In this section, there are explanations of how the play need functions in each of three major human motivation dimensions and in the human motivation system as a whole. Understanding how a need functions in a particular person is best obtained from the results and interpretation provided by the Picture Identification Test (PIT) but if PIT results are not available, some insight into the functioning of the need for people in general may be obtained from this discussion. References to the PIT Motivation System Target Model, the Combative Dimension, the Personal-Social Dimension, and the Competitive Dimension can further assist in understanding how this need functions in the human motivation system.
Two terms used throughout the need discussions are defined below:
Need Conflicts: Within a particular dimension some needs conflict with each other because they evoke incompatible behavior if they are expressed synchronically (simultaneously). For example, the aggression and nurturance needs evoke incompatible behavior in all three dimensions. Needs that conflict in a particular dimension are located in opposite areas of that dimension (see Target Model) indicating that they are not normally activated synchronically in that dimension.
Mal Adaptive Need Fusion: Needs that normally produce conflicting behavior when synchronically evoked in a particular dimension are sometimes combined or fused despite resulting conflicts. Mal adaptive fusion creates frustrations and problems. For example, in the combative dimension, when the aggression and succorance needs are synchronically activated, the fused behavioral expression may take the form of whining and complaining that does not effectively express either the aggression need or the succorance need.
The Play Need
(The need to play, have fun, and enjoy oneself)
Play activity provides immediate satisfaction. The activity is its own reward and is not supposed to produce serious consequences. Play takes place in present time (the here and now) in contrast to work. Work is motivated by a future goal incentive. The things we have to do to attain a work goal are not always enjoyable.
A very important aspect of play is the pretend or as-if nature of the activity. In games or sports play we are spared distress when we lose because it was "just a game and we were only playing." (Some people find it hard to keep the as-if approach in their play or games).
The as-if mental set enters into other forms of play besides games. In the theater we see a "play" that requires us to pretend that what is happening on the stage is real. Musicians "play" and the sounds they produce give us immediate pleasure but our listening does not involve goal directed, future oriented thinking. When we read a novel we become engrossed in the story and even develop a feeling that the narrated events are real - but we can always put the book down and recall ourselves to reality.
Perhaps, because it requires imagination, playful behavior is more prevalent in the more intelligent animal species. Humans and primates are the most playful biological species but some aquatic mammals such as porpoises and seals are playful. The young of most mammalian predators show playful behavior. This observation led Darwin to theorize that play activity has survival value by helping young predators develop combative skills by playing at fighting and pursuit. They can thus develop their combative abilities without the serious consequences that real combat entails. The kitten that chases a string develops pursuit skills that later can be used to catch mice in the "real" world of the cat. Armies carry out "war games" to prepare for real battles, etc.
In addition to combative skills, play is a contributor (often unrecognized) to many other forms of learning. Reading skills are developed when we read for fun. Play is an especially important contributor to the development of creative talent where a learner needs to try out untested ideas and actions under conditions where failure does not have serious consequences. In creative thinking we fantasize and play with ideas and actions that test the possibilities of artistic and scientific ideas.
In many situations, the behavior that most typically indicates play is laughter. Laughter expresses certain types of positive feelings including satisfaction from play. Play and humor are related. A pun is a "play" on words. Humor is often a matter of treating some mal adaptive behavior as if it has little consequence and, therefore, can be "laughed off" rather than treated seriously. Henri Bergson, the French philosopher, theorized that humor is a mild social corrective aimed at modifying mal adaptive, eccentric, and mechanical behavior. Although there is always a critical aggressive aspect to humor, playful humor de-emphasizes the aggressive component. Teasing, mocking, ridicule, and sarcasm, however, are aggressive actions with a thin veneer of playfulness to conceal the hostility. It is difficult to cope with these forms of hostility because the aggressor can hide behind a facade of playfulness and pretend that nothing serious was intended. At the extreme, we recognize sadism as a perverse form of play by which the sadist obtains pleasure from inflicting pain.
Since play is so immediately gratifying one might wonder why people do anything else. One answer to this question is that we must always consider immediate versus long term benefits and payoffs when deciding which needs to satisfy. Obviously, a person who always seeks immediate gratification would not survive. Perhaps, this is why actively derived pleasure usually leads to satiation that terminates the pleasure. Our physiological and psychological systems have built-in controls that discontinue pleasure after a certain point. These controls prevent monopolization of energy and attention at the expense of other needs involving defense and security. Some research suggests that satiation may not occur, however, when brain pleasure centers are directly stimulated electrically. This is an experimentally produced phenomenon that might be related to addictions and other chemical or non-behavioral means that bypass normal physiological controls.
A pure hedonist might argue that play and pleasure provide the supreme payoff in life and that other activities are pursued only to increase or enhance pleasure. Thus, an assembly line worker may work only to obtain money to enjoy boating or other recreation on weekends. One does not have to be a hedonist to recognize that the play need develops from the most positive and exciting feelings we experience. Thus, play does help us keep a positive balance in our ledger of good and bad experiences though play alone is not sufficient for survival and a full and balanced life.
The Function of the Play Need
The play need has several purposes but perhaps its primary function in the human motivation system is one of restoration. It restores us by directing our actions toward that which is immediately gratifying and relaxing while distracting us from tensions producing anxiety and worry about the past and future. As a restorative, it increases our endurance and stimulates our creativity.
Problems Related to the Play Need
Play is an antidote to depression. Some forms of depression result from an inability to relax and play. A lack of playfulness means that things are constantly seen from a serious perspective. This orientation does not provide restoration for creative coping. Play particularly affects love and friendship. Pleasure and enjoyment are strongly involved in personal relationships. We play best with those we love best.
Irritability is another problem sometimes related to lack of play. Since play helps us relax, lack of play deprives us of the most effective natural means for reducing tensions. Chronic tension can be tiring and trying. The overly serious, non-playful person sees every situation as requiring care, concern, and constant responsibility without reprieve. Such a person is prone to anxiety since they tend to catastrophize or exaggerate the seriousness and importance of competitive and combative challenges.
As previously noted, play can combine with hostility to produce sarcasm, ridicule, and aggressive teasing. If such behavior becomes characteristic of a person, his or her capacity to enjoy innocent play is lost so that pleasure is derived only from negative and critical reactions resulting in a cynical and unfriendly personality.
In contrast to the anxious depressed person who cannot (or will not) enjoy playful situations, there are some who constantly seek immediate gratification and who refuse to consider the serious consequences of any actions. People who seek constant amusement tend to become bored, jaded, and unable to experience normal satisfactions. They are like a spoiled child who is too indulged to enjoy anything. People who are psychologically healthy enjoy themselves but they also seek and assume responsibilities, even when circumstances do not require them to do so.
Some people play vicariously through roles they assume. People who constantly view the world as a theater tend to become addicted to the escape aspects of this kind of play and are not sufficiently realistic to cope with serious problems. Such people may be childishly charming but under this facade they may be threatened by repressed fears of reality.
Dimension Locations of the Play Need
The play need is normally located in the combative area of the combative dimension but close to the neutral mid-line of the dimension. This location allows play to enter into mildly combative activity such as joking and "kidding." The playfulness involved in humor and wit makes criticism less bitter and serious. In this location it also promotes playful combativeness which promotes the learning of combative strategies and skills without the dangers that accompany serious conflict.
The play need is located in the personal-social area of the personal-social dimension. In this location, the play need has considerable power to affect and shape personal-social situations. Personal-social interactions often involve sharing enjoyable activities. Finding play activities to share with others is a good way to promote personal relationships. Play is a type of positive social activity that can be shared by all ages.
The play need is normally located in the competitive area of the competitive dimension. Play is thus involved in many competitive activities such as sports, games, and creative endeavors. Play makes competition fun and takes the fear of blame and failure out of our efforts to develop knowledge and skill. It allows us to experiment and "play around" with new ideas and techniques and this can lead to creative advances in learning and competence.
Play Dislocated in the Non Combative Area of the Combative Dimension
The play need dislocated in the non combative area is opposed to combative activity. This means that combative behavior loses an element of playfulness and becomes more serious and intense. It may mean that play is used to avoid conflict. In this case, the person's efforts to avoid conflict may not be taken seriously by others.
Play Located Too Near the Periphery of the Combative Area of the Combative Dimension
When the play need is located too near the periphery of the combative area relative to other needs, it becomes a dominant element in combative actions. This may cause combative actions to be considered playful and not serious when forceful assertion is required.
Play Dislocated in the Impersonal Area of the Personal-Social Dimension
If the play need is dislocated in the impersonal area, a powerful motivating force for the promotion of personal-social relationships and bonding is lost. Personal interactions become lack pleasure and enjoyment. Located in the impersonal area, the play need sabotages efforts to resolve conflicts between friends and loved ones by "playing around" with inter personal problems instead of seriously working toward solutions.
Play Located Too Near the Periphery of the Personal-Social Area of the Personal-Social Dimension
It is very unusual for the play need to be located too near the periphery of the personal-social area relative to other needs since it is normally already strongly located in that area. When such a peripheral location does occur, play may be too far removed from the other personal area needs to combine with them to promote relaxation and enjoyment in ordinary personal-social situations. In this location, play may be expressed in a controlling way in personal-social relations.
Play Dislocated in the Noncompetitive Area of the Competitive Dimension
Dislocation of the play need in the noncompetitive area results in a loss of playfulness and enjoyment in competitive activities. The development of skills and abilities becomes too serious and intense. With play located in the noncompetitive area, efforts to avoid competitive activities and challenges may become too playful to be effective when they are seriously needed.
Play Located Too Near the Periphery of the Competitive Area of the Competitive Dimension
Location of the play need near the periphery of the competitive area relative to other needs may cause too much playfulness in highly serious competitive activities. In this extreme location, the play need is too far removed from less intense competitive activities to allow relaxation and enjoyment of moderately competitive activities.
The
Picture Identification Test (PIT) is a psychological
instrument based on the Murray need system. The PIT uses multidimensional scaling
to provide an analysis of needs (motives). It indicates needs that are being
met or expressed ineffectively. The PIT can be administered to subjects ages
twelve and older.
For further information about
the Picture Identification Test contact
Jay L. Chambers, PhD: ibis@kalexres.kendal.org
160 Kendal Drive Apartment #205
Lexington, Virginia 24450
Phone: 540.462.3874
The Motivation Analysis web site has three sections:
Motivation Analysis: General
Systems Point of View | Combative Dimension
| Personal Social Dimension |
Competitve Dimension | PIT
Scores | PIT Publications |
PIT Dissertations | Motivation
System Target Model | Target Model
Reliability | GPA Predications | Need
& Cluster Definitions | Links
Essays: Combative
Dominance Syndrome (new) | Political
Motivation | Mental Sets |
Symbolic Thinking, Values, Motivation & Religion |
Needs, Values, Philosophy & Religion
Needs (Motives): Abasement
| Achievement |
Affiliation | Aggression | Autonomy
| Blame Avoidance | Counteraction
| Defendance | Deference
| Dominance | Exhibition
| Gratitude | Harm
Avoidance | Inferiority Avoidance
| Nurturance | Order
| Play | Rejection
| Sentience | Sex
| Succorance | Understanding
URL: http://www.overbooked.org/motivation/needs/play.html
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Overbooked is a volunteer project undertaken by Ann Chambers Theis,
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