional reactions when completing a writing assignment. Students with a high self-efficacy are more likely to attempt and persist in unfamiliar writing tasks.

Performance outcomes

Self-efficacy has often been linked to students' writing performance outcomes. More so than any other element within the cognitive-affective domain, self-efficacy beliefs have proven to be predictive of performance outcomes in writing. In order to assess the relationship between self-efficacy and writing capabilities, several studies have constructed scales to measure students' self-efficacy beliefs. The results of these scales are then compared to student writing samples. The studies included other variables, such as writing anxiety, grade goals, depth of processing, and expected outcomes. However, self-efficacy was the only variable that was a statistically significant predictor of writing performance.

Public speaking

A strong negative relationship has been suggested between levels of speech anxiety and self-efficacy.

Healthcare

As the focus of healthcare continues to transition from the medical model to health promotion and preventive healthcare, the role of self-efficacy as a potent influence on health behavior and self-care has come under review. According to Luszczynska and Schwarzer, self-efficacy plays a role in influencing the adoption, initiation, and maintenance of healthy behaviors, as well as curbing unhealthy practices. 

Healthcare providers can integrate self-efficacy interventions into patient education. One method is to provide examples of other people acting on a health promotion behavior and then work with the patient to encourage their belief in their own ability to change. Furthermore, when nurses followed-up by telephone after hospital discharge, individuals with chronic obstructive pulmonary disease (COPD) were found to have increased self-efficacy in managing breathing difficulties. In this study, the nurses helped reinforce education and reassured patients regarding their self-care management techniques while in their home environment.

Other contexts

At the National Kaohsiung First University of Science and Technology in Taiwan, researchers investigated the correlations between general Internet self-efficacy (GISE), Web-specific self-efficacy (WSE), and e-service usage. Researchers concluded that GISE directly affects the WSE of a consumer, which in turn shows a strong correlation with e-service usage. These findings are significant for future consumer targeting and marketing.

Furthermore, self-efficacy has been included as one of the four factors of core self-evaluation, one's fundamental appraisal of oneself, along with locus of control, neuroticism, and self-esteem. Core self-evaluation has shown to predict job satisfaction and job performance.

Researchers have also examined self-efficacy in the context of the work–life interface. Chan et al. (2016) developed and validated a measure "self-efficacy to regulate work and life" and defined it as "the belief one has in one’s own ability to achieve a balance between work and non-work responsibilities, and to persist and cope with challenges posed by work and non-work demands" (p. 1758). Specifically, Chan et al. (2016) found that "self-efficacy to regulate work and life" helped to explain the relationship between work–family enrichment, work–life balance, and job satisfaction and family satisfaction. Chan et al. (2017) also found that "self-efficacy to regulate work and life" assists individuals to achieve work–life balance and work engagement despite the presence of family and work demands.

Subclassifications

While self-efficacy is sometimes measured as a whole, as with the General Self-Efficacy Scale, it is also measured in particular functional situations. 

Social self-efficacy has been variably defined and measured. According to Smith and Betz, social self-efficacy is "an individual’s confidence in her/his ability to engage in the social interactional tasks necessary to initiate and maintain interpersonal relationships." They measured social self-efficacy using an instrument of their own devise called the Scale of Perceived Social Self-Efficacy, which measured six domains: (1) making friends, (2) pursuing romantic relationships, (3) social assertiveness, (4) performance in public situations, (5) groups or parties, and (6) giving or receiving help. More recently, it has been suggested that social self-efficacy can also be operationalised in terms of cognitive (confidence in knowing what to do in social situations) and behavioral (confidence in performing in social situations) social self-efficacy.

Matsushima and Shiomi measured self-efficacy by focusing on self-confidence about social skill in personal relationship, trust in friends, and trust by friends.

Researchers suggest that social self-efficacy is strongly correlated with shyness and social anxiety.

Academic self-efficacy refers to the belief that one can successfully engage in and complete course-specific academic tasks, such as accomplishing course aims, satisfactorily completing assignments, achieving a passing grade, and meeting the requirements to continue to pursue one's major course of study. Various empirical inquiries have been aimed at measuring academic self-efficacy.

Other areas of self-efficacy that have been identified for study include teacher self-efficacy and technological self-efficacy.

Clarifications and distinctions

Self-efficacy versus Efficacy
Unlike efficacy, which is the power to produce an effect—in essence, competence—the term self-efficacy is used, by convention, to refer to the belief (accurate or not) that one has the power to produce that effect by completing a given task or activity related to that competency. Self-efficacy is the belief in one's efficacy.
 
Self-efficacy versus Self-esteem
Self-efficacy is the perception of one's own ability to reach a goal; self-esteem is the sense of self-worth. For example, a person who is a terrible rock climber would probably have poor self-efficacy with regard to rock climbing, but this will not affect self-esteem if the person doesn’t rely on rock climbing to determine self-worth. On the other hand, one might have enormous confidence with regard to rock climbing, yet set such a high standard, and base enough of self-worth on rock-climbing skill, that self-esteem is low. Someone who has high self-efficacy in general but is poor at rock climbing might have misplaced confidence, or believe that improvement is possible.
 
Self-efficacy versus Confidence
According to Albert Bandura, "the construct of self-efficacy differs from the colloquial term 'confidence.' Confidence is a nonspecific term that refers to strength of belief but does not necessarily specify what the certainty is about. I can be supremely confident that I will fail at an endeavor. Perceived self-efficacy refers to belief in one's agentive capabilities, that one can produce given levels of attainment. A self-efficacy belief, therefore, includes both an affirmation of a capability level and the strength of that belief.
 
Self-efficacy versus Self-concept
Self-efficacy comprises beliefs of personal capability to perform specific actions. Self-concept is measured more generally and includes the evaluation of such competence and the feelings of self-worth associated with the behaviors in question. In an academic situation, a student's confidence in their ability to write an essay is self-efficacy. Self-concept, on the other hand, could be how a student's level of intelligence affects their beliefs regarding their worth as a person.
 
Self-efficacy as part of core self-evaluations
Timothy A. Judge et al. (2002) has argued that the concepts of locus of control, neuroticism, generalized self-efficacy (which differs from Bandura's theory of self-efficacy) and self-esteem are so strongly correlated and exhibit such a high degree of theoretical overlap that they are actually aspects of the same higher order construct, which he calls core self-evaluations.

Play (activity)

From Wikipedia, the free encyclopedia
 
Playfulness by Paul Manship
 
Play is a range of voluntary, intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but play occurs at any life stage, and among other higher-functioning animals as well, most notably mammals

Many prominent researchers in the field of psychology, including Melanie Klein, Jean Piaget, William James, Sigmund Freud, Carl Jung and Lev Vygotsky have viewed play as confined to the human species, believing play was important for human development and using different research methods to prove their theories.

Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited and spontaneous through frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an important tool in numerous aspects of daily life for adolescents, adults, and cognitively advanced non-human species (such as primates). Not only does play promote and aid in physical development (such as hand-eye coordination), but it also aids in cognitive development and social skills, and can even act as a stepping stone into the world of integration, which can be a very stressful process. Play is something that most children partake in, but the way play is executed is different between cultures and the way that children engage with play varies universally.

Definitions

The seminal text in the field of play studies is the book Homo Ludens first published in 1944 with several subsequent editions, in which Johan Huizinga defines play as follows:
Summing up the formal characteristic of play, we might call it a free activity standing quite consciously outside 'ordinary' life as being 'not serious' but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means.
This definition of play as constituting a separate and independent sphere of human activity is sometimes referred to as the "magic circle" notion of play, a phrase also attributed to Huizinga. Many other definitions exist. Jean Piaget stated, "the many theories of play expounded in the past are clear proof that the phenomenon is difficult to understand."

There are multiple aspects of play people home in on when defining it. One definition from Susanna Millar's The Psychology of Play defines play as: “any purposeful mental or physical activity performed either individually or group-wise in leisure time or at work for enjoyment, relaxation, and satisfaction of real-time or long term needs.” This definition particularly emphasizes the conditions and benefits to be gained under certain actions or activities related to play. Other definitions may focus on play as an activity that must follow certain characteristics including willingness to engage, uncertainty of the outcome, and productivity of the activity to society. 

Another definition of play from the twenty-first century comes from the National Playing Fields Association (NPFA). The definition reads as follows: “play is freely chosen, personally directed, intrinsically motivated behaviour that actively engages the child.” This definition focuses more on the child's freedom of choice and personal motivation related to an activity.

Forms

People having fun
 
Play can take the form of improvisation or pretense, interactive, performance, mimicry, games, sports, and thrill-seeking, such as extreme or dangerous sports (sky-diving, high-speed racing, etc.). Philosopher Roger Caillois wrote about play in his 1961 book Man, Play and Games and Stephen Nachmanovitch expanded on these concepts in his 1990 book Free Play: Improvisation in Life and Art. Nachmanovitch writes that:
Improvisation, composition, writing, painting, theater, invention, all creative acts are forms of play, the starting place of creativity in the human growth cycle, and one of the great primal life functions. Without play, learning and evolution are impossible. Play is the taproot from which original art springs; it is the raw stuff that the artist channels and organizes with all his learning and technique. (Free Play, p. 42)
Free play gives children the freedom to decide what they want to play and how it will be played. Both the activity and the rules are subject to change in this form, and children can make any changes to the rules or objectives of the play at any time. Some countries in the twenty-first century have added emphasis of free play into their values for children in early childhood such as Taiwan and Hungary.

Structured play has clearly defined goals and rules and such play is called a "game". Other play is unstructured or open-ended. Both types of play promote adaptive behaviors and mental states of happiness.

Sports with defined rules will take place within designated play spaces, such as sports fields where, in Soccer for example, players kick a ball in a certain direction and push opponents out of their way as they do so. While appropriate within the sport's play space, these same behaviors might be inappropriate or even illegal outside the playing field.

Other designed play spaces can be playgrounds with dedicated equipment and structures to promote active and social play. Some play spaces go even farther in specialization to bring the play indoors and will often charge admission as seen at Children's Museums, Science Centers, or Family Entertainment Centers. Family Entertainment Centers (or Play Zones) are typically For-Profit businesses purely for play and entertainment, while Children's Museums and Science Centers are typically Non-Profit organizations for educational entertainment.

The California-based National Institute for Play describes seven play patterns:
  1. Attunement play, which establishes a connection, such as between newborn and mother.
  2. Body play, in which an infant explores the ways in which his or her body works and interacts with the world, such as making funny sounds or discovering what happens in a fall.
  3. Object play, such as playing with toys, banging pots and pans, handling physical things in ways that use curiosity.
  4. Social play, play which involves others in activities such as tumbling, making faces, and building connections with another child or group of children.
  5. Imaginative or pretend play, in which a child invents scenarios from his or her imagination and acts within them as a form of play, such as princess or pirate play.
  6. Storytelling play, the play of learning and language that develops intellect, such as a parent reading aloud to a child, or a child retelling the story in his or her own words.
  7. Creative play, by which one plays with imagination to transcend what is known in the current state, to create a higher state. For example, a person might experiment to find a new way to use a musical instrument, thereby taking that form of music to a higher plane; or, as Einstein was known to do, a person might wonder about things which are not yet known and play with unproven ideas as a bridge to the discovery of new knowledge.
Separate from self-initiated play, play therapy is used as a clinical application of play aimed at treating children who suffer from trauma, emotional issues and other problems.

Children

In young children, play is frequently associated with cognitive development and socialization. Play that promotes learning and recreation often incorporates toys, props, tools or other playmates. Play can consist of an amusing, pretend or imaginary activity alone or with another. Some forms of play are rehearsals or trials for later life events, such as "play fighting", pretend social encounters (such as parties with dolls), or flirting. Modern findings in neuroscience suggest that play promotes flexibility of mind, including adaptive practices such as discovering multiple ways to achieve a desired result, or creative ways to improve or reorganize a given situation (Millar, 1967; Shonkoff & Phillips, 2000).

Children playing in a sandbox
 
As children get older, they engage in board games, video games and computer play, and in this context the word gameplay is used to describe the concept and theory of play and its relationship to rules and game design. In their book, Rules of Play, researchers Katie Salen and Eric Zimmerman outline 18 schemas for games, using them to define "play", "interaction" and "design" formally for behaviorists. Similarly, in his book Half-Real: Video Games between Real Rules and Fictional Worlds, game researcher and theorist Jesper Juul explores the relationship between real rules and unreal scenarios in play, such as winning or losing a game in the real world when played together with real-world friends, but doing so by slaying a dragon in the fantasy world presented in the shared video game.

Play is explicitly recognized in Article 31 of the Convention on the Rights of the Child (adopted by the General Assembly of the United Nations, November 29, 1989), which declares:
  • Parties recognize the right of the child to rest and leisure, to engage in play and recreational activities appropriate to the age of the child and to participate freely in cultural life and the arts.
  • Parties shall respect and promote the right of the child to participate fully in cultural and artistic life and shall encourage the provision of appropriate and equal opportunities for cultural, artistic, recreational and leisure activities.
Children's Games, 1560, Pieter Bruegel the Elder

History of childhood playtime

American historian Howard Chudacoff has studied the interplay between parental control of toys and games and children's drive for freedom to play. In the colonial era, toys were makeshift and children taught each other very simple games with little adult supervision. The market economy of the 19th century enabled the modern concept of childhood as a distinct, happy life stage. Factory-made dolls and doll houses delighted young girls. Organized sports filtered down from adults and colleges, and boys learned to play with a bat, a ball and an impromptu playing field. In the 20th century, teenagers were increasingly organized into club sports supervised and coached by adults, with swimming taught at summer camps and through supervised playgrounds. Under the New Deal's Works Progress Administration, thousands of local playgrounds and ball fields opened, promoting softball especially as a sport for all ages and both sexes. By the 21st century, Chudacoff notes, the old tension between parental controls and a child's individual freedom was being played out in cyberspace.

Cultural differences of play

Museum of toys – Portugal
 
The act of play time is a cross-cultural phenomenon that is universally accepted and encouraged by most communities however it can differ in the ways that is performed.

Some cultures, such as Euro-American cultural heritages, encourage play time in order to stress cognitive benefits and the importance of learning how to care for one's self. Other cultures, such as people of African American or Asian American heritages, stress more group oriented learning and play where kids can learn what they can do with and for others. Parent interactions when it comes to playtime also differs drastically within communities. Parents in the Mayan culture do interact with their children in a playful mindset while parents in the United States tend to set aside time to play and teach their children through games and activities. In the Mayan community, children are supported in their playing but also encouraged to play while watching their parents do household work in order to become familiar with how to follow in their footsteps.

Elephant – Mud play
 
All around the world, children use different natural materials like stones, water, sand, leaves, fruits, sticks and a variety of resources to play. In addition, there are groups that have access to crafts, industrialized toys, electronics and video-games.

In Australia, games and sports are part of play. There, play can be considered as preparation for life and self- expression, like in many other countries.

Groups of children in Efe of the Democratic Republic of Congo can be seen making ‘food’ from dirt or pretending to shoot bows and arrows much like their elders. These activities are similar to other forms of play worldwide. For instance, children can be seen comforting their toy dolls or animals, anything that they have modeled from adults in their communities.

In Brazil, we can find children playing with balls, kites, marbles, pretend houses or mud kitchens, like in many other countries. In smaller communities they use mud balls, little stones or cashews to replace marbles.

Child playing around the kitchen
 
At an indigenous community of Sierra Nevada de Santa Marta in Colombia, children's play is highly valued and encouraged by leaders and parents. They interact with the children of different ages and explore together different environments to let the children express themselves as part of the group.

Some children in the Sahara use clay figures as their forms of playful toys. Toys in general are a representation of cultural practices. They usually illustrate characters and objects of a community.

Play time can be used as a way for children to learn the different ways of their culture. Many communities use play to can emulate work. The way in which children mimic work through their play can differ according to the opportunities they have access to, but it is something that tends to be promoted by adults.

Sports

Sportive activities are one of the most universal forms of play. Different continents have their own popular/dominant sports. For example, European, South American, and African countries enjoy soccer (also known as ‘football’ in Europe), while North American countries prefer basketball, ice hockey, baseball, or American football. In Asia, sports such as table tennis and badminton are played professionally; however soccer and basketball are played amongst common folks. Events such as The Olympic Games and FIFA World Cup showcase countries competing with each other and are broadcast all over the world. Sports can be played as a leisure activity or within a competition. According to sociologist Norbert Elias; it is an important part of "civilization process". Victory and defeat in sports can also influence one's emotions to a point where everything else seems so irrelevant. Sport fans can also imagine what it feels like to play for their preferred team. The feelings people experience can be so surreal that it affects their emotions and behavior.

Benefits in youth

Youth sport can provide a positive outcome for youth development. Research shows adolescents are more motivated and engaged in sports than any other activity, and these conditions predict a richer personal and interpersonal development. Anxiety, depression and obesity can stem from lack of activity and social interaction. There is a high correlation between the amount of time that youth spend playing sports and the effects of physical (e.g., better general health), psychological (e.g., subjective well being), academic (e.g., school grades), and social benefits (e.g., making friends). Electronics over the past 10 years have been looked as a form of playtime but researchers have found that most electronic play leads to lack of motivation, no social interaction and can lead to obesity. Play is originally based on the idea of children using their creativity while developing their imagination, dexterity, physical, cognitive and emotional strength. Dramatic play is common in younger children. For the youth community to benefit from playtime, the following are recommended:
  • Give children ample, unscheduled time to be creative to reflect and decompress
  • Give children “true” toys, such as blocks or dolls for creativity
  • Youth should have a group of supportive people around them (teammates, coaches, and parents) with positive relationships
  • Youth should possess skill development; such as physical, interpersonal, and knowledge about the sport
  • Youth should be able to make their own decisions about their sport participation
  • Youth should have experiences that are on par with their certain needs and developmental level

Research findings on benefits in youth

With regular participation in a variety of sports, children can develop and become more proficient at various sports skills (including, but not limited to, jumping, kicking, running, throwing, etc.) if the focus is on skill mastery and development. Young people participating in sports also develop agility, coordination, endurance, flexibility, speed, and strength. More specifically, young athletes could develop the following:
Moreover, research shows that regular participation in sport and physical activity is highly associated with lowering the risk of diabetes, heart disease, obesity, and other related diseases. Young people also tend to be more nutrition-conscious in their food choices when participating in sport Girls involved in sport tend associate with lower chance of teenage pregnancy, begin smoking, and/or developing breast cancer. Young athletes have shown lower levels of total cholesterol and other favorable profiles in serum lipid parameters associated with cardiovascular disease. Sport provides an arena for young people to be physically active and in result reduce the time spent in sedentary pursuits, such as watching TV and playing video games.

Adults

Playing weiqi in Shanghai
 
Although adults who engage in excessive amounts of play may find themselves described as "childish" or "young at heart" by less playful adults, play is actually an important activity, regardless of age. Creativity and happiness can result from adult play, where the objective can be more than fun alone, as in adult expression of the arts, or curiosity-driven science. Some adult "hobbies" are examples of such creative play. In creative professions, such as design, playfulness can remove more serious attitudes (such as shame or embarrassment) that impede brainstorming or artistic experimentation in design.

Imaginative play and role play may allow adult individuals to practice useful habits such as learned optimism, which is helpful in managing fear or terrors. Play also offers adults the opportunity to practice concepts that may not have been explicitly or formally taught (e.g. how to manage misinformation or deceit). Thus, even though play is just one of many tools used by effective adults, it remains a necessary one.

Workplace

There has been extensive research when it comes to the benefits of play amongst children, youth, and adolescence. Most commonly overlooked are the benefits of play for adults, more specifically, adults who spend a lot of time in the workplace. Many adults in North America are in the workforce and spend half of their waking hours in a workplace environment with little to no time for play. Play in this context refers to leisure-type activities with colleagues during lunch breaks or short breaks throughout the working day. Leisure activities could include, but are not limited to, different forms of physical sport activities, card games, board games, video games and interaction-based type video games, foosball, ping-pong, yoga, and boot-camp sessions.

Research shows that playing games may promote a persistent and optimistic motivational style and positive affect. Positive affect enhances people's experiences, enjoyment, and sense of satisfaction derived from the activity, during their engagement with a certain task. While people are engaged in their work, positive affect increases the satisfaction they feel from the work, and this has also been shown to increase their creativity and improve their performance on problem-solving tasks as well as other tasks. The development of a persistent motivational style charged with positive affect may lead to lasting work success.

Studies show that work and play are mutually supportive. Employees need to experience the sense of newness, flow, discovery and liveliness that play provides. By doing this, it will provide the employee with the sense that they are integrated within the organization, and therefore they will feel and perform better. By incorporating play at work, it will also result in more productivity, creativity and innovation, higher job satisfaction, greater workplace morale, stronger or new social bonds, improved job performance, a decrease in staff turnover, absenteeism and stress. Decreased stress leads to less illness, which results in lower health care costs. Play at work may help employees function and cope when under stress, refresh body and mind, encourage teamwork, trigger creativity, and increase energy while preventing burnout.

Studies show that companies that encourage play at work, whether short breaks throughout the day or during lunch breaks experience more success because it leads to positive emotion amongst employees. Risk taking, confidence in presenting novel ideas, and embracing unusual and fresh perspectives are common characteristics associated with play at work. Play can increase self-reported job satisfaction and well-being. Employees experiencing positive emotions are more cooperative, more social, and perform better when faced with complex tasks.

Contests, team-building exercises, fitness programs, mental health breaks and other social activities, will make the work environment fun, interactive, and rewarding. Also playfighting, i.e. playful fights or fictive disputes, may contribute to organizations and institutions, as in youth care settings. Staff tries to down-key playfight invitations to “treatment” or “learning,” but playfighting also offers youth and staff identificatory respite from the institutional regime. Wästerfors (2016) has found that playfighting is a recurrent pattern in the social life of a youth care institution and sits at the core of what inmates and staff have to deal with

Seniors

Older adults represent one of the fastest growing populations around the world. In fact, the United Nations predicted an increase of those aged 60 and above from 629 million in 2002 to approximately two billion in 2050 but increased life expectancy does not necessarily translate to a better quality of life. For this reason, research has begun to investigate methods to maintain and/or improve quality of life among older adults.

Similar to the data surrounding children and adults, play and activity are associated with improved health and quality of life among seniors. Additionally, play and activity tend to affect successful aging as well as boost well-being throughout the lifespan. Although children, adults, and seniors all tend to benefit from play, older adults often perform it in unique ways to account for possible issues, such as health restrictions, limited accessibility, and revised priorities. For this reason, elderly people may partake in physical exercise groups, interactive video games, and social forums specifically geared towards their needs and interests. One qualitative research study found older adults often chose to engage in specific games such as dominoes, checkers, and bingo for entertainment. Another study indicated a common pattern within game preferences among older adults; seniors often favor activities that encourage mental and physical fitness, incorporate past interests, have some level of competition, and foster a sense of belonging. Researchers investigating play in older adults are also interested in the benefits of technology and video games as therapeutic tools. Studies show these outlets can lower the risk of developing particular diseases, reduce feelings of social isolation and stress, as well as promote creativity and the maintenance of cognitive skills. As a result, play has been integrated into physiotherapy and occupational therapy interventions for seniors.

The ability to incorporate play into one's routine is important because these activities allow participants to express creativity, improve verbal and non-verbal intelligence as well as enhance balance. These benefits may be especially crucial to seniors because evidence shows cognitive and physical functioning declines with age. However, other research argues it might not be aging that is associated with the decline in cognitive and physical capabilities. More specifically, some studies indicate it could be the higher levels of inactivity within older adults that may have significant ramifications on their health and well-being.

With attention to these hypotheses, research shows play and activity tend to decline with age which may result in negative outcomes such as social isolation, depression, and mobility issues. American studies found that only 24% of seniors took part in regular physical activity and only 42% use the internet for entertainment purposes. In comparison to other age groups, the elderly are more likely to experience a variety of barriers, such as difficulty with environmental hazards and accessibility related issues, that may hinder their abilities to execute healthy play behaviours. Similarly, although playing may benefit seniors, it also has the potential to negatively impact their health. For example, those who play may be more susceptible to injury. Investigating these barriers may assist in the creation of useful interventions and/or the development of preventative measures, such as establishing safer recreational areas, that promote the maintenance of play behaviours throughout elderly life.

A significant amount of literature suggests a moderate level of play has numerous positive outcomes in the lives of senior citizens. In order to support and promote play within the older population, studies suggest institutions should set up more diverse equipment, improve conditions within recreational areas, and create more video games or online forums that appeal to the needs of seniors.

Animals

Cocker spaniel playing with a monkey doll
 
Evolutionary psychologists believe that there must be an important benefit of play, as there are so many reasons to avoid it. Animals are often injured during play, become distracted from predators, and expend valuable energy. In rare cases, play has even been observed between different species that are natural enemies such as a polar bear and a dog. Yet play seems to be a normal activity with animals who occupy the higher strata of their own hierarchy of needs. Animals on the lower strata, e.g. stressed and starving animals, generally do not play. However, in wild Assamese macaques physically active play is performed also during periods of low food availability and even if it is at the expense of growth, which strongly highlights the developmental and evolutionary importance of play.

The social cognitive complexity of numerous species, including dogs, have recently been explored in experimental studies. In one such study, conducted by Alexandra Horowitz of the University of California, the communication and attention-getting skills of dogs were investigated. In a natural setting, dyadic play behavior was observed; head-direction and posture was specifically noted. When one of the two dogs was facing away or otherwise preoccupied, attention-getting behaviors and signals (nudging, barking, growling, pawing, jumping, etc.) were used by the other dog to communicate the intent and/or desire to continue on with the dyadic play. Stronger or more frequent signaling was used if the attention of the other dog was not captured. These observations tell us that these dogs know how play behavior and signaling can be used to capture attention, communicate intent and desire, and manipulate one another. This characteristic and skill, called the "attention-getting skill" has generally only been seen in humans, but is now being researched and seen in many different species. 

Observing play behavior in various species can tell us a lot about the player's environment (including the welfare of the animal), personal needs, social rank (if any), immediate relationships, and eligibility for mating. Play activity, often observed through action and signals, often serves as a tool for communication and expression. Through mimicry, chasing, biting, and touching, animals will often act out in ways so as to send messages to one another; whether it's an alert, initiation of play, or expressing intent. When play behavior was observed for a study in Tonkean macaques, it was discovered that play signals weren't always used to initiate play; rather, these signals were viewed primarily as methods of communication (sharing information and attention-getting). 

A dog plays with a ball.
 
One theory – "play as preparation" – was inspired by the observation that play often mimics adult themes of survival. Predators such as lions and bears play by chasing, pouncing, pawing, wrestling, and biting, as they learn to stalk and kill prey. Prey animals such as deer and zebras play by running and leaping as they acquire speed and agility. Hoofed mammals also practice kicking their hind legs to learn to ward off attacks. Indeed, time spent in physical play accelerates motor skill acquisition in wild Assamese macaques. While mimicking adult behavior, attacking actions such as kicking and biting are not completely fulfilled, so playmates do not generally injure each other. In social animals, playing might also help to establish dominance rankings among the young to avoid conflicts as adults.

John Byers, a zoologist at the University of Idaho, discovered that the amount of time spent at play for many mammals (e.g. rats and cats) peaks around puberty, and then drops off. This corresponds to the development of the cerebellum, suggesting that play is not so much about practicing exact behaviors, as much as building general connections in the brain. Sergio Pellis and colleagues at the University of Lethbridge in Alberta, Canada, discovered that play may shape the brain in other ways, too. Young mammals have an overabundance of brain cells in their cerebrum (the outer areas of the brain – part of what distinguishes mammals). There is evidence that play helps the brain clean up this excess of cells, resulting in a more efficient cerebrum at maturity.

Humans and non-human animals playing in water
Playing in the surf is among the favorite activities of children at the beach
 
Dolphins playing in the surf
 
Marc Bekoff (a University of Colorado evolutionary biologist) proposes a "flexibility" hypothesis that attempts to incorporate these newer neurological findings. It argues that play helps animals learn to switch and improvise all behaviors more effectively, to be prepared for the unexpected. There may, however, be other ways to acquire even these benefits of play: the concept of equifinality. The idea is that the social benefits of play for many animals, for example, could instead be garnered by grooming. Patrick Bateson maintains that equifinality is exactly what play teaches. In accordance with the flexibility hypothesis, play may teach animals to avoid "false endpoints". In other words, they will harness the childlike tendency to keep playing with something that works "well enough", eventually allowing them to come up with something that might work better, if only in some situations. This also allows mammals to build up various skills that could come in handy in entirely novel situations. A study on two species of monkeys Semnopithecus entellus and Macaca mulatta that came into association with each other during food provisioning by pilgrims at the Ambagarh Forest Reserve, near Jaipur, India, shows the interspecific interaction that developed between the juveniles of the two species when opportunity presented itself.

Development and learning

Learning through play has been long recognized as a critical aspect of childhood and child development. Some of the earliest studies of play started in the 1890s with G. Stanley Hall, the father of the child study movement that sparked an interest in the developmental, mental and behavioral world of babies and children. Play also promotes healthy development of parent-child bonds, establishing social, emotional and cognitive developmental milestones that help them relate to others, manage stress, and learn resiliency.

Modern research in the field of affective neuroscience (the neural mechanisms of emotion) has uncovered important links between role play and neurogenesis in the brain. For example, researcher Roger Caillois used the word ilinx to describe the momentary disruption of perception that comes from forms of physical play that disorient the senses, especially balance. 

Studies have found that play and coping to daily stressors to be positively correlated in children. By playing, children regulate their emotions and this is important for adaptive functioning because without regulation, emotions could be overwhelming and stressful.

Evolutionary psychologists have begun to explore the phylogenetic relationship between higher intelligence in humans and its relationship to play, i.e., the relationship of play to the progress of whole evolutionary groups as opposed to the psychological implications of play to a specific individual.

Physical, mental and social

Various forms of play, whether it is physical or mental, have influenced cognitive abilities in individuals. As little as ten minutes of exercise (including physical play), can improve cognitive abilities. These researchers did a study and have developed an "exergame" which is a game that incorporates some physical movement but is by no means formal exercise. These games increase one's heart rate to the level of aerobics exercise and have proven to result in recognizable improvements in mental faculties. In this study they use play in a way that incorporates physical activity that creates physical excursions. The results of the study had statistical significance. There were improvements in math by 3.4% and general improvements in recall memory by 4% among the participants of the study.

On the other hand, other research has focused on the cognitive effects of mentally stimulating play. Playing video games is one of the most common mediums of play for children and adults today. There has been mixed reviews on the effects of video games. Despite this, according to a research conducted by Hollis (2014), "[playing video games] was positively associated with skills strongly related to academic success, such as time management, attention, executive control, memory, and spatial abilities – when playing video game occurs in moderation".

Play can also influence one's social development and social interactions. Much of the research focuses on the influence play has on child social development. There are different forms of play that have been noted to influence child social development. One study conducted by (Sullivan, 2003) explores the influence of playing styles with mothers versus playing styles with fathers and how it influences child social development. This article explains that "integral to positive development is the child's social competence or, more precisely, the ability to regulate their own emotions and behaviors in the social contexts of early childhood to support the effective accomplishment of relevant developmental tasks.

Social benefits of play have been measured using basic interpersonal values such as getting along with peers. One of the social benefits that this researcher has uncovered is that play with parents has proven to reduce anxiety in children. Having play time with parents that involves socially acceptable behaviour makes it easier for children to relate to be more socially adjusted to peers at school or at play Social development involving child interaction with peers is thus an area of influence for playful interactions with parents and peers.

Play in educational practices

Anji play

Anji play is an educational method based on children's self-directed play in outside spaces, using simple tools made of natural material. The teachers and instructors only observe and document the children's independent play. The method was created by Cheng Xueqin and is organized in two hours of free play, when the children choose the available material they want to use and build structures to play.

While planning, experimenting, building and using the structures to play, the children have the opportunity to interact with peers, to think critically about what may work, to discuss the plan and organize the construction hard work. The process is observed and recorded by the teachers and instructors without intervention, even in instances of possible risk. 

Before and after the two hours of play, the children have the opportunity to express their plans and discuss with the peers. After the play, they get the opportunity to draw, write or explain what they did. Then, they watch the videos recorded the same day and explain how they played and comment each other's creations.

Anji play is also called “true play” and its guiding principles are love, risk, joy, engagement and reflection. This method of self-initiated and self-directed play is applied at the pre-schools (to children from 3 to 6 years-old) in Anji county, East China.

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