Overview
The most effective Junkyard Sport sessions are those that
involve the greatest diversity of participants. Involving children of
different ages, including the elderly, the infirm and handicapped, makes
for an experience that transcends boundaries, that expresses the experience
of community in its fullness. This truth was observed over and over again
by noted folklorists like Iona and Peter Opie who observed children at
play in their natural element – backlots, streets and playgrounds
(see the Opies’ Children’s
Games in Street and Playground )
Venue
An unlikely location is always chosen – a parking lot, a street,
a hallway in an office building. There is a pervasive theme of informality
and ingenuity – the use of found and scrap materials in spaces
not designed for play.
The players
Each team is composed of very diverse members of the community – anybody
who wants to play, regardless of age or ability:cross-generation (parents,
kids, grandparents) and cross-ability when possible (wheelchair, etc)
Junk
Collect lots and lots of socks and pantyhose, scrap materials from local
manufacturers, beachballs, exercise balls, brooms…
And then there's all the junk you need so teams to make their uniforms:
hats, ribbons, bolts of cloth, and duct tape, definitely duct tape…
And don't forget the video camera.
Junkmasters
The winners from the previous game become Junkmasters for the next.
They determine the collection of junk available for the game, the venue
in which the game will be played, and the time limits.
Junkmasters have participated in a Junkmasters’ camp, during which
time they explored game invention and techniques to assure safety and
participation.
Example: Inventing the Sockput

We have socks. We have a roll of toilet paper. Our mission,
should we choose to accept it: create an Olympic event.

Phase two: we explore the tensile strength of several
socks tied together

Sockput: the event
Why
As physical educators, organizers, leaders, our interest in cooperative
games is not as much driven by our desire to nurture cooperation, as
it is by our understanding that we need to include everybody, to provide
everyone, regardless of ability, with an opportunity to engage, physically,
socially, spiritually, in active play. We are not against competition
as much as we are against the divisive and exclusionary nature of competition.
It was this understanding that led to the development and unprecedented
success of the New Games movement.
Anyone who has played “New Games” knows that
the games aren’t really new. What is new is the spirit in which
they are played – a spirit in which it is clear that fun is more
important than winning, the players more important than the game. Though
many New Games can be seen as “cooperative,” the truth is
that just as many of them involve competition – a competition that
is held in check by the spirit of New Games and the overriding mandate
for universal fun.
These competitive New Games (like Dho-Dho-Dho, Smaug’s
Jewels, Tweezly Whop, Slaughter, Dragon’s Tail, Hug Tag, Lemonade
and Ultimate Frisbee) were selected because they were not only fun, but
also funny. They included silly names, silly rituals, silly noises, silly
performances, because, as long as they were seen as funny, players would
not take them too seriously, and hence be able to keep the competition
in check and in appropriate perspective.
Perhaps
the most successful strategy for keeping competitive games from being
taken too seriously was the introduction of unorthodox
equipment. It is difficult to take volleyball seriously when you’re
playing with a six-foot-diameter “earth ball.”
It is this strategy that is behind the concept of “Junkyard
Sports.”
Every culture has its version of Junkyard games – in
the U.S., unofficial imitations of popular sports, broom hockey, stickball
and halfball (as described on the Streetplay
website - have, for many
of us, become the very paradigm of childhood. Because these informal
sports, by virtue of their informality, have no rulebook or body of officials,
players are forced to make their own judgments about how a rule is to
be followed or a violation to be dealt with. This requires a cooperative
contract between all players, whereby, for the game’s sake, rules
can be changed to accommodate the demands of the moment and the needs
of the players.
The Junkyard Sports concept is built on this precedent.
But takes it several steps further. The goal is to provide any population
with an experience of active physical and social play – one that
is inclusive and engaging, one that is not taken so seriously as to cause
anyone to be excluded or penalized for lack of physical abilities, one
that is undertaken for the sake of sharing fun.
Junkyard Sports are inventions. It is easier to invent
a Junkyard Sport than a New Game, because a Junkyard Sport is merely
an old game, played with found objects. That, in the process of reconfiguring
the old game so that it can be played with junk, the old game becomes
changed, adapted, new. Which is precisely the point.
Junkyard Sports can
be based on any known game or sport, even board games, card games or
arcade games. As seen from the above
examples, even though
they may be modeled after a game, there is no reason to adhere too
strongly to the game as played. There could be three teams with two
goals or two teams with three or even no teams with one goal (everyone
playing for themselves). The only real goal is the invention of a game
that is fun for all the players. And, even with that in mind, it’s
important to remember that the act of creating the game is, in many
ways, as valuable as the game itself. Even if no playable game emerges,
participants will have worked and played together, constructively,
creatively, inclusively. They will have exercised leadership and collaboration
skills.They will have made use of a scientific method of play
and experimentation to develop their concepts.
Predictions
I think the worst that can happen as a result of this new initiative
is that we will be left with a collection of newer games. Which is
not such a bad thing. On the other hand, if we can include in our practice
and vision the process of collaborative game invention itself, Junkyard
Sports can become a true, powerful innovation, leading thousands of
children and adults to new levels of physical and social development.
Because each game is designed by its players, the Junkyard Sport format
can bridge generations as easily as physical limitations, culture as
easily as race. Junkyard Sport events, similar in scope to New Games
Tournaments, can become large scale community celebrations where locally
produced scrap material becomes the very stuff of play. And, yes, compilations
and illustrations of favorite Junkyard Sports will inevitably be sought-after,
and conveying the design process and potential for continued development
will no doubt all too often prove sadly beyond the scope of the publication.
However, if luck holds, and enough schools and organizations pursue
Junkyard Sports, there will be too many games to describe, and too
many people who understand the joy of invention to fall for the lesser
joys of collection.
A Personal Note
In 1976, I had the opportunity
to design a massive "Playday on the Parkway" for 250,000
people as the culminating event of Philadelphia's Bicentennial celebrations.
I created very
large scale games - games that could be played by tens or hundreds of
people at a time. The most successful games were based on junk like carpet
tubes and cardboard cartons, My favorite - a game of Giant
Pick-Up Sticks that we made out of those carpet tubes. It was the
success of this particular game that led me, almost 30 years later,
to the development
of
what I am now calling "Junkyard Sports."
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