PLAY is remembering who we are.
PLAY is freedom/pleasure.
PLAY forgetting.
PLAY is joy.
PLAY is overcoming self-consciousness.
PLAY is open/wonderful.
PLAY as much as you can!
PLAY is non-thinky.
PLAY is work.
PLAY is hope in action.
PLAY is release.
PLAY is _______________.
Visitors respond to the PLAYTIME manifesto in the gallery. What’s your take on the MANIFESTO?
#PEMplaytime
Author: Rebecca Bednarz
Alioune N’gom on the PlayTime Manifesto
“Play is putting yourself in a situation that is not reality and interacting with other people in a situation that is not necessarily a one-to-one match with reality.”
—Alioune N’gom, Program Director, Brooklyn Game Lab
Games Adults Play: A Comic Series
Pin the Blame on the Colleague, Recapture the Flag, Telephone (Your Parents Once in a While)—comic Josh Gondelman and artist Molly Roth share a list of just a few of their favorite games that adults play.
Children play all the time. They play by instinct or according to organized rules. They play until they are told to stop playing, it’s getting dark outside. The conventional wisdom is that adults lose the ability or interest in play. But that’s just not true. Adults engage in play as well. It’s just that the games themselves change.
PIN THE BLAME ON THE COLLEAGUE
Number of players: 2+
Description of gameplay: Colleagues attempt to deflect responsibility for a project gone wrong onto one another. Techniques may range from passive aggressive emails to outright trash talking during closed door meetings. Players may attempt to assign blame whether or not they are “It” (the player currently considered responsible) at the time.
Game ends when…: The game officially ends when blame is assigned by a referee (boss), but previous game results may be challenged for as long as any single original player remains at the same place of employment.
Look for the next installment of Games Adults Play in the coming weeks.
Visitors Respond to the PlayTime Manifesto
PLAY more, work less.
PLAY is exploration.
PLAY like two cats.
PLAY is child-like.
PLAY is imperative.
PLAY in my garden.
PLAY is fun.
PLAY is serious!
PLAY is art.
PLAY is remembering who we are.
PLAY as if your life depends on it.
PLAY is _______________.
Visitors respond to the PLAYTIME manifesto in the gallery. What’s your take on the MANIFESTO?
#PEMplaytime
Board Gaming the System: A Comic Series
In the last installment of Adam Bessie and Jason Novak’s Board Gaming the System comic series, we head down the road to sweets and inscrutable surprises.
Franz Kafka would have loved Candy Land. While the author of The Metamorphosis and The Trial died well before the game’s 1948 release, he would have appreciated the gameplay: before the game has started, the verdict is already in, the winners and losers decided, though neither knows. To discover their fate, players pull colored cards that tell them what colored boxes they must move to. In this fashion, players make their way on a single track to The Castle, and upon arrival, it all starts over again, and again, and again. They are stuck forever in an absurd search for an elusive Lost King. You don’t play Candy Land; it plays you!
Missed the last installment of the Board Gaming the System comic series? Check it out here.
Pedro Reyes on the PlayTime Manifesto
“It is very important to train our capacity to play, to be a little bit foolish.”
—Pedro Reyes, artist
Visitors Respond to the PlayTime Manifesto
PLAY is creative.
PLAY ball!
PLAY is an escape from reality.
PLAYdate.
PLAY is magical.
PLAY that funky music.
PLAY dead.
PLAY is adventure and mystery.
PLAY is Metallica.
PLAY is balloons.
PLAY is ageless and necessary.
PLAY is _______________.
Visitors respond to the PLAYTIME manifesto in the gallery. What’s your take on the MANIFESTO?
#PEMplaytime
The Yoda Project: An Interview
“I remember sending it to my grandmother and my grandmother was like, This is the strangest Christmas card I’ve ever gotten in my life. And I said, well, you know, hang on, it’s going to get weirder!”
Artist Gwen Smith tells the origin story of her series The Yoda Project, photographs she first shared with family and friends as Christmas cards. Who is this enigmatic Yoda?
Read the transcript.
Preschool Pocket Treasures: An Image Gallery
Photographer Melissa Kaseman shares her photographic archive of the magical and often tiny objects she found stuffed in her son Calder’s pockets after each day at preschool.
I have always been drawn to photography’s capacity to suspend fleeting moments of transition and change. These moments are often overlooked, left only to be sensed when a memory is triggered, or forgotten. This project was born out of a desire to capture this chapter of my son’s boyhood and development, and to create a visual journal of his imagination. The magic of childhood is so fleeting and these objects in Calder’s pockets represent the excitement of finding a “treasure.” The photographs show the traces of play from this part of his life—when play was at the forefront of his existence and development. As a mother and an artist, I wanted to document this time knowing that as he grows up his daily life in school will be consumed with homework and technology. I wanted to create a record and a reminder for him of the inspiration that comes with play and imagination.








The Addition of Air: A Story
How do childhood experiences of play shape us? The magical and the ordinary converge in artist and writer Tamara Shopsin’s story of a museum visit with her friends and their children.
I spot a backpack that suggests a suspension bridge and know it belongs to Leo. His younger brother Sid is playing next to him. The boys and backpack belong to our friends Yuri and Mike.
Jason, my husband, calls out to Mike.
Sid offers me a salad dressing–flavored breadstick. I am touched by this. There are only six in a pack, and he has just dropped one down a hole to watch it fall.
There are no trash cans on the street. I keep a plastic bag in my purse that I empty each night in our hotel room. I offer to take Sid’s garbage, but Yuri also has a trash bag in her purse that she empties each night.
A few more blocks and we come to a park entrance.
“Nihon Minka-en” is translated on the green and yellow information map as “Japan Open-Air Folk House Museum.” It is a campus of twenty-five historic farmhouses.
•
My change is handed back on a blue tray with a complimentary postcard. We follow the route arrows into an exhibit hall.
On the wall is a photo of two men sewing a thatched roof to a house. One man stands outside feeding a giant needle through the straw. The other sits inside acting as a human bobbin, locking the stitch. Under the photo in a glass case is the giant needle. It’s made of bamboo and is threaded with rope thick as a cucumber.
There is a light drizzle. Clouds surround us, blocking everything except a stone path, Japanese farmhouses, and some trees. A Samurai film could be shot here with no propping.
This house belonged to wealthy farmers. We sit on a ledge in its entryway and take off our shoes. The floors are soft.
Jason tells me to check out two screens decorated with a zig-zag pattern. I don’t get why, but then I tilt my head and an intense moiré pattern is created.
Around the side of the house, ladies are weaving. Leo has his back to them. He is chasing a cricket. Sid sees and joins in. Leo says something in Japanese, and Sid makes his hands into a cup.
On the stone path, I smell fire and wet trees.
•
Two more houses, and the path starts to curve up a hill. We walk beside a roof made of shingles secured with rocks like a paperweight. The roof is slanted. I am not sure why the rocks don’t fall off. Jason isn’t impressed, but I am. It takes balls to be that simple.
•
The path has gotten bushier with a cluster of cold weather farmhouses that have steep thatched roofs designed to help snow slip off.
The roofs need to be redone every twenty-five years. A whole village must chip in to help. Because if the roof isn’t done in a day, the exposed straw can spoil and rot. The construction time constraint could be taken as a design flaw, but is the opposite. It makes the village stronger.
Edo era ice skates
A sign on the shoe rack warns to be careful. Someone recently put another person’s shoes on by mistake.
This folk house is dim with dark wood. Sid sits and draws the paper lanterns that glow yellow. The only other light source comes from a spinning jewelry case of fake food, illuminated by a fluorescent bulb.
I buy us blue and yellow tokens that represent lunch and dessert.
At a low table Jason awkwardly bends his knees sideways. Mike tells us about his friend who believes slurping is good for eating not just hot food, but all food. The friend has a theory that the addition of air makes everything taste better.
We all slurp our soba, except Sid who only stops drawing to ask us what he should draw.
•
Pupils are lines instead of dots. Fire is shaped like a sword rather than an ivy leaf. Tiny things, but the way Sid draws already looks Japanese.
Sid’s dragon
My first babysitter was named Mary. I loved her deeply, but can remember only four things about her:
1. Sometimes she would accidentally tuck her hair into her pants.
2-4 Are things she taught me to draw…
•
Another house. The docent cracks jokes about locking us in. He slides a wall shut. A hand making the sign of the beast juts through a hole in the door that is a wall.
Yuri translates, explaining it is a seventeenth-century cat door and that is a hand signal for cat in Japan, not hail Satan.
•
We see a shrine and then a ferryman’s hut that are about the same size.
At a crossroads with a vending machine and a river, the boys take the river and we drink warm cans of milk tea.
The boys catch a grasshopper. It is in Leo’s hands. They want to keep it. Mike searches his bag and pulls out a water bottle. Sid chugs the water and hands it to Leo.
“I can’t put the cap on—there are no air holes. Can you poke some?” Leo asks.
“I didn’t bring anything to do that,” Mike answers.
Leo carefully folds a handful of grass and shoves it into the bottle, giving the bug its own thatched roof. ♦
Randall Robert on the PlayTime Manifesto
“[Play is] almost like meditation with a smile. It’s chasing after bliss.”
—Randall Roberts, music critic
Mattie Brice on the PlayTime Manifesto
“Play is a context where we practice or live through alternate realities and experiment with new customs and protocols for various forms of catharsis or exploration.”
—Mattie Brice, game designer