Play Makes Us Human

Play Makes Us Human explores the significance of play in human evolution, child development, culture, and daily living. It delves into how changes in societal attitudes towards play have influenced mental health, freedom, and personal growth, advocating for the benefits of play and self-directed learning.

Human Evolution Child Development Cultural Impact of Play Mental Health Educational Systems Work and Leisure Technology and Play Personal Growth and Happiness

The hottest Substack posts of Play Makes Us Human

And their main takeaways
1116 implied HN points • 31 Oct 24
  1. Trying to be a perfect parent can actually hurt you and your child. It's better to aim for being a 'good enough' parent instead.
  2. Good enough parents respect their children and want to understand them as unique individuals. They see themselves as partners in their child's growth rather than controlling their path.
  3. Focusing on making childhood enjoyable is key for good enough parents. They know that a happy present leads to a better future for their kids.
1694 implied HN points • 17 Oct 24
  1. Lots of parents in the U.S. feel stressed and unhappy. Studies show that parenthood can be a mental health challenge.
  2. Parents need more support from the government to feel happier. Countries that help parents more tend to have happier families.
  3. We should look at parenting differently. Instead of seeing it as a job, think of it like gardening, where we help children grow in their own way.
618 implied HN points • 23 Oct 24
  1. Intensive parenting makes parenting harder and often causes anxiety and guilt. Parents feel like they must do everything perfectly for their child's future.
  2. Young children, especially infants and toddlers, need more close attention than older kids. Good early care helps kids grow up independent later.
  3. Creating a supportive environment for kids to thrive in is tough today. Parents need help from communities and society to let kids play and learn freely.
1136 implied HN points • 09 Oct 24
  1. Kids in self-directed education tend to use their smartphones for creative and educational activities rather than scrolling on social media. They engage in things like music editing, game design, and learning through simulators.
  2. Many teens at the Macomber Center are not very interested in social media, often finding it unnecessary. They feel they have better things to do, like spending time with friends and exploring their interests.
  3. The overall happiness and fulfillment of these kids seem to come from their fulfilling social interactions, which reduces their reliance on social media to meet their social needs.
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1056 implied HN points • 31 Jan 24
  1. Passionate interests in children are best developed when they have freedom from traditional schooling constraints.
  2. Self-directed education allows children to pursue their passions and interests.
  3. Schools can hinder the development of passionate interests by imposing standardized activities and extrinsic motivators.
1216 implied HN points • 03 Jan 24
  1. Resigning from a full-time job allowed for a more enjoyable and productive life.
  2. Freedom from work obligations led to a more successful research and writing career.
  3. Choosing to engage in activities you are passionate about can bring happiness and productivity.
1834 implied HN points • 06 Oct 23
  1. The decline in kids' freedom from 1950 to 1990 was gradual and had multiple causes.
  2. Television in the 1950s led to kids spending more time indoors, reducing outdoor play.
  3. Adult-directed sports, shrinking public spaces for kids, and decrease in opportunities for meaningful contributions all contributed to the decline in kids' freedom.
1196 implied HN points • 26 Dec 23
  1. The economy plays a significant role in why we work so much, with a focus on distribution of resources and wealth
  2. Our culturally ingrained work ethic influences our perspective on work and leisure time
  3. Many have forgotten how to play outside of work, leading to a society where work feels more engaging than leisure
897 implied HN points • 18 Jan 24
  1. Amateurs do it for the love, while professionals do it for a living.
  2. Professionals work within boundaries, but amateurs have the freedom to explore.
  3. Professionals aim to separate thought and action from emotion, while amateurs are driven by passion.
1216 implied HN points • 18 Oct 23
  1. No Child Left Behind and Common Core significantly changed schooling, making it more stressful and less enjoyable for students.
  2. Surveys consistently show that children and teens attribute their distress to school pressures, with reports of anxiety being much higher when school is in session.
  3. Research indicates that rates of students' suicides and mental health crises increase significantly when school is in session compared to vacation times.
1315 implied HN points • 29 Sep 23
  1. From 1990 to 2005, teen suicides, especially for boys, declined sharply.
  2. The introduction of computer technology and video games possibly contributed to the decline in teen suicides by increasing freedom, excitement, mastery, and social connectedness for teens.
  3. Video games met the basic needs for mental well-being - autonomy, competence, and relatedness - which could have potentially improved mental health and reduced suicides among teens.
1315 implied HN points • 25 Jul 23
  1. Over the last 50 years, children's freedom to play and explore independently has significantly decreased.
  2. Rates of anxiety, depression, and suicide among young people have dramatically increased over the same time period.
  3. Play and other independent activities are essential for children to develop mental capacities, happiness, and future well-being.
1236 implied HN points • 01 Aug 23
  1. The right to quit promotes happiness and wellbeing in all aspects of life.
  2. The right to quit makes play safe, fair, and fun for everyone.
  3. The right to quit is essential for individual freedom and democracy.
1196 implied HN points • 18 Jul 23
  1. Children today have less freedom to play due to adult monitoring and control.
  2. Play deprivation can lead to increased levels of anxiety, depression, and suicide in children.
  3. Efforts can be made in neighborhoods, schools, parks, libraries, and during family vacations to enable and promote children's play.
857 implied HN points • 19 Sep 23
  1. Make believe plays a crucial role in providing meaning to our lives and guiding our purposes.
  2. Life may seem empty without attributing some purpose or story, so we tend to imagine a purpose and story to support our existence.
  3. Beliefs, whether religious or not, are matters of faith that guide us, give us purpose, and help us navigate life's challenges.
1415 implied HN points • 18 Apr 23
  1. The series of letters explores human playfulness as a scientific concept.
  2. Questions on play include its role in human development, evolution, and cultural impact.
  3. Readers are invited to engage, comment, and contribute to the discussion.
219 implied HN points • 04 Feb 24
  1. Substack Notes is a platform for sharing short posts, links, quotes, and photos.
  2. You can join Notes by heading to substack.com/notes or using the Substack app.
  3. Writers and readers are using Substack Notes to engage in dialogue, move away from social media, and create a positive space.
1 HN point • 03 Oct 24
  1. Parents often feel pressured to follow social norms, which can sometimes lead to harmful parenting decisions. For example, some may use leashes on children despite knowing it could be harmful just to avoid being seen as bad parents.
  2. Conformity can come from wanting to fit in or from negative consequences for appearing different. People might choose to follow a group's behavior even when it doesn’t make sense or is harmful.
  3. Fear of being judged by others can prevent parents from allowing their kids independent play. This can lead to serious issues like anxiety and depression in children, as they miss out on important learning and social experiences.
68 HN points • 12 Dec 23
  1. Hunter-gatherers' work was seen as play because they did not view it as toil and their activities were optional.
  2. The work of hunter-gatherers was playful due to its limited hours, varied tasks, required skill, and social nature.
  3. Hunter-gatherers' work was enjoyable because it was done in a social setting, with friends, and each person had the autonomy to choose when, how, or whether to engage in work.