This thesis project explores the concept of “Unstructured Play” and the pivotal role it plays in the development of society. It aims to construct the circumstances for “play” to occur among individuals. It uses play as an experiential tool to disconnect from the pre-constructed structures of everyday life and observe the things around you from a fresh perspective. In the contemporary digital era, the proliferation of pre-designed gaming environments has caused a certain sense of detachment from the physical world around us. However, it is important to explore how we can perceive and utilize the tangible spaces in our immediate surroundings as potential play resources. This entails exploring and harnessing the various affordances of the physical environment and recognizing their potential to foster spontaneous and unstructured forms of play. The rules embedded within games are a reflection of the societal norms and constructs that children internalize through observation of their surroundings. As young individuals observe and assimilate the workings of the world around them, they emulate these constructs within their play as a means of learning and development of society. Could the liberty to create rules influence a person’s creativity, problem-solving aptitude, and critical thinking? Thought activities and workshops, I invite participants to engage with the environment they are in and the ubiquitous objects around them through the act of “play”. It strays away from the idea of providing participants with set tools and instead asks them to employ the resources from around them to create playful ephemera. Using ambiguous prompts, viewers have the authority to create their own game and rules as an act of deconstruction to foster creativity.
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