In his 1938 book “Homo
Ludens” the Dutch historian, Johan Huizinga, suggested
play was necessary in society to generate culture. However, the provision of
play activities decreases with age. Play is often seen as being the preserve of
children and does not extend much beyond teenage. Even “Learning for fun” is still seen as
relating to children, despite the idea of lifelong learning,
Playing on climbing frame |
That is not to
say that teenagers lack social capital. Far from it! Teenagers are forming social
bonds on-line as well as off-line. With a lack of parental-approved,
inexpensive physical attractions, teens are turning to the virtual world for
action packed activities. In so doing they are building friendships and
community spirit online. Such communities can be accessed on demand and do not
require a set time to be committed to them.
In studying teenager’s
access and willingness to participate in museum visiting I was interested to
see if museums could make themselves more appealing to a teenage audience. My
suggestion was to move away from thinking of museums as purely a place of
education, but as places for leisure too. To appeal to a non-visitor, it became
clear that museums needed to promote themselves as a relaxed place to meet
socially, rather than emphasise the ability to learn.
Teenagers in museum |
Research at the Museum of London highlighted
that a third of the museums visitors were socially motivated. Visitors rate
their visit based on interaction with the exhibits and with each other. Playing
with the exhibits and discussing the experience increases the level of
enjoyment. People like to be social.
“Play” in museums is often offered by interactive
opportunities. Although museums have begun to provide more of these experiences,
these are many aimed at children under 12 and are not challenging enough for a
teenage audience who would still like to test their skills. Nor are they aimed
at adults. Once an activity gains a pre-teen audience, teenagers (and adults)
will shun it as childish. This leads to a large section of the community
missing out on the play experience.
The teenagers
studied for my report complained that non-interactive displays were boring.
They enjoy having guided tours, either by a person or via handheld audio. They also
expressed a desire for more interactive technology. Although they usually meant
more computers, technology encompasses all tools used for interpretation, from
the basic pen and paper to people employed as explainers. Suited tour-guides
were deemed too formal and like school, whereas costumed explainers had a mixed
reaction. On the whole they were liked, as long as, like a theatre visit, the
illusion was not broken by explainers being referred to as actors.
Teenagers
socialise in both the physical and virtual world and are able to create their
own amusement. In a museum environment, this may not appear to involve much learning,
nor involve the exhibits how the museum intended. However, by discussing the
exhibits and “playing” with them, teenagers are able to increase their cultural
capital, as well as their social capital.
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