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7/30/2019 Imaginary Worlplay as an Indicator of Creative Giftedness
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Chapter 29
Imaginary Worldplay as an Indicator of Creative Giftedness
Michele Root-Bernstein
Abstract Creative potential in childhood, of a kind
bearing fruit in maturity, reveals itself in imaginative
play, the most complex of which is the invention
of imaginary worlds (paracosms). Worldplay often
includes the generation of stories, drawings, etc.,that provide evidence of little c creative behavior.
Historical examples (e.g., the Brontes) suggest that
productive worldplay may thus serve as a learning
laboratory for adult achievement. Early research
explored ties between worldplay and later artistic
endeavor. Recent study of gifted adults finds strong
links, too, between worldplay and mature creative
accomplishment in the sciences and social sciences. As
many as 1 in 30 children may invent worlds in solitary,
secret play that is hidden from ready view. Worldplay
nevertheless figured tangentially in early studies ofintellectual precocity. Improved understanding of the
phenomenon, its nature and its potential for nurture,
should bring childhood worldplay to the foreground as
an indicator of creative giftedness.
Keywords Imaginative play Imaginary worlds
Paracosm Worldplay pedagogy Productive creativ-
ity Creative process Creative behavior Creative
giftedness
Introduction
Intellectual giftedness and precocious talent appear
on the horizon of childhood with the insistence of
M. Root-Bernstein (B)
Michigan State University, East Lansing, MI, USA
e-mail: [email protected]
a shining moon or planet. People notice and ad-
mire the child who can best most adults at chess
or mathematics or perform a violin solo with the
local orchestra. Gifted programs in the schools or
private tutelage can do much to promote them both.Creative giftedness in childhood, a rather different
category of precociousness involving originality
and inventiveness (Getzels & Jackson, 1962, pp.
37; Milgram, 1990, p. 217), proves a more elu-
sive, shooting star. Efforts to identify and nurture
children with the potential for productive innovation
and invention in adulthood have largely met with
disappointment (Terman et al., 1925/1954; Terman
and Oden, 1959; Subotnik, Kassan, Summers, &
Wasser, 1993). Two unusual approaches to cre-
ative giftedness in childhood combined here may,however, re-inform its detection and nurture in the
young.
The first approach is to focus on complex imagi-
native play in this case the invention of imaginary
worlds or paracosms as a potential indicator of cre-
ative behavior in general. One way to identify nascent
creative talent in children, it has been suggested, is
to examine their free-choice leisure activities outside
the classroom (Milgram, 1990, pp. 217, 228229). The
second approach is to trace the incidence of this world-
play in creative adults in order to determine the strength
of its association with mature giftedness. Though such
a retrospective study does not establish causality, it
may identify likely play behaviors for prospective and
longitudinal study. Together the two approaches sug-
gest that worldplay is an early sign in childhood of the
same creative behaviors that characterize innovative
adults at work in many fields of endeavor indeed, the
invention of imaginary worlds may in many instances
prepare experientially for mature creative achievement.
L.V. Shavinina (ed.), International Handbook on Giftedness, 599
DOI 10.1007/978-1-4020-6162-2 29, c Springer Science+Business Media B.V. 2009
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600 M. Root-Bernstein
Giftedness in Play
Interest in the play practice of gifted children dates
back to at least the early decades of the 20th cen-
tury. Initially a means of typifying the sociability of
children with precocious intellect or talent (Termanet al., 1925/1954, pp. 385, 437439), such interest has
more recently turned to characteristics of the play itself
as educators and researchers realized that the gifted are
gifted, not just during classroom hours but all the time
(Subotnik et al., 1993, p. 98). Milgram (1990) found
that many gifted children freely devoted extracurricu-
lar time to activities that satisfied their curiosity and de-
veloped their interests (p. 222). In at least three subse-
quent studies, the observation was corroborated: gifted
children read voraciously; they practiced skills related
to particular talents; they spent time drawing or danc-ing or making music, they played intricate board games
and solved challenging puzzles and they played imag-
inatively (Subotnik et al., 1993, p. 38; Klein, 1992, p.
248; Gross, 2004, pp. 130133). Gross found pretend
or fantasy play a favorite pastime among the highly
gifted children she studied, as did others. By and large,
that fantasy play was more elaborate than the pretend
play of non-gifted age-mates, involving intricate rules,
extensive plots and complex roles that unfolded over
time (Kearney, 2000). Morelock (1997) argued that
such fantasy play typically featured complex clustersof diverse concepts and facts joined logically with
flights of fancy into internally consistent conceptual
structures (p. 2). Generally speaking, in their imagi-
native play gifted children make original patchworks
of personal meaning out of their limited experience and
precocious knowledge. One way they do so is to invent
imaginary worlds of their own design.
Worldplay
Worldplay may be defined as the repeated evocation of
an imagined place (often, but not always) inhabited by
imagined people or beings. When such activity man-
ifests, it does so within a normal developmental pat-
tern of make-believe play. The ability to pretend first
emerges in the human 2 year-old and blossoms within
the next three years. As the childs capacity for pre-
tense grows, he explores a variety of imaginative be-
haviors. Make-believe begins with the simple substitu-
tion of one object for another, the animation of inani-
mate things and, often, the invention of imaginary com-
panions. It rapidly evolves into the more complex play-
acting of social roles or characters, the re-enacting of
stories heard or read in books and, at times, the invent-
ing of serial bed stories shared before sleep (Cohen &
MacKeith, 1991, pp. 107111).
For the most part, all these behaviors prove common
in early childhood (36 years). In middle childhood
(712 years), however, the simpler imaginative behav-
iors begin to drop out and more complex and inventive
forms of make-believe emerge. In general, a concomi-
tant shift also occurs in these years from the solitary
or side-by-side play of toddlers to the group play of
elementary school children, as when siblings or neigh-
borhood friends pretend to inhabit together a desert is-
land or devise narratives for secret societies. Solitary
make-believe does not disappear in middle childhood,
however. At about the time that reading becomes silent,
solitary pretend play appears to internalize in secret
daydreams and related self-told stories or written nar-
ratives (Singer & Singer, 1990, pp. 32, 41, 72, passim;
Cohen & MacKeith, 1991, p. 111). At this point, typ-
ically in middle childhood and in the context of pri-
vate solitary play or play shared with only a few
others the invention of imaginary worlds may take
place. Sometimes this worldplay grows out of earlier
imaginative pretense with animated toys or imaginary
companions; sometimes it builds upon new imagina-
tive inspiration. Usually it peters out around puberty;
sometimes it lasts into the late teens or early twenties;
in a very few cases it persists through adulthood.
Worldplay distinguishes itself as a complex and
elaborate form of make-believe in several ways. Most
childhood play is ephemeral. Children may play at
dolls or trucks, blocks or dress-up, but the scenarios
that capture their imagination for an hour or a day
invariably dissolve like gossamer when playtime ends.
Worldplay, in contrast, is more persistent; for weeks,
months or even years, the child revisits over and again
the same make-believe scenario. The imagined place
takes on a consistency of aspect, whether it is described
in ongoing narrative or proliferative system-building.
At the same time, the imaginary world tends to evolve,
as the child embellishes the adventures of particular
persons or elaborates the analogue language, geogra-
phy, history or a simulated sports league of a particular
world. Despite the childs concerted efforts to make
the parallel seem real, however, worldplay in no way
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 601
replicates the fantasies of psychotic individuals unable
to distinguish between imagination and reality (Cohen
& MacKeith, 1991, p. 14; Silvey & MacKeith, 1988,
pp. 173174). Worldplay is first and foremost play.
Indeed, at its most complex, it is creative play. For
the child who documents or structures the invention
of place with maps, drawings, statistical lists, written
histories, stories or any number of other constructive
artifacts, exercises creative behavior.
Worldplay as Creative Play
Creative behavior, at its most fundamental, involves the
generation and the expression or instantiation of ideas,
things or processes that are both novel and effective.
If novel refers to the originality of the created idea or
thing itself, effective refers to its subsequent reception,
for a creative idea or thing takes on a life of its own
after communication to others it fills a cultural need,
solves a social or intellectual problem recognized by
a larger group. At its most powerful, creative behav-
ior is revolutionary, producing the ideas, solutions and
inventions that recombine disciplines and technologies
or carve out new ones. Big C creativity of this sort en-
compasses the contributions of a Newton, a Gandhi, a
Joyce or an Edison. Most people, including children,
are not capable of creative impact at this worldwide
level. They are, however, capable of creative behav-
iors that generate ideas, fill needs and solve problems
within the smaller circles of ethnicity, polity, neighbor-
hood or family. Different in quality, but not necessarily
in kind, little c creativity anchors the other end of a
gradating spectrum of like behaviors.
The child who invents and elaborates an imaginary
world engages in creative behavior of the little c vari-
ety. She brings into being novel things, such as maps or
histories of a uniquely imagined place, that are person-ally effective, in that they document and structure her
conception of an analogue world. This imagined world,
if communicated to others, may also strike family and
friends even a somewhat larger community as fresh,
original and charming. Worldplays real benefit, how-
ever, does not lie in its outer, social influence. Rather,
it lies in its inner influence upon the child herself. To
invent and elaborate imaginary worlds is to develop a
sense of self as a creator by immersing oneself in cre-
ative process.
Take the contemporary case of one M. Around the
age of 9 years, she began designing a language based
on pictographs. The simple sentences and stories she
wrote out in this way supposed a simple people, whom
she called the Kar. These people required a world to in-
habit. Within a few years M. had begun to generate ver-
bal and pictorial descriptions of their daily lives. Much
like an anthropologist she documented their holidays,
their clothing, their homes, their food, their myths,
mathematics and music. Whatever she learned of hu-
man culture in school or in her own wide-ranging read-
ing, she transposed into some analogue form in her
imagined world. And in many moments of this imag-
inative undertaking, which persisted into her teenage
years, she engaged in one aspect or another of the cre-
ative process.
Psychologists conventionally describe that process
as involving elements or stages of preparation, incuba-
tion, insight and elaboration (Csikszentmihalyi, 1996,
pp. 7980). Suffice it to say here that time and again
M. prepared for creative endeavor by setting herself a
problem for instance, how did the Kar actually come
to write their stories? Such a problem might incubate
for some time while she asked the questions and gath-
ered the books and artwork which fueled her infor-
mal, free-choice learning. At some point around the
age of 12 years, the imagined development of spoken
and written language coalesced for her with the imag-
ined emergence of simple writing implements and an
imagined economy that valued narrative goods. On the
strength of such insight, M. elaborated histories of the
time . . . called the word explosion in which at a
market, a person can get a fine blanket or a pot for a
story, or more for a book. A couple of years later, in
an illustration format drawn from Eyewitness BooksTM
and other visual dictionaries for children, she docu-
mented the sophisticated tools and furniture of the pro-
fessional scribe, for almost every village had someone
who spent their time writing stories (About Writing,
personal papers).
M.s worldplay was shot through with yet another
well-recognized ingredient of creative thinking, the
comparison and synthesis of two or more unlike
things. The discoveries of science and of art, as Jacob
Bronowski famously expressed it, are explorations
more, are explosions, of a hidden likeness (1956,
pp. 3031). The discoveries of the novice creator
also depend on recognizing similarities, even if these
appear less hidden to adepts. In the case of M.s Kar
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602 M. Root-Bernstein
drawings, first undertaken around the age of 12 years,
the synthetic blendings were two-fold. The drawings
themselves represented a visual amalgamation of early
human cave art, Egyptian tomb paintings and other
ancient pictorial forms. Moreover, they nearly always
transposed or anticipated Kar stories, especially those
about the god-like beings of legend. In the marriage
of picture and story, M. manifested her personal
discovery that visual iconography is like narrative
myth is like the very foundations of an imagined
world. More often than not, the exploration and
documentation of these congruences required the
integration of what we formally recognize as distinct
forms of expression. Like many other children who
invent and elaborate imaginary worlds, M. nearly
always expressed her vision in multiple and synthetic
ways; visually, verbally, sometimes musically as well.
By her late teens, this tendency was quite marked
(Fig. 29.1 and Appendix). Indeed, the integration
of what many consider separate domains is what
distinguishes worldplay from juvenilia focused on one
recognized locus of technical talent or one recognized
body of specialized knowledge.
A History of Worldplay
M.s play in an imaginary world of her own invention
has historical antecedents. Over the past 200 years or
so, worldplay has figured as a curiosity of childhood
in the backgrounds of people likely to write memoirs
or leave personal papers of interest to others. Writers
of the 19th and 20th centuries such as Robert Louis
Stevenson, C. S. Lewis, Stanislaw Lem, W.H. Auden,
Vera Brittain and Gertrude Stein left testimony of
childhood worldplay (Goertzel & Goertzel, 1962,
p. 117n; Silvey & MacKeith, 1988, pp. 191194;
Lem,1975/1995). So did the actor Peter Ustinov
(1976/1998, pp. 276282). And the visual artist
Claes Oldenburg has revealed the imaginary land of
his childhood to at least one biographer (Rose, 1970,
Fig. 29.1 Wall Painting in a Cave (the death of the hero Yeo-ceroee). The first lines of the Kar writing read, Once the flower
is taken it is forever dead, and no flower lives in beauty but a hero
died there. For a full translation, see Appendix
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 603
p. 19). However, the earliest known case of a childhood
paracosm is that invented by an individual remarkable
only in childhood. Thomas Malkin, a precocious
student of Greek, Latin and other classical studies,
focused much imaginative play on the invented land of
Allestone before his death at the age of 7 years in
1802 (Malkin, 1806/1997). Other remarkable children
who invented imaginary worlds include Malkins
near contemporary Hartley Coleridge, brilliant son of
Samuel Taylor Coleridge and inventor of Ejuxria
(Coleridge, 1851; Plotz, 2001, pp. 191251), and
Barbara Follett, who brought her young vision of
Farksolia to fruition in a precocious novel published
in 1927 (McCurdy, 1966). Exceptional children
who also achieved renown in adulthood include the
German philosopher Friedrich Nietzsche (Forster-
Nietzsche, 1912, pp. 4647), the English writer
Thomas De Quincey (De Quincey, 1853, pp. 9798)
and Wolfgang Amadeus Mozart (Cox, 1926/1953, p.
592).
Hands down, the best known example of worldplay
belongs to the Bronte siblings, children of the wild
moors in 19th century England. Branwell Brontes un-
quenchable enthusiasm for toy soldiers pulled him and
his three sisters, Charlotte, Emily and Anne, into two
decades of the most elaborate and best documented
worldplay yet on record. Enacted make-believe with
toy soldiers soon made way for the manufacture of
maps, reports of military campaigns, miniature maga-
zines, drawings of people and places, and story upon
written story that traced the ongoing saga of the in-
habitants of Great Glass Town, an imaginary Verdopo-
lis somewhere in the far reaches of Africa. Sometime
in their teens Emily and Anne developed an offshoot
of Glass Town known as Gondal, while Branwell and
Charlotte elaborated another offshoot known as An-
gria. Even as they moved into early adulthood, all four
siblings absorbed themselves fully in this worldplay
by reading voraciously for inspiration, drawing imagi-
nary landscapes and persons, and generating hundreds
of manuscripts.
Eventually, the Bronte sisters parlayed the creative
and literary tutelage of their worldplay into the produc-
tion of novels and books of poetry that shook the foun-
dations of 19th century literature. From these individu-
als and others like them who make a mark in maturity,
it is possible to get a sense of the great creative boon
in adulthood that may follow upon worldplay in child-
hood. In the case of the Bronte sisters, literary scholars
have traced with exhaustive care the technical appren-
ticeship in writing that play with Glass Town, Gondal
and Angria afforded the girls (Ratchford, 1949; Evans
& Evans, 1982; Alexander, 1983; Barker, 1997). Psy-
chologists, for their part, have recognized the Bronte
example as one that may broaden understanding of ju-
venile activity that prepares for adult creative achieve-
ment or even the eminence of genius (Cohen & MacK-
eith, 1991, pp. 24; McGreevy, 1995). The Brontes
worldplay served as a learning laboratory charac-
terized by self-paced, free-choice learning; encourage-
ment of eccentric as well as conventional interests; a
high tolerance for fantasy play; and time free of other
distractions to indulge all three (McGreevy, 1995, pp.
146147, passim). And, icing on the cake, the children
consciously referred to themselves as Genii in that
learning laboratory, first as god-like participants and
later as confident and audacious creators of stories and
poems.
Instances of childhood worldplay plucked from the
past tend, by their very nature, to privilege examples
of genius in which immature play had direct and obvi-
ous relationship to mature achievement. This was cer-
tainly the case for the Bronte sisters, whose childhood
play would surely have remained a literary curiosity if
not for the link between their early juvenilia and later
artistry. But worldplay of the caliber and consequence
produced by the Bronte siblings represents only the ex-
treme tip of a much larger phenomenon. Like gifted-
ness in general, the invention of imaginary worlds in
childhood is more widespread than the rare cases of
creative eminence in mature adults with which it may
be associated. Indeed, a ground-breaking study under-
taken in the late 20th century found sophisticated in-
stances of childhood worldplay well hidden in the gen-
eral population.
The First Study of ContemporaryWorldplay
Robert Silvey, the man who first initiated in the late
1970s the study which culminated in The Develop-
ment of Imagination, the Private Worlds of Childhood
(1990), was himself an inventor of an imaginary world
in childhood. The enduring personal as well as edu-
cational value of his New Hentian States intrigued
him. His play had been a spur to the acquisition of
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604 M. Root-Bernstein
knowledge, he wrote, but even more, the stimulation
of curiosity (Silvey, 1977, p. 18). In the late 1970s
he began soliciting other instances of world-building
in the general public by placing ads in British newspa-
pers. Eventually he compiled over 50 dossiers of ma-
terial on imaginary worlds, which he and his profes-
sional collaborators called paracosms. After Silveys
death, Cohen & MacKeith (1991) placed 64 of these
paracosms described by 57 adults in a context of psy-
chological and creative development. In particular, they
shed light on the imaginary worlds of childhood by es-
tablishing for the first time what appeared to be an as-
cending complexity of forms and contents.
Cohen and MacKeith discerned five typical cate-
gories: paracosms based on or invoking fantasy play
with (1) toys, (2) particular places and local commu-
nities, (3) imagined islands, countries and their peo-
ples, (4) imagined systems, documents and languages
and (5) unstructured, idyllic worlds. Some of their data
appeared to indicate that as world-inventing children
matured, their focus tended to shift from the personal
intimacy of toy families to the social interactions of
larger establishments to the increasingly abstract cul-
tural, economic and political systems that characterize
society at large or utopian visions. Two out of three
girls in the sample focused on the social and emotional
interactions of characters, while nine out of ten boys
focused on the elaboration of settings bureaucra-
cies, histories or games, for instance with little per-
sonalized content (Silvey & MacKeith, 1988, p. 186).
In either case, paracosms that took on the invention
of countries, peoples, languages or socio-political sys-
tems modeled the real world in strikingly sophisticated
fashion.
In addition to the classification of types, Cohen and
MacKeith wished to ascertain in a general way the
overall incidence of worldplay in the general popula-
tion. Because of the nature of their self-selecting sam-
ple, however, they were unable to do so, except in-so-
far as to assert that the phenomenon was uncommon.
Cohen and MacKeith had also hoped to find some
link between the childhood invention of imaginary
worlds and adult professional achievement. In the
event, two factors seem to have convinced them that
childhood worldplay did not contribute to the creative
development of individuals in their sample. First, only
a small and disappointing number of their respondents
became writers or artists as adults. Second, apparently
no one in their sample had (at time of study) achieved
publicly recognized success, let alone the kind of emi-
nence associated with discipline-altering achievement.
Again, the nature of their study precluded any solid
conclusion. Perhaps due to the weight of the Bronte
example, which, along with other historical exemplars,
suggested that worldplay most obviously prepared for
adult achievement in the literary (or perhaps other)
arts, the researchers ignored Silveys initial intuition
that the invention of imaginary worlds in childhood
might stimulate curiosity and knowledge acquisition
in general.
The oversight was critical. Silvey had drawn maps;
he had written out a history and a constitution for The
New Hentian States and produced its newspapers, al-
manacs and financial tables. He grew up to inaugurate
the new business field of audience research at the BBC,
marrying the demands of statistical inquiry to socio-
logical and psychological nuance. By any measure, he
did so successfully, too. In recognition of his achieve-
ments, he was appointed Officer of the Order of the
British Empire (OBE) in 1960, an honor granted for
valuable service in the arts, sciences and public sectors
(Silvey, 1974, pp. 193194). The connections between
worldplay, profession and professional success were
indirect, yet compelling in Silveys case. He carved a
path through audience research because he intimately
understood that a valid sample had to be selected in
such a way as to be a miniature, a scale-model, of the
universe (Silvey, 1974, p. 46). For Silvey a sample
was, in effect, an imagined world. Indeed, his experi-
ence, in contrast to that of the Brontes, suggested that
the potential benefits in maturity of childhood world-
play did not reside in technical or professional training
per se. Rather those benefits were to be found in the
general exercise of imaginative and creative behavior
that might surface in any number of professions and in
disparate measures of professional success.
Worldplay in a Population of Creative
Adults
A recent study of worldplay in childhood among adults
of recognized creative achievement tested both the in-
sights gained from Silveys personal experience and
the very different conclusions drawn by his collabo-
rators (M. Root-Bernstein & Root-Bernstein, 2006).
Its purpose was three-fold: to determine the relative
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 605
incidence of worldplay in a demonstrably creative pop-
ulation and in a general population; to determine the
relative strength of its association with a wide range of
mature disciplinary occupations; and to explore phe-
nomenologically, that is, by means of queries and inter-
views, the understanding study subjects may have had
of connection between childhood play and adult cre-
ative success in a variety of disciplines. In general, it
was hypothesized that the childhood invention of imag-
inary worlds may in fact be a predictor for adult cre-
ativity across the arts, humanities, social sciences and
sciences.
For the purposes of this undertaking, MacArthur
Fellows appointed in the years 1981 through 2001 pre-
sented a uniquely suitable, ready-made group for study.
Drawn from a wide range of disciplines in the sci-
ences, social sciences, arts, humanities and public af-
fairs professions, Fellows are selected by the John D.
and Catherine T. MacArthur Foundation for extraor-
dinary originality and exceptional creative promise in
their fields of endeavor. The Foundations public recog-
nition of these individuals, as well as the terms of that
recognition, strongly argue that the Fellows as a whole
comprise a population of gifted adults. Fellowship re-
cipients were queried about their childhood play and
its connections to adult vocation and avocation.
A similar query was administered to a control group
of students enrolled in a variety of courses at Michi-
gan State University in the spring and fall of 2003, ad-
justing for intended, rather than actual profession, and
the inclusion of practical careers within the five pro-
fessional categories utilized by the MacArthur Foun-
dation. The entrance level for this large, land-grant in-
stitution is moderately difficult (on average, students
score between 1040 and 1260 (combined scores) on the
SAT) and the student body, at least in comparison with
the MacArthur Fellows, represented a population of in-
dividuals selected for ordinary achievement.
The comparison of data from both groups yielded
the following results:
First, the study found worldplay to be more
common than hitherto supposed. The incidence
of researcher-assessed worldplay among sampled
Fellows was 26%. It remained unknown, however,
whether MacArthur Fellows who did not respond to
the query invented imaginary worlds in the same,
greater or lesser numbers. Assuming that the whole
group engaged in childhood worldplay at the same rate
as the sample, 26% was set as a maximum proportion.
Assuming that the sample in fact netted all Fellows
appointed between 1981 and 2001 with this childhood
experience, a minimum proportion was set at 5%.
Thus, the rate of worldplay in a creative population
presumably lay somewhere between 5% and 26%.
Among students, worldplay was similarly assessed at
12%. Once again, assuming that the sample incidence
represented that of the whole, 12% set a maximum
proportion of students who engaged in childhood
worldplay. Assuming that all students who participated
in worldplay responded to the questionnaire, the
minimum rate for all students in the control group was
3%. This set the range of worldplay among a general
population at 312%. By these measures, worldplay
emerged as a palpable presence in the landscape of
make-believe play, one that is potentially twice as
common among recognizably creative individuals as it
is among average university students.
Second, the data validated the expectation that
individuals inventing imaginary worlds in childhood
participate as adults in a wide variety of disci-
plines. Among MacArthur Fellows the distribution of
childhood worldplay ranged from 19% for sampled
individuals in the public issues professions and in the
sciences to 22% for sampled individuals in the arts,
33% in the humanities and 46% in the social sciences
(Table 29.1). This disciplinary distribution of child-
hood worldplay among Fellows proved significantly
different from the same distribution in the control
group. Students in the humanities (33%), public issues
professions (16%) and arts (15%) were more likely
than students in social sciences (8%) or sciences (6%)
to have invented imaginary worlds, by a factor of two
or more. A comparison of the two groups revealed that
the higher incidence of childhood worldplay among
Fellows in the arts, social sciences and sciences was
statistically significant (see Chart 29.1). Scientists and
social scientists selected for their creativity were more
likely to have childhood worldplay in their background
than a general population of students planning to go
into these fields.
Third, over half of the studys select and general
populations whether or not they had invented worlds
in childhood believed they engaged in some aspect
of worldplay in their adult vocations and avocations.
In the context of the query, mature worldplay referred
to participation in, or creation of, make-believe worlds
in paintings, plays, film and novels. It also referred
to engagement in or invention of hypothetical models
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606 M. Root-Bernstein
Table 29.1 Breakdown of Assessed Worldplay Among MacArthur Fellows and MSU Students by Professional Field
ARTS HUMANITIES PUB ISSUES SOCIAL SCI SCIENCES Undecided TOTAL
F S F S F S F S F S S F S
Sample # 23 40 12 9 16 86 13 62 26 50 15 90 262
Positive self-reports 11 19 6 6 6 33 8 24 8 19 4 39 105
Assessed
worldplay+
5 6 4 3 3 14 6 5 5 3 1 23 32
Assessed not
worldplay+
6 13 2 3 3 19 2 19 3 16 3 16 73
% Worldplay by
professional field
22 15 33 33 19 16 46 8 19 6 7 26 12
NOTE: F=Fellows, S=Students. Includes those students intending careers in law, education and journalism. Includes those students intending careers in business.
+ Relaxed assortment. Ambiguous responses were distributed into assessed worldplay and not worldplay categories.
and constructs in the sciences, social sciences and
humanities. When it came to adult worldplay at work,
reports surfaced in every discipline (see Chart 29.2).Moreover, among those who did invent imaginary
worlds as children, many Fellows (61%) and students
(72%) saw connections between that childhood play
and their adult vocational worldplay (see Table 29.2).
MacArthur Fellow artists with worldplay in their
backgrounds were most apt to see direct connec-
tions between that play and adult endeavor (100%),
followed by their peers in the humanities (75%),
the social sciences (67%) and the sciences (40%).
Students with worldplay in their backgrounds saw
a connection to anticipated adult worldplay at work
in the social sciences, arts, public issues professionsand humanities from 60% to 100% of the time;
none anticipated connection to projected work in the
sciences.
By and large, student perceptions suggested that ties
between childhood worldplay and adult endeavor are
readily recognized in the arts, where imaginary, fic-
tional worlds are similarly created in literature, music,
dance or the visual arts. However, there was less ex-
pectation possibly due to educational or professional
0ARTS HUM
BLACK = Fellows GRAY = Students
* = p
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 607
Chart 29.2 Worldplay inAdult Work: MacArthur
Fellows and MSU Students.
For full discussion of the data
and interpretation of results,
see M. Root-Bernstein &
Root-Bernstein (2006)
30
50**
***
**
*** *
58
11
31
40
46
21
38
6
39
27
0ARTS HUM PUB SOC SCI TOTAL
BLACK = MacARTHUR FELLOWS
GRAY = MSU STUDENTS
* = p
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608 M. Root-Bernstein
(R. Root-Bernstein & Root-Bernstein, 1999). Without
these skills, creative thinking is compromised.
Second, worldplay may exercise the capacity for
continued imaginative play, especially in older chil-
dren, well after the intense exploration of make-believe
in early childhood typically fades. Play and the knack
for remaining childlike are often linked to adult cre-
ativity.
Third, worldplay may exercise the capacity for con-
vergent problem solving within an imagined yet con-
sistent system, whether that make-believe is realistic
or fantastic.
Fourth, because it does so by tying the exigencies of
convergent problem solving to the divergent efferves-
cence of play, worldplay may nurture both the ability
and the audacity to imagine potentially new and effec-
tive solutions to perennial human challenges. The cre-
ative individual requires more than disciplinary exper-
tise, he or she requires the vision to identify and define
problems not yet conceived and set them in appropri-
ate context. In this venture, as Einstein famously put it,
Imagination is more important than knowledge (as
cited in Calaprice, 2000).
And fifth, worldplay may provide early training in
the invention of culture by bridging the gap between
a virtual imagination and a creative one. The virtual
imagination is one in which the conceived idea remains
personal, inarticulate and often ephemeral. The cre-
ative imagination instantiates the virtual, makes it com-
municable to local or global society in some durable,
formal way through diverse mediums such as visual art,
music, dance, story, experiment, hypothesis and tech-
nological invention.
This re-evaluation of childhood worldplay in terms
of adult creative endeavor sets aright certain mis-
conceptions of worldplay in earlier research. Among
adults recognized for creative giftedness, worldplay
may, at a maximum, figure in childhood play in as
many as one out of four. This is more than twice the
maximal rate projected for the population at large.
Moreover, childhood worldplay may be associated
with adult creative achievement in a far wider arena
than literary or artistic accomplishment alone. The
enduring benefit to adults of childhood worldplay does
not lie necessarily or only in an early immersion in
technical skills such as writing or drawing. It lies, as
well, in the early immersion in self-prescribed learn-
ing laboratories, in self-taught creative behaviors
and in self-nurtured attributes of creative personality.
Worldplay may thus serve as a general preparation
for creative achievement in the humanities, social
sciences, and the sciences as well as in the arts. It may
also serve, at times, as a specific apprenticeship in
craft, especially for the arts.
Psychologists have long sought in the backgrounds
of creative individuals the factors that may have
foreshadowed or shaped their mature contributions
and prominence (e.g., Ellis, 1904; Cox, 1926/1953;
Cobb, 1977; Goertzel & Goertzel, 1962; and others
mentioned in Hollingworth, 1942, pp. 1518). World-
play, as a highly recognizable instance of complex
imaginative play, may be added to that list.
Worldplay as a Sign of Creative
Giftedness in Childhood
To the extent that worldplay predicts mature creativity,
it follows that it also indicates creative giftedness in
childhood. No fewer than 1 in 30 children in the gen-
eral population may devote time and energy to imag-
inary worlds of their own invention and may instanti-
ate their complex imagination in the production of sto-
ries, histories, drawings, maps, games and other doc-
uments of play. As such, paracosm play may serve to
supplement objective measures of intellectual gifted-
ness (such as high IQ), as well as subjective measures
of superior technical talent (such as math or musical
prodigiousness) presently in use. Certainly the playful,
imaginative and problem-solving aspects of worldplay
in childhood, as well as its characteristic signs of imag-
inative absorption, free-choice learning and passionate
persistence, argue strongly for a kind of creative gifted-
ness in childhood that mirrors giftedness in adults. Tak-
ing note of self-initiated and self-sustained worldplay
indeed draws our attention to children who early im-
merse themselves in imaginative problem generationand problem solving for the fun of it and thus aids in
early recognition of true creative potential.
Recognition of complex imaginative play in general
and of worldplay in particular marks a return of a kind
to the earliest research in the characteristics of gifted
children. In the early 1920s, Lewis Terman made an
attempt to characterize the play life of the 643 gifted
children selected for superior all-round intelligence
and superior special talent who made up his study
group (Terman et al., 1925/1954, pp. 385439). Most
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 609
concerned with physical versus intellectual and social
versus solitary aspects of childhood play, interview ex-
perience led Terman to include two questions relat-
ing to the imaginative quality of play life. In a ques-
tionnaire completed by parents of his gifted subjects,
Terman asked, first, whether the child had imagi-
nary playmates and, second, imaginary countries (p.
435). Out of 643 queries, he received 136 (21%) pos-
itive responses to play with imaginary friends and 48
(7%) positive responses to play with imaginary coun-
tries (pp. 436437). Because parents of control sub-
jects were not asked to supply similar information, Ter-
man had no comparative data for these forms of play in
his general population. Nonetheless he concluded on a
subjective basis that a good many gifted children have
had imaginary playmates or imaginary countries (p.
439).
In subsequent studies of very high IQ children one
or two of whom came to researcher attention by means
of Termans inaugural work Leta Hollingworth also
appears to have made a point of soliciting informa-
tion on spontaneous, self-initiated play with imaginary
friends and imaginary countries. Of 12 cases presented
in Children Above 180 IQ, Origin and Development
(1942), 2 children had imaginary friends and 3 other
children provided ample evidence of worldplay. (Notes
in the dossiers of the remaining seven cases indicate
that these children did not invent imaginary compan-
ions or countries.) At the age of 3 years, Child A in-
vented Center Land, where children stayed up all
night, played with fire and used the elevator when-
ever they wished (p. 88). Child D played in Borning-
town from the ages of 47 years and spent hours lay-
ing out roads, drawing maps of its terrain, composing
and recording its language (Bornish), and writing its
history and literature (p. 123). And Child E revealed
around the age of 8 years the existence of a private
country on the planet Venus inhabited by people and
in possession of a navy. He revealed, too, his wish to
have statistics of my imaginary country, but whether
these ever materialized remained his secret (p. 147).
The noticeable appearance of imaginary friends and
imaginary countries or worlds among Hollingworths
12 subjects and Termans 643 accords well with cur-
rent estimates for these play behaviors. Play with imag-
inary friends is currently estimated to occur among
one- to two-thirds of young children (Taylor, 1999;
also Singer, 1975, p. 135; Harris, 2000, p. 32; Singer
& Singer, 1990, pp. 97100). In Termans time, this
kind of play carried the stigma of loneliness and isola-
tion, nevertheless he was apprised of imaginary friends
in roughly a fifth of his subjects; in her much less
representative sample, Hollingworth found one in six
cases. Worldplay, as discussed above, is estimated to
have occurred in the childhoods of 312% of college
students and 526% of MacArthur Fellows. Holling-
worths subjects, at one-quarter incidence, reproduced
the high-end estimate; Termans subjects, at 7%, the
low end of imaginary world invention.
In both studies the incidence of worldplay in par-
ticular relates in interesting ways to subsequent assess-
ments of the creative potential or success of test sub-
jects. By labeling his study the genetic study of ge-
nius, Terman openly acknowledged his expectation
that adult eminence, by which he meant the kind of
world-renowned creative accomplishment achieved by
1 out of 4000 adults, might be attained by at least
some of the children he studied (Burks, Jensen, &
Terman, 1930, p. 4). On the whole, however, he cau-
tiously conceded that to expect all or even a majority
of [his] subjects to attain any considerable degree of
eminence would be unwarranted optimism (Terman
et al., 1925/1954, p. 640). Follow-up studies through
the 1950s proved that caution reasonable. Terman had
calculated in 1925 that somewhat less than 200 of his
gifted children might find their way into Whos Who,
a compilation of contemporary biographies based on
outstanding achievement of general interest. By 1959,
only 31 men and 2 women from his gifted group ap-
peared in that listing (Terman and Oden, 1959, pp.
145146, 150). While it was clear that many of his high
IQ subjects were successful in the pursuit of intellectu-
ally demanding careers (Terman and Oden, 1959, pp.
43152), few had made notable contribution to their
professions and none had achieved the eminence of ac-
knowledged genius (Subotnik et al., 1993, p. 117). Ter-
mans study group, largely selected for intellectual gift-
edness with a smaller pool selected for special abil-
ity, was not in fact characterized by unusual creative
capacity.
Indeed, even before the start of his longitudinal
studies, Terman was privy to evidence that creative
qualities were probably distinct from the kinds of
intelligence measured by IQ tests (Ochse, 1990, p.
204). Studies at the end of the 19th century and
the turn of the 20th century suggested that logical
power and original imagination did not necessarily go
hand in hand (Getzels & Jackson, 1962, p. 4). Many
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610 M. Root-Bernstein
psychologists drew the same conclusion in decades
following. In compensation, researchers in 1960s
and 1970s set about analyzing creative ability and
producing tests specifically developed to measure its
different aspects (Ochse, 1990, pp. 202206, 211
212). Perhaps the best known of these are the Torrance
Tests of Creative Thinking (TTCT), a battery of timed
tasks based upon concepts of fluency, flexibility and
originality in creative thinking (Ochse, 1990, p. 205)
and used widely in educational and corporate settings
today. But like the IQ tests that the TTCT and other
batteries were meant to supplement, creativity tests
have proved inadequate in identifying creative talent,
potential or otherwise. Indeed, as many critics have
pointed out, the tasks set in these structured tests resist
truly creative solution and bear little or no relation to
real-world creative accomplishment (Ochse, 1990, p.
45; Tannenbaum, 1992, p. 13).
This being the case, some researchers have pro-
posed that creative ability in children should not be
identified by the artificial means of timed tests, but
by the natural means of prodigious behavior itself.
Typically identified in math, music, chess or language,
prodigies recognizably demonstrate near-adult levels
of talent at an early age (Feldman, 1986, p. 16). For
Tannenbaum, such precocious accomplishment is
a particularly powerful indicator precisely because
it is openly masterful now rather than a remote
symptom of promise for the future (1992, p. 13).
The prodigy, however, is not necessarily creative. As
Feldman (1986) and others point out, unusual capacity
for music or math performance is not the same as
unusual capacity to produce new music or solve new
problems that transform either field (Feldman, pp. 13,
15; Sternberg and Lubart, 1992, p. 34). When it comes
to productive creativity in math or music, the child is
necessarily at a disadvantage in these adult fields of
endeavor. It makes far more sense to identify creative
potential in children by tracking self-initiated and
self-sustained creative behaviors that are particular to
childhood itself.
In essence, Hollingworth did just that when she at-
tempted to evaluate the creative capacities of her 12
high IQ subjects. Though many researchers consid-
ered juvenile activity in the conventional arts an ad-
equate indication of creativeness, she felt it neces-
sary to account for a much wider range of childhood
originality, the signs of which were often missing in
ordinary records and histories (Hollingworth, 1942,
p. 236). Accordingly, she looked for the invention of
games and languages, for idiosyncratic classifications
of knowledge, for spontaneous collections, mechanical
constructions and other forms of extracurricular activ-
ity many of which were the province of childhood.
Not surprisingly, the invention of imaginary coun-
tries in childhood, related as it was in many cases to
constructive originality i.e., the drawing of maps,
writing of stories or the classifications of invented lan-
guage figured largely in her calculations of the cre-
ativeness of her subjects. Hollingworth subjectively
rated a third of her high IQ cases as notably cre-
ative and one-third as moderately creative; the final
third demonstrated no marked creativity at all. Two
of the four children in the notably creative group
Child A and Child D had invented imaginary worlds
when young. She assigned Child E, who also did so,
to the moderately creative group (p. 240). The edu-
cation of Child E, she opined, had been strictly di-
rected down conventional academic channels, at the
expense of originality. Given her conclusion that intel-
lectual training might be at odds with childhood cre-
ativity (p. 241), and the modus operandi Hollingworth
adopted for assessing that creative potential, it is tempt-
ing to indulge in a bit of counter-historical specula-
tion. If Terman had paid as much attention to the un-
expected appearance of play with imaginary compan-
ions and countries in his subjects background and
if he had selected more of his special ability sub-
jects on the basis of extraordinarily complex imagina-
tive play that was also inventive he may well have
increased the overall creative potential of his study
group.
This is not to argue that all children who invent
imagined places will grow up to revolutionize fields
of endeavor or carve out new disciplines. But then
again, neither do most children with high IQs or re-
markable talents. We should not expect any one mea-
sure, including the complex elaboration of an invented
world in childhood, to translate consistently into ex-
traordinary achievement in adulthood (Terman et al.,
1925/1954, p. 640). For gifted children to develop into
creative achievers, Ochse (1990) has observed, their
gifts must become transformed into skills and drives
that enable them to produce something of value to the
culture at large (p. 31). The creative practice, the con-
structive skills, the knowledge base gained in world-
play any or all of these must also become harnessed
to goal-directed work within adult disciplines.
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 611
Table 29.3 Age of Onset of Worldplay Among Sampled MacArthur Fellows
Early childhood
(36, 7 years)
Middle childhood
(6, 712, 13 years)
Late childhood
(12, 13 years)
Unknown Total
# Plays 8 15 3 2 28
% 29 54 11 7 101
Table 29.4 Duration of Worldplay Among Sampled MacArthur Fellows
Early childhood Middle childhood Late childhood Unknown Total x/28
Onset (# plays) 8 15 3 2 28
Duration: Early (8) 8 29%
: Middle (7) (15) 22 79%
: Late (1) (4) (3) 8 29%
Note: Values in parenthesis refer to # of onset plays at head of column with specified duration.
The point remains, however, that in full-blown
worldplay the potential for self-initiated productive
creativity actualizes in childhood itself. And to the
extent that productive creativity depends on learnedrather than innate traits, its early appearance in the life
of an individual augurs well for its mature continuance
in one form or another. Creativity predicts creativity.
The self-initiated and self-sustained invention of
worlds may thus prove effective in identifying children
who are significantly more likely than those who do not
exhibit inventive play to engage as adults in creative
work within disciplines, at the forefront of disciplines
or in the unknown territory that lies between.
Recognizing and Nurturing Worldplay
Worldplay warrants notice in the selection processes
of gifted programs. It also warrants encouragement
in educational and familial settings, if only to bring
to adult attention more children who delight and per-
sist in creative play. A sense of when and where to
find worldplay should aid in that exercise. Ongoing
research on the worldplay experiences of MacArthur
Fellows confirms the developmental pattern discernedby Silvey, MacKeith and Cohen. Among sampled Fel-
lows, nearly a third of imaginary worlds were invented
in early childhood, over half were invented in middle
childhood and a tenth were newly constructed in late
childhood (see Table 29.3). Because the greater part of
early childhood worlds lasted into middle childhood,
and some worlds invented in middle childhood lasted
into late childhood, the duration of worldplay amongsampled Fellows resembled a bell curve: nearly one-
third of all invented worlds were played during early
childhood, one-third again were played in late child-
hood, while over three-quarters were played in middle
childhood (see Table 29.4).
Worldplay peaks in middle childhood, yet certain
other characteristics of that play tend to hide it from
ready view. In the first place, about two-thirds of imag-
ined worlds invented by sampled Fellows were de-
scribed as solitary play. No more than a quarter were
described as shared with one or two intimates and onlyone invented world was described as a social or public
game involving a larger and non-select group of peers
(see Table 29.5).
In the second place, worldplay is often experien-
tially invisible as well as socially aloof, although in
some cases the formation of imaginary place is tied in
some way to physical place in the real world. Some-
what over one-third of imaginary worlds invented by
sampled Fellows were partially instantiated in special
places found in the house or out-of-doors, in habitable
forts constructed from natural or man-made materi-als or in miniature places modeled with toys, blocks or
other appropriated materials (see Table 29.6). Though
found places, forts and models might draw the notice of
others (e.g., Van Manen & Levering, 1996; Hart, 1979),
Table 29.5 Social Context of Worldplay Among Sampled MacArthur Fellows
Solitary Shared Social/public Unknown Total
# Plays 18 7 1 2 28
% 64 25 4 7 100
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612 M. Root-Bernstein
Table 29.6 Place Formation in Worldplay Among Sampled MacArthur Fellows
Found/constructed Modeled Wholly imagined Unknown Total
# Plays 2 8 13 5 28
% 7 29 46 18 100
in worldplay these locales often serve as foundationfor further elaboration of place in private imagination.
Worldplay is even more invisible for those worlds not
tied to physical place. Among sampled Fellows, nearly
one-half of invented worlds appear to have been wholly
conceived in the mind alone (Table 29.6). Whether par-
tially or fully imagined, much of worldplay is internal-
ized and unavailable to any but intimate others, if such
exist, collaboratively engaged in shared play. As with
other forms of complex imaginative play (Gross, 2004,
p. 132), unengaged observers may be wholly unaware
of its character or complexity.One final characteristic adds psychological distance
to social seclusion and experiential invisibility. In the
majority of cases, worldplay tends to be kept secret
from parents and other adults. One-fifth of worlds in-
vented by MacArthur Fellows were considered secret;
an additional one-fifth or so were considered semi-
secret, that is, the Fellow as a child knew or assumed
that parents knew about the world, yet reference to
the play was never overt (see Table 29.7). This sug-
gests that solitary or shared play with imagined worlds
was at least private over one-third of the time, that is,without adult guidance, interference or influence. Van
Manen & Levering (1996) argue that privacy gained
from secrecy or near-secrecy not only characterizes a
great deal of play in middle childhood but nurtures the
growth of the self as an independent agent capable of
autonomous thought and action (pp. 8, 74, 89 and pas-
sim). Even in cases where Fellows did not keep world-
play a secret from parents, and overt discussion took
place, revelation was not meant to violate the owner-
ship of private play. In one instance, a Fellow disclosed
her imaginary world to her mother. She was very en-couraging and liked that I imagined things. I didnt like
it when she referred to it, though. . . When her mother
tried to involve another sibling in the make-believe,
the Fellow continued, I was completely enraged and
felt betrayed (as cited in M. Root-Bernstein & Root-Bernstein, 2006). The disclosure to parent had not been
meant to alter access to or creative control of the imag-
inative play.
By its very nature, then, worldplay may slip under
the adult radar, to the benefit of the child creator. In
any enterprise to take more notice of the phenomenon,
therefore, a general caveat is appropriate. Under no cir-
cumstances should parents or teachers interfere with
this play at the expense of the childs privacy and con-
trol. What is needed is a hands-off, yet supportive,
environment one that encourages imaginative play,makes time and requested materials available, and pro-
tects solitary or shared play from the blandishments of
socially engaged peers and misguided adults. Indeed,
worldplay ought to be tolerated as long as the child
wishes to pursue it, which may mean in some cases
resisting pressures to inhibit solitary or shared imagi-
native play in adolescent or teenage years in favor of
social play of one kind or another.
In addition to protecting spontaneous worldplay,
parents and especially teachers may also wish to en-
courage or promote the invention of imaginary placesand people. Various approaches to the group design
of possible, impossible and utopian worlds have been
used in elementary classrooms as a means of teaching
the learnable processes of creative endeavor (e.g., Mur-
phy, 1974; Shekerjian, 1990, p. 22; Sobel, 1993). Ob-
viously, in a school setting where worldplay forms part
of the curriculum its nurture may be somewhat differ-
ent. Teachers must necessarily set the general task, pro-
vide materials, and promote collaboration and cooper-
ation, all the while taking care to allow the individual
imagination free range. This does not mean that any-thing goes in classroom worldplay. Analogue worlds
depend upon an acquired knowledge of geographies,
social customs, political systems, etc. They depend,
too, on the production of artifacts that document that
Table 29.7 Secrecy of Worldplay Among Sampled MacArthur Fellows
Secret Semi-secret Not secret Unknown Total
# Plays 6 5 7 10 28
% 21 18 25 36 100
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29 Imaginary Worldplay as an Indicator of Creative Giftedness 613
analogue world: maps, stories, histories, crafts, mod-
els, etc. It is perfectly reasonable, indeed advisable, to
set standards of excellence for the evaluation of these
worldplay documents. It is even reasonable to assess
or have students self-assess the internal consistency
of the imagined world, as revealed by an array of docu-
ments. At the same time, it is unreasonable to evaluate
or judge the imaginative leaps that tie consistency or
verisimilitude to the impossible. Woe to the adult who
tells a future Bronte that a Glass Town is nowhere to be
found on the African continent.
Finally, parents and teachers may undertake to
encourage children to elaborate upon the imaginary
worlds they encounter in books, movies, board games,
video simulation games such as SimCityTM and even
online virtual world games. While these pursuits in
and of themselves stimulate imaginative participation
in invented worlds, the childs part in that invention
remains largely a passive or, at any rate, a reactive
one. The child consumes a world imagined by others
and does not construct or create her own. Unless she
furthers the play experience in book or video game
by adding to it some imaginative construction that
is under her full creative control, she is not engaged
in the creative behaviors and processes of imaginary
world invention.
Conclusion
Worldplay is here characterized as a complex form of
imaginative play, peaking in middle childhood, engag-
ing the child in creative behaviors that anticipate adult
creative processes and potentially preparing the child
for mature creative achievement in a variety of disci-
plines. In the sciences, social sciences and arts, espe-
cially, worldplay in childhood may be significantly as-sociated with adult creative giftedness. It follows that
worldplay may also be a sign of creative giftedness in
childhood.
Further research will be necessary, however, to de-
termine whether worldplay, as an indicator of creative
giftedness, is or is not independent from other indi-
cators of giftedness, particularly the IQ measures of
intellectual precocity. Despite the suppositions of Ter-
man and Hollingworth, no systematic study has as yet
linked worldplay or indeed any other form of highly
imaginative play to high, moderate or disparate levels
of IQ.
Further research may also compare the creative
apprenticeship to be had in worldplay with disciplinary
apprenticeships often experienced by highly preco-
cious learners and prodigies. Though some prodigies
may invent imaginary worlds, it is likely that creative
giftedness in childhood, as measured by worldplay, is
substantially different from intellectual giftedness in
mathematics and languages or technical giftedness in
music performance and chess.
Indeed, the most important difference may be this:
Prodigies are usually specialists in learning and talent
(Feldman, 1986, pp. 911). Worldplayers are, by way
of contrast, generalists, developing the multiple skills
of the polymath (see R. Root-Bernstein, this volume).
The inventor of imaginary worlds typically constructs a
variety of narrative and systemic elaborations. He may
write stories, compose music and draw maps or build
models, design games and construct languages and
thus engage in early introduction to expressive tech-
niques and intellectual skills of several different kinds.
Within this general panoply of productive endeavor,
special attention may also focus on the development of
one craft or another, as was certainly the case for the
Bronte sisters in writing though it is worth noting
that all three sisters, as children, drew as well as they
wrote and Charlotte, along with her brother, actually
harbored dreams of becoming an artist (Barker, 1997,
p. 213). For other individuals, specialization within the
general framework of worldplay may be found not in
craft, per se, but in the compelling interests of that play,
whether these are anthropological, linguistic, philo-
sophical or scientific in nature. Hollingworths Child
D focused for some time on what he called wordical
work, which involved not only the invention and clas-
sification of his Bornish language but the exploration
of concepts and [. . .] words to express them that are
not to be found in dictionaries (1942, p. 126). In her
investigations of early forms of clothing, shelter and
cuisine, M. developed keen interest in the evolution of
culture (personal communication).
Phenomenological report suggests that this im-
mersion in an array of intellectual interests and
expressive crafts exercises creative behaviors that
prepare the child for mature contribution in the
sciences, social sciences and humanities as well as
in the arts. This is as it should be for any indicator
of general creative giftedness. Creative novelty, pro-
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614 M. Root-Bernstein
duced in the combustive union of hitherto disparate
elements, presupposes unusual breadth of experience,
often across very different disciplines (M. Root-
Bernstein & Root-Bernstein, 2003; Root-Bernstein,
Bernstein, & Garnier, 1995; R. Root-Bernstein &
Root-Bernstein, 2004; Sternberg, 2003, pp. 114,
126). Effective novelty requires focus and persistence
(Ghiselin, 1954, pp. 1520; Plucker & Beghetto, 2004,
pp. 160161; Sternberg, 2005, p. 304). By channel-
ing the individuals capacity for make-believe into
the polymathic invention of an imaginary cosmos,
involving the internally consistent particularization
of its many aspects over a persistent period of time,
worldplay may stimulate both the generalist and the
specialist.
In sum, by recognizing worldplay and perhaps,
too, other complex imaginative play as a shooting
star, an indicator of creative behavior, society can ex-
pand the nurture of creative giftedness in childhood to
eventual, productive benefit in a constellation of adult
disciplines and endeavors.
References
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Harper & Row.
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Appendix: Translation of Inscription
on the Cave Painting, by M. (personalpapers)
On top: Once the flower is taken it is forever dead,
and no flower lives in beauty but a hero died
there.
Goodbye Yeoceroee, farewell lad, you go
down under the earth to Moi Covculs house
of flowers. We sing farewell. And your shine
makes the clouds purple and red! You say,
farewell, goodbye!
Names of the figures above [from left to right]:
Fiayiu, who loved her friend for his laughingspirit; Cering the mother; Yahbah the father;
Sommaw the brother; Baypog the sister
Inside: Old Isk comes for young Yeoceroee, says
come, spirit, down to the earth from which
you came, down to the house of darkness,
for now you die. And the spirit of Yeoceroee
follows old Isk the shepherd of the spirits
down through many dark caves to the house
of Moi Covcul which has written on the walls
the stories of the lives of all creatures. It is
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616 M. Root-Bernstein
Thea who writes on the walls of the house
of truth, and Nok who keeps it. Yeoceroee
comes to the cave of flowers and greets Nok,
says Brave Nok, I am Papushitohat, fleet of
foot, and far have I traveled through joy and
sadness before I stopped here. And Nok gives
him water to wash the hands of all desires.
And to Thea he says, Sweet Thea, far have
I traveled through snow and rain before I
left behind the world. And she gives him to
drink the water of forgetting. And Yeoceroee
says to Moi Covcul, Hail, artisan, you are my
grandmother and grandfather. Says Moi Cov-
cul, you come well to my house, Papushito-
hat. Sleep you now here in the flowers the
soft and ending sleep of death, and awake
new.
Names of the figures below [from left to right]:
Isk; Yeoceroee, son of Cering and Yahbah.
The true name of his spirit is Papushitohat;
Nok; Thea; Moi Covcul.
Brief Explanation of the Cave Painting
This cave painting is a tribute to a young man, Yeo-
ceroee, who died. The part of the inscription beginning
Goodbye Yeoceroee. . . is an adaptation of a song to
the sun at his setting on the holiday Bah Juebay. The
red dress and shoes of Fiayiu are marriage clothes, in-
dicating that she had hoped to marry Yeoceroee. Moi
Covcul means Person Makes-All and is believed to
have created the world. In the house of flowers he is
usually depicted as a dogwood tree and an eagle. Sim-
ilarly, Isk, Nok and Thea are each considered to be
one being with two shapes at once: human and bat,
human and ocelot, human and fairy tern. There is a
fourth keeper of the spirits named Giy [not pictured]
who delivers inspiration and fertility, and she is associ-
ated with a cuttlefish.