Many schools tried to improve standardized test scores by cutting recess time several years ago, but elementary school principals realized that play time had actually helped test performance . . .
The best thing to be and the worst thing to be is It. When you’re It you get to run around and chase everybody else who isn’t. You want to make them what you are. The moment you are successful, you aren’t It anymore. Somebody else is. Then the moment that happens somebody else begins chasing you. And you are chased as if you never were It yourself. There is no history. This is pretty much true unless the same kid gets getting tagged over and over. Given the randomness of Tag, and the built-in privilege of being that paradoxically wanted and unwanted thing, I’d never seen it happen. Who’d be so lucky? Who’d be so damned? Who’d get all that privilege to be the scourge of the playground again and again? But only a sad and pathetic ethos could ever link the viability of Tag to achieving higher test scores. If there is a directly proportional relationship to time to play Tag during recess, keep it. If not, delete it from the curriculum.
To further this inanity, Tag is also referred to as “free-range” game. Besides the inherent reference there to wandering chickens and their straw-nested eggs hatched and laid in some equivalent of rustic comfort (and perhaps herds of buffalo in Montana), it brings up the unspoken “other”: games that are not free-range. These are games that are carefully controlled, and which take place in small cubby-like spaces, or cubicles, the little blank available corners of civilization’s meager enough existence. After years during which one has learned to sit in row after row, room after room, and being tested over a variety of abilities to be able to endure sitting in rows and rows, room after room, year after year, one becomes, at last, well-conditioned to sit in a chair with blinders on both sides of it on a floor in a building (any building anywhere) and do some kind of business with a computer and computer programs on computer screens among strangers doing more or less the same thing and feel really nothing particular toward or against any of them, as they neither feel anything particularly particular toward or against you, and make a living—even if, you might otherwise, under altogether different circumstances, have felt a sort of murderous rage or even dislike toward some of your now colleagues; or, on the other hand, had an elective affinity such that you wanted to hold and embrace and love some of them.
The very fact that childhood games such as Tag were ever played, games which have inherently no point at all except the most potent and glorious one, to have fun outside together, was an unthought of blessing at school once upon a time. That physical contact, the obligatory hashing out of “Yes, you were” or “No, I wasn’t” touched or “hit”—kids running around helter-skelter will of course sometimes get pushed, and sometimes there might even be a trace of menace in it, but mostly not—that these have, like so many things been raised to the level of question and censure, presents a queer little paradigm for kids to be learning to lead a productive life and to become contributing members of society from the moment they are vying for their parents’ attention onwards. Having, however, rid all such chaos and disorder and random fervor from the playgrounds of yesteryear certainly presented the world we now live in an effectively solid strategy paved with asphalt intentions to be tread upon, I am rather certain, by our having installed in the stead of such idle games as Tag obedient troops of drones, drone-like human beings, and automatons among whom constant good conscience and measurably historical upward progress will ineluctably be achieved in a straight and steadfast line until old age or technical obsolescence hits them and they expire.