Key Moments

Can Play Change the World? | Play@TED Full Event | TED, the LEGO Group and the LEGO Foundation

TEDx TalksTEDx Talks
Education7 min read326 min video
Jun 10, 2026|7,771 views|130|28
Save to Pod
TL;DR

Over 70% of adults worldwide no longer prioritize play, leading to a 'play deprivation crisis' that stunts creativity and resilience — but restoring play, even in small, unconventional ways, is vital for individual flourishing and a more adaptable society, as demonstrated by everything from urban planning to computer science.

Key Insights

1

Over 70% of adults globally have stopped engaging in play, leading to a 'play deprivation crisis' that results in chronic burnout and rigid societal institutions, according to creativity expert Kina Bajage.

2

Play is fundamentally about 'making special' for no functional reason; early human societies, as studied by anthropologist Ellen Dissanayake, incorporated playful touches (like decorated tools) into daily life, demonstrating play's inherent, species-wide role in bonding and adaptation.

3

Imaginary companions, often created by 3-4 year olds who lack similarly aged siblings (a 2004 study noting 67% of US kids under 8 had them), help children safely explore emotions, practice conflict resolution, and develop 'theory of mind' for empathy, without parents needing to intervene.

4

Innovation is often driven by play, not necessity; programmable computers, for example, evolved not from military tech but from musical instruments like automated organs and toy robot flutists, as these 'frivolous' inventions explored new possibilities in code and mechanics over 700 years.

5

Traditional playgrounds, with their 'low affordance' structures like slides, limit open-ended interaction; modern adventure playgrounds, like Berlin's Kolle 37, feature high-affordance elements (scrap tools, natural landscapes) that encourage 'risky play,' which studies show leads to better judgment and confidence in managing actual risks.

6

Engaging with content in a 'co-viewing' manner, where parents actively participate by pausing videos to ask questions or transition to real-world activities, transforms screen time from passive consumption into an interactive learning experience, according to early childhood educator Monica J. Sutton.

A global play deprivation crisis threatens creativity and societal adaptability

Kina Bajage, a human creativity expert and co-founder of Daydreamers, illuminates a pervasive modern phenomenon she terms the 'play deprivation crisis.' While many associate play with childhood or optional silliness, Bajage's research, involving thousands of individuals, reveals that up to 70% of adults worldwide have ceased engaging in true play. Scientific analysis defines play not as a specific activity, but as an approach characterized by intrinsic motivation and the freedom to act without a predetermined outcome. This fundamental human capacity, often replaced by a focus on efficiency and achievement, results in significant individual and societal consequences, including chronic stress, burnout, and increasingly rigid, polarized institutions. The long-term impact is a loss of essential survival skills like adaptability, imagination, and a sense of aliveness. Restoring play, therefore, isn't about adding another item to an already packed schedule, but about integrating a playful mindset into daily life, particularly at work, before sleep, and in public spaces. This involves re-embracing activities like mind-wandering and experimentation, which, while appearing unproductive, activate the 'default mode network' in the brain, crucial for creative problem-solving and connecting disparate ideas, as exemplified by figures like Albert Einstein.

Play as a universal human trait and a catalyst for 'making special'

The capacity for play is not a learned behavior but an intrinsic human trait that has existed 'since the beginning of our species,' as highlighted by Kina Bajage. Anthropologist Ellen Dissanayake's work on early human societies reveals the concept of 'making special'—the inherent drive to add playful touches to ordinary aspects of life 'for no functional or productive reason, just because.' This is evident in the intricate decorations on ancient tools, the beadwork on clothing, and the universal practices of dance and storytelling. This innate playful spirit, which helps humanity bond, adapt, and find meaning through life's challenges, is a responsibility to keep alive in contemporary society. Even small acts of playful rebellion, such as laughing first at a street musician or engaging with unexpected public art, can be contagious, amplifying a sense of community and wonder that counteracts cultural rigidity and polarization.

Play in trauma recovery: The Rohingya humanitarian play lab

Iram Mariam, executive director of the BRAC Institute of Educational Development, underscores play's critical role in trauma recovery, particularly for vulnerable children. Her work in refugee camps, such as Cox's Bazar, Bangladesh, following the 2017 Rohingya genocide, revealed that generic play items like Scrabble or Uno were ineffective. Instead, children thrived with games and art rooted in their own Rohingya culture, which fostered pride, confidence, and joy. The 'humanitarian play lab' model, initiated in Cox's Bazar and serving 50,000 children across 350 labs, provides welcoming spaces adorned with familiar cultural imagery. Here, young Rohingya women facilitate play for up to five hours daily, supported by psychosocial professionals. Examples include 'Roshi Fal Dani,' a traditional rope game that transformed an undernourished eight-year-old, Nur, into a physically stronger, more confident child, and the 'kabia' rhyme, which helped a shy four-year-old, Tuhinur, become an assertive leader. This approach demonstrates that culturally relevant play offers not just recovery, but also strengthens essential social-emotional skills, empowering children to enroll in school with newfound confidence and a strong sense of cultural identity, proving that 'every child everywhere deserves the right to play their own play.'

Imaginary friends: A normal and beneficial aspect of child development

Imaginary companions serve as a significant, and often misunderstood, part of psychological development. Typically invented by children aged three to four, especially those without siblings of a similar age, these invisible or personified figures (e.g., stuffed animals brought to life) are not a sign of shyness but rather a manifestation of an outgoing nature and a love for make-believe. A 2004 study found that approximately 67% of U.S. children under eight had imaginary companions, with variations in form (e.g., personified objects being more common in Japan). These companions fulfill diverse roles beyond just 'friends,' acting as confidants, scapegoats, or even figures of fear. Critically, children consistently know these characters are imaginary, maintaining full control. This control allows them to safely experiment with intense emotions, negotiate conflict, and explore empathy on their own terms, acting as a crucial practice ground for social interactions and emotional regulation. This pretend play strengthens a child's 'theory of mind'—the ability to understand and predict others' mental states—a skill with lifelong benefits for empathy and relationship building.

Play fuels innovation: From flutes to modern computers

Steven Johnson argues that necessity is not always the mother of invention; rather, a 'playful state of mind' is often the true catalyst for groundbreaking technologies. He cites the astonishing example of early humans crafting flutes from animal bones 40,000 years ago—a 'useless' invention by utilitarian standards, yet one that laid foundational principles. This playful exploration eventually led to the musical keyboard, which, by the mid-19th century, transformed into the typewriter. More profoundly, music-making machines, like the automated organ designed by three brothers in Baghdad a thousand years ago, introduced the concept of 'programmable' devices using coded cylinders. This 'hardware-software' thinking, exclusively kept alive by music for 700 years, eventually inspired inventors like Jacquard, with his punch-card looms, and Charles Babbage, who created the first true programmable computer. This historical trajectory reveals that many 'frivolous' inventions, born from delight and amusement, ultimately spark momentous transformations, demonstrating how watching a machine play music could be the precursor to a technological revolution.

Rule-breaking play in sports and art drives evolution

Maxwell Pierce, a Harlem Globetrotter and mixed-media artist, articulates how play, creativity, and rule-breaking are 'the most important ingredient in every person and every industry's evolution.' He recounts how his high school coaches constrained his natural playfulness, even banning dunking, reflecting a historical NCAA ban for nine years. However, embracing this 'playful mindset' led him to excel in dunking, eventually featuring his dunks in video games like NBA Live and earning an honourable mention for an ESPY award. The Globetrotters themselves exemplify this, often turning mistakes into playful new directions, which fosters an adaptive, innovative spirit. As an artist, Pierce extends this philosophy by using unconventional materials, such as cut-up basketballs or shoelaces, to create mixed-media pieces. These materials, imbued with personal stories and connections from his athletic journey, are transformed through play into new forms that 'communicate identity.' This unique blend of sports and art demonstrates that playful experimentation breaks traditional boundaries, advancing both creative fields and offering a platform for self-expression.

Common Questions

Creative health is a core part of well-being, defined by Kina Bajage. She states that the best strategy to strengthen creative health is through play, especially for adults. This type of play involves intrinsic motivation and the freedom not to know the outcome, leading to deeper fulfillment, stronger resilience, and more original ideas.

Topics

Mentioned in this video

People
Chris Duffy

Host of Ted's 'How to Be a Better Human' podcast and a comedian, serving as the host for the Play at TED event.

Kina Bajage

A human creativity expert and co-founder of Daydreamers, who coined the term 'creative health' and advocates for play as a strategy to strengthen it.

Albert Einstein

A renowned physicist who credited his innovative ideas to thought experiments, not desk work, supporting the idea of playful thinking.

Johan Huizinga

A philosopher who warned that a culture losing play can become brittle and polarized, unable to cope with change.

Ellen Dissanayake

An anthropologist who coined the term 'making special' to describe the human capacity for playful touches beyond functional purposes in early societies.

Doodle Boy

A 16-year-old artist famous online for his doodling, who uses his imagination as the true driver of his creations and warns against over-reliance on AI.

Fazle Abed

Founder of BRAC, who did groundbreaking work for vulnerable children and encouraged Iram Mariam to focus on play for younger kids.

Rachel Riyle

An award-winning self-taught illustrator, animator, and storyteller known for her hand-drawn and animated worlds, emphasizing curiosity and joy in her creative process.

Monica J. Sutton

An early childhood educator and YouTube creator ('Miss Monica') who teaches preschool skills globally through fun, interactive lessons, and singing.

Brian Christian

Author of 'The Most Human Human,' a book discussing his experience in a Turing Test competition as a human aiming to be perceived as human.

Miss Trunchbull

The terrifying antagonist in 'Matilda,' whose appearance on stage led to a humorous mishap during a scene.

Samuel Ross

A London-based designer whose Nike Zoom Vomero shoe inspired Salehe Bembury to think about adding functional elements to unused areas of footwear.

Kanye West

Mentioned for his quote about creating most freely when feeling like a three-year-old, without boundaries or restrictions.

Johann Sebastian Bach

A classical composer whose 'Prelude and Fugue' was performed by Maria Tlesha on the accordion.

Friedrich Fröbel

A German educator who developed the concept of kindergarten in the 19th century, advocating for play-based learning with specially designed toys.

Anna Rano

A leading international scholar on children's agency in education, co-founder of the International Playworld Network, and a leader of the Child Research Group at the University of Helsinki.

G. Lee

A designer who created the stage project inspired by his child's creativity.

Stephen Johnson

A TED speaker who discusses how some of humanity's most innovative technologies originated from playful exploration rather than necessity.

Salehe Bembury

An industrial designer and fine artist known for elevating footwear to an art form, creating iconic designs for major brands and running his own brand, Sponge.

Franz Schubert

A composer whose 'Moments Musicaux' was performed by Maria Tlesha on the accordion.

Alan Turing

The famous mathematician after whom the Turing Test is named, developed as a test of machine intelligence.

Baba Yaga

A character from a Slavic folktale used in a play world example, where children collaboratively wrote their own resolution.

Iram Mariam

Executive Director of the BRAC Institute of Educational Development, she champions the right to play for every child, particularly vulnerable children in refugee camps.

Maxwell Pierce

An award-winning artist and Harlem Globetrotter, who believes play is essential for evolution in every industry, breaking rules to improve both sports and art.

Simone Giertz

A Swedish inventor and YouTuber, founder of YET Studios, known for her playful design process and unique jigsaw puzzles.

Jacque de Vaucanson

A brilliant French inventor who designed an automated flute player robot, inspiring the first programmable loom.

Joseph Marie Jacquard

A French inventor who improved upon Vaucanson's loom by using paper punched cards, inspiring the first true programmable computer.

Charles Babbage

A Victorian inventor inspired by Jacquard's punch card system to create his analytical engine, the first true programmable computer.

Sergey Urban

Creator of 'The Dad Lab' YouTube channel, offering trusted STEM activities for children and parents, emphasizing simple yet exciting experiments.

Betsy Ross

An American historical figure who, according to a possibly apocryphal story, used the single-cut folding technique to make stars for the American flag.

Carl Theodor Sørensen

A Danish landscape architect who in the 1930s invented the concept of 'junk playgrounds' after observing children playing in old building sites.

Ellen Sandseter

A play researcher who argues that 'risky play' is essential for children to develop better judgment and confidence.

Suki Hillier

An 11-year-old lead actor in 'Matilda the Musical' in London's West End, who emphasizes imagination's role in building reality, even on stage.

Miss Honey

A character in 'Matilda' who offers kindness to Matilda, resulting in an onstage mishap where Suki Hillier's hair got tangled in Miss Honey's necklace.

Donatella Versace

The design director of Versace who responded to Salehe Bembury's proposal and eventually hired him to create a sneaker program.

Tyrese Haliburton

An NBA player for whom Salehe Bembury designed his first signature sneaker, the Halley 1, in collaboration with Puma.

Maria Tlesha

A 18-year-old high school student and professional accordion player from Eugene, Oregon, co-founder of Accordion Star International Competition, showcasing the instrument's versatility.

Jean Piaget

Swiss psychologist who formally charted the timeline of infant cognitive and motor development in 1936, providing a framework for understanding games like peek-a-boo.

Harry Houdini

A magician reportedly known for doing magic tricks involving folding paper and cutting it once to create shapes.

Roald Dahl

Author of the book 'Matilda,' which inspired 'Matilda the Musical'.

Steve Jobs

Referenced for his philosophy that consumers don't know what they want until you show it to them, paralleling the initial reception of Salehe Bembury's Crocs Plex.

Lisa Winer

An educator who guided Mila Rojas as a student talks participant, shaping her perspective on play at TED.

Mila Rojas

A fifth-grade student and youth speaker who emphasizes that adults need to incorporate more play into their daily lives for deeper family connections and overall well-being.

Miles Woo

A 14-year-old origami innovator from New York City who uses origami to stretch creativity, help others, and make scientific discoveries, including optimizing the Miura-ori fold.

Koryo Miura

A Japanese astrophysicist who invented the Miura-ori fold in the 1970s, a tessellation with practical engineering applications.

The Beatles

A band whose music Maria Tlesha enjoys playing on the accordion, alongside classical and rock music.

Eric Zimmerman

A game designer, founding faculty member at NYU Game Center, and co-founder of Game Lab Studio, who discusses how rules facilitate play and creativity.

Natalie Jeremijenko

An architect with whom Eric Zimmerman collaborates on large-scale museum installations, bridging architecture and game design.

Randy Williams

An AI researcher who worked at MIT's Media Lab and is a professor at Carnegie Mellon's Human-Computer Interaction Institute, focusing on children's relationships with AI.

Gunilla Lindqvist

A Swedish scholar who originally developed the concept of 'play worlds' for educational settings.

Companies
Daydreamers

A platform co-founded by Kina Bajage that explores how creativity supports human health and flourishing, and where they study optimal ways to play.

Puma

A brand with which Salehe Bembury has collaborated, designing the Halley 1, Tyrese Haliburton's first signature sneaker.

Facebook

A social media platform possibly used by Salehe Bembury for outreach during unemployment.

Nike

A sneaker brand mentioned as part of the mass education that fashion houses can make sneakers.

Comme des Garçons

A fashion house mentioned as part of the mass education that fashion houses can make sneakers.

Dude Perfect

A sports media and entertainment company known for inspiring play through compelling content, primarily targeting 6-14 year olds with trick shots and antics.

New Balance

A brand with which Salehe Bembury has collaborated on iconic designs, including outdoor shoes and the 574 Yurt shoe with a whistle.

Sponge

Salehe Bembury's own brand, which he runs after years of working with other major brands.

Anta

A Chinese brand with which Salehe Bembury had his first scratch collaboration, introducing his design to the footwear industry.

eBay

A resale site where Salehe Bembury's 'Peace Be the Journey' shoe is still sold at a markup due to its enduring popularity.

YET Studios

The company founded by Simone Giertz, where she designs playful and innovative products.

Versace

A high fashion brand for whom Salehe Bembury created shoe designs, initially by cold-emailing Donatella Versace.

LinkedIn

A professional networking platform used by Salehe Bembury for outreach during unemployment, leading to his job offer from Versace.

Adidas

A sneaker brand mentioned as part of the mass education that fashion houses can make sneakers.

Pierre Moss

A high fashion brand for which Salehe Bembury created a shoe representing the feeling of being financially stuck, using silicone as a solution.

Cosmo

A toy robot car that children probe with seemingly absurd questions to understand its nature, demonstrating natural reverse engineering.

MTV

A media company that named Rachel Riyle's Instagram account the number one to follow in 2013.

Payless

The company where Salehe Bembury started his career as a footwear designer in 2009.

Trader Joe's

A grocery store where Miles Woo practices spontaneous origami by transforming a sample cup into a crane while waiting in line.

Media
Christina Aguilera CD

A CD belonging to Kina Bajage, signaling her childhood ritual of attempting to play post-homework.

SportsCenter Top 10

A segment on ESPN where Maxwell Pierce's dunks were featured, leading to an honorable mention for an ESPY award.

Matilda the Musical

A musical based on Roald Dahl's book, performed at the Cambridge Theatre in London's West End, where Suki Hillier plays the lead role.

Jim and the Bread

A charming stop-motion treat, a video about making a PB&J sandwich, created by students of FC Academy.

NBA Live

A video game series in which Maxwell Pierce had the opportunity to feature his unique dunks.

GQ

A magazine where Maxwell Pierce's dunks were featured, showcasing his global reputation as a dunker.

Good Morning America

A television show that contacted Dude Perfect after their first viral video, leading to their broader recognition.

The Dad Lab

A YouTube channel hosted by Sergey Urban, focusing on simple, exciting, and accessible STEM activities for parents and children.

Miss Monica

Monica J. Sutton's YouTube channel, where she shares her classroom and teaches preschool skills through singing, dancing, and play.

Good Morning Train song

A favorite original song by Miss Monica, which she literally sings in the classroom with her students to engage them.

NPR's Tiny Desk Concerts

A music series where Maria Tlesha had the privilege of performing J.S. Bach's 'Prelude and Fugue' on accordion.

NBA 2K

A video game series in which Maxwell Pierce had the opportunity to feature his unique dunks.

Legends of the Hidden Temple

A children's game show that Alex Rosenthal introduced to his daughter, inspiring them to create their own episode and imaginative play experience.

Little Star

Miss Monica's favorite original song, which is her take on 'Twinkle, Twinkle, Little Star'.

New York Times

A newspaper that Miles Woo transforms into a lizard through origami, demonstrating his ability to use any scrap of paper for his art.

Products
Barbies

Dolls with which Kina Bajage recounted playing with as a child, often turning it into a serious 'emergency room doctor' scenario.

Lego bricks

Building blocks used as stage props and in games throughout the event, highlighting their role in fostering creativity and play.

LEGO

A company Rachel Riyle has partnered with to create educational videos challenging children to grow creatively through play.

Peace Be the Journey

A New Balance shoe designed by Salehe Bembury, inspired by Antelope Canyon, and still popular on resale sites for its storytelling appeal.

Magnetiles

Magnetic building toys used to construct a castle in Alex Rosenthal's living room, which become enemies with a Duplo brick castle in imaginative play.

New Balance 574 Yurt

A New Balance shoe designed by Salehe Bembury with a whistle on the heel, a functional and innovative addition.

Pandora's Legacy

A jigsaw game designed by Alex Rosenthal that challenges traditional puzzle-solving methods by not allowing players to start with the edges.

Duplo bricks

Larger Lego bricks for younger children, mentioned in the context of a castle built by Alex Rosenthal's daughter.

Nike Zoom Vomero

A Nike shoe with a molded plastic piece on the back, inspiring Salehe Bembury's idea of adding functional elements to footwear.

Air Jordan 11

A specific sneaker model that Salehe Bembury recreated out of clay when he was nine years old, symbolizing his deep passion for footwear design.

Tega

A fluffy, adorable social robot worked on by Randy Williams at MIT, designed to help young children learn how to read by keeping them engaged in stories.

Crocs Pock Clog

A Crocs shoe designed by Salehe Bembury, based on his own fingerprint mold, and representing a collaboration where he manipulated the form of the Croc from scratch.

Sand Be the Time

A New Balance project designed by Salehe Bembury, inspired by the pink sand dunes in Utah, telling a story through color and material.

Popot

A social robot with a body made of Lego bricks, designed by Randy Williams to make complex AI concepts understandable through hands-on, child-driven play.

CVS Receipt

A common item that Miles Woo playfully transforms into a centipede through origami, showcasing his spontaneous creativity.

Organizations
BRAC

The world's largest NGO, through which Iram Mariam has worked for over three decades to ensure children's access to play.

Humanitarian Play Lab

Small, welcoming spaces created in refugee camps, decorated with familiar images and run by young Rohingya women to help children heal through play.

Harlem Globetrotters

A legendary exhibition basketball team credited with integrating the NBA and popularizing new moves, emphasizing playfulness in their approach.

BuzzFeed

A media company that, along with MTV, named Rachel Riyle's Instagram account the number one to follow.

United Nations

The organization whose lawn in New York will host the International Day of Play, a public event.

UNICEF

An organization that holds an international day of play to remind people of its importance for all ages worldwide.

International Playworld Network

An organization co-founded by Anna Rano, dedicated to researching and promoting 'play worlds' in early learning and classrooms.

NCAA

The collegiate sports governing body that banned dunking for nine years, an example of rules hindering rather than enhancing play.

Texas A&M University

The university where Dude Perfect originated, with five friends filming trick shots in a backyard that went viral.

Answer in Progress

A creator channel that originally made a spelling game exploring the eccentricities of the English language, which TED later expanded upon.

FC Academy

A student filmmaking program based in Massachusetts, whose students created the stop-motion video 'Jim and the Bread'.

MIT

The institution where James Rojas studied urban planning and where Randy Williams worked at the Media Lab.

NYU Game Center

A program co-founded by Eric Zimmerman where games are studied as an art form and play as a deep form of literacy.

Smithsonian American Art Museum

A museum where Eric Zimmerman's large-scale public games have been exhibited.

Games for Change

One of the amazing organizations Eric Zimmerman is working with to think about democracy as a design problem.

Montessori schools

Educational institutions that continue to embrace toy-based learning with rigorously designed materials for specific concepts.

University of Helsinki

The institution where Anna Rano is a researcher and teacher educator, leading the Child Research Group.

Action for Democracy

One of the amazing organizations Eric Zimmerman is working with to think about democracy as a design problem.

Ability360 Center

A state-of-the-art recreation and community center in Phoenix for people with disabilities, which inspired the need for an accessible light rail station.

Carnegie Mellon University's Human-Computer Interaction Institute

An academic institution where Randy Williams is a professor, researching artificial intelligence.

Museum of Modern Art

A museum where Eric Zimmerman's large-scale public games have been exhibited.

Locations
Cox's Bazar

A town in Bangladesh where over 850,000 Rohingya refugees settled in camps, serving as the location for the humanitarian play labs.

Baghdad

The city where three brothers during the Islamic Renaissance designed the first programmable automated organ.

Tokyo

Location of 'Muddy Harappa Park,' where children sculpt water slides and sinkholes from the natural landscape.

London

Location of 'Glams Adventure Playground,' where children use fire pits with playworker supervision.

Philadelphia

Location of a park mentioned that features a 30-person mega swing, showcasing modern playground design.

Phoenix, Arizona

Location of the 50th Street light rail station project, where a workshop helped people with disabilities design an accessible station.

Japan

A country Rachel Riyle recently visited, inspiring a passion piece she is currently animating.

Nebraska

Home to Omaha Riverfront playground, which uses a multi-layered decking ribbon as a 'play spine'.

Antelope Canyon

A beautiful place in Arizona that influenced Salehe Bembury's 'Peace Be the Journey' shoe design.

Veracruz community

An informal settlement in Tijuana, Mexico, where James Rojas facilitated a community meeting to design a community center, resulting in a 'House of Ideas'.

Berlin

Home to 'Kolle 37,' a modern adventure playground featuring scrap and building tools for kids.

Tijuana

Location of 'Veracruz,' an informal settlement where James Rojas facilitated a grassroots community meeting to design a community center.

St. Ann's Warehouse

A performance space known for its playful architectural design in the bathrooms, which challenge gender binary notions.

Ask anything from this episode.

Save it, chat with it, and connect it to Claude or ChatGPT. Get cited answers from the actual content — and build your own knowledge base of every podcast and video you care about.

Get Started Free