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.

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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.