| Urhobo Historical Society |
MOONLIGHT GAMES IN
By Atiboroko Uyovbukerhi, Ph.D.
Delta State University, Abraka,
Nigeria
The games that children play, unlike the games that adults play, are fun games. They are not designed to impress, to persuade, to deceive, or to annoy; they are played for the playing. And that, in a nutshell, is the difference between work and play: play is for no end but its own enjoyment. Work, on the other hand may consist of exactly the same activities as play, but it is engaged in not for the sake of pleasure but for what may be gained as a result. A game is not necessarily play and work is not necessarily work; but play is indeed play. (G. R. Lafrancois, Of Children: An Introduction to Child Development, page 261)
INTRODUCTION
Like children in
other parts
of
The
games are played on a moonlit night in the dry season and the singing,
mostly
in strophe and antistrophe, is led by one of the boys and accompanied
by hand
clapping, foot thumping or the action of the game. Often the
words
themselves count for little. Sometimes the meaning is almost
slurred out
of recognition… (316).<>
Until recent times
these
games flourished magnificently in rural communities in Urhoboland. Unfortunately they are fast
disappearing from our villages and hamlets, thanks to the combined
influence of
Television, Radio and rural-urban migration.
Unless some effort is made to arrest this threatened extinction
of our
moonlight games, they may not endure much longer and what is worse, our
youths
will grow up into adulthood without the benefit of the nurturing
activities
which have engineered and defined the Urhobo ethos in the past.
The purpose of this
paper therefore is
twofold: The first is to blaze a pre-cursive trail into the study and
documentation
of moonlight games in Uwherun clan, one of the twenty-two clans of the
Urhobo
nation. The second goal of this paper is to show that these moonlight
games are an Urhobo version of
“Creative Drama,” a valuable resource for the education of our youth
and for
stimulating the development of their creative talents.
But before proceeding further, I find it
necessary and appropriate to address some preliminary matters that will
hopefully enlighten the ensuing discussion.
One of these
preliminary
matters is the need to clarify some ambiguities. For example the words
“game”
and “play” are highly ambiguous.
Consequently some effort must be made to clarify their meanings
before
any meaningful discussion can be attempted.
Now the words “game” and “play” ordinarily refer to activities
done for
fun by adults and children. In her book,
Improvisation for the Theatre,
Spolin seems to share this view of “game”
which she defines as:
An
accepted group activity which is limited by rules and group agreement,
fun,
spontaneity, enthusiasm, and joy accompany games; parallels the theatre
experience; a set of rules that keeps a player playing (382)
In recent times,
however, the
meaning of “games” and “play” has expanded to include activities done
for a
living by professionals. Such games
include football (soccer), basket ball, Lawn and Tables tennis and many
others
that people play for livelihood. For the
purpose of this discussion, therefore, the definition that will be
adopted is
that proposed by Lowenfeld when she observes:
Children
have played since the dawn of civilization, and descriptions of their
games are
to be found throughout the literature of mankind. Every
civilization has handed on to its
children, from one generation to another, traditional types of games. Moreover, in reference to children, it is in
this sense that to the present day the word “play” is generally used.
Since
all the activities of children, other than eating and sleeping, seem to
the watching adult to have no serious purpose, a description of them as
play
appears apt and fitting and to draw a line rigidly, for example,
between the
play of an individual playing alone and games which are played in
groups, seems
the act of a purist (Hodgson 46).
In addition to the
words
“game” and “play” another ambiguous word that needs elucidation is
“child”. On the surface, the meaning of
the “child” seems quite transparent. It
would seem to refer to a living human being within the age bracket of
between
one to eighteen years or between one to twenty years.
But a closer look reveals complex and even
unexpected connotations. A child’s
status is not always defined only by its chronological age. It can also be defined -- and is sometimes
defined
-- by other parameters often diametrically opposed to diachronic
methods of
determining age. Finnegan makes this
point quite clearly when she states:
It is
common for a ceremonial initiation to mark a clear dividing line
between
childhood and maturity, often taking place at around the age of
puberty, but in
some societies (or with some individuals) this may be much earlier or
much
later. In some cases initiation may be
as young as, say, seven or eight years old, and the special initiation
songs
which are so often a feature of this ceremony might seem to parallel
songs sung
by similar age-groups in other societies (Finnegan, 304)
EGBO
(MOONLIGHT GAMES): CONTEXT AND NATURE
Moonlight games in
Uwherun
clan of Urhobo land are fun games. They
are played by children on moonlit nights, during the dry
season. They are a recreational
activity. To be sure there are other
games or similar activities that take place on moonlight nights and
such games
include abo emuo (wrestling) eha egbe (dancing) and esia erhoho or esia egbe
(story-telling drama performances) But these games or game-like
activities that
also take place on moonlight nights are not the focus of this paper and
therefore need not detain us any further.
The moonlight games, here discussed, are those referred to as
“Egbo”
These games are characterized by songs, rhymes and movement (realized
as
gesture, dance and mime) performed “on the principle of the circle, the
arch
and the line” (Finnegan 313). The songs
and chants usually take a “call and response” pattern.
For example, the “egbo” games in Uwheru often
begin with a call by the leader to all children in the neighbourhood to
come
forth and form a circle. The call is often couched in coercive
language. Here is an example.
URHOBO
TRANSLATION
Call:
Wayarhe aheha
Call: Everybody come forth let’s play
Response: Ayi she riuwovwu
Response: They are sitting at home
Call: Ode tobawhare
Call: When it comes to farm work
Response: Aye mevworebe
Response: They will demolish the weeds
Call: Okro ghogho
Call: Their waists are stiffened
Response: Ukei!
Response: Like stone!
This opening song
calls forth
the children from their various homes. Then the invitation to form a
circle follows
thus:
URHOBO
TRANSLATION
Call:
Omo r’osiusi-i
Call: The child who doesn’t form a
circle
Response: Omomwo duvwo karidje! Response: May (the omwa) fish pierce
him permanently.
As this song is
rendered the
children keep trooping out of their homes and joining the circle being
formed. It is important to note here
that the above song is integral to and simultaneous with the action of
using
the soles of their bare feet to draw a circle on the ground. Immediately after forming the circle, the
children stand around the circle with one foot outside it and the other
foot
inside. Scooping up a handful of dirt in
one hand, the children begin a song as follows:
URHOBO
TRANSLATION
Response: Kparigogo chufie!
Response: Kparigogo forbid!
Leader: Ive!
Leader: Two!
Response: Kparigogo chufie!
Response: Kparigogo forbid!
Leader: Erha!
Leader: Three!
Response: Kparigogo chufie!
Response: Kparigogo forbid!
Leader: Ene!
Leader: Four!
Response: Kparigogo chufie!
Response: Kparigogo forbid!
Leader: Iyori!
Leader: five!
Response: Kparigogo chufie!
Response: Kparigogo forbid!
Again it is
important to note
that while this counting song is going on (some informants say the
count stops
at five times, others say is stops at the tenth count) each
participating child
(and all the children are players, there being no spectators) throws
down a bit
of dirt or sand on the chanting of the word Chufie! (Forbid!).
On the fifth count (or the tenth) all the
children are expected to vacate the circle, the last child to leave it
becomes
the “loser” and on him devolves the responsibility of starting the next
game. This he does by standing in the
centre of the circle and acting as follows:
URHOBO
TRANSLATION
Leader: Egbo!
Leader: Egbo!
Response: Gbo!
Response: Gbo!
Leader:Mecharooo!
Leader: Here I come!
Response: Eeeee!
Response:Yeeees!
Leader:
Response: Eeeee!
Response:Yeeees!
The leader chases
the other
children around in a kind of “hide and seek” game chanting as above and
the other children responding accordingly. The
leader runs about trying to capture one of the children and the
children on
their own part trying very hard to evade capture. When
the leader does finally capture one of
the participants, the captured one takes over the game and the chase
begins all
over again. This game continues until
they tire of it and switch to another games.
Now the switch to
another
game does not happen by chance. ”Egbo” (moonlight games) contain a
large repertory
of games or activities from which the children can draw.
This repertory contains many games or
activities of the same kind. For
example, there are many “hide and seek” games, just as there are
“riddles”,
“puzzles” “trick tales” or “tongue twisters”.
Consequently the performance of one game frequently calls forth
the
memory of a similar game existing in the repertory.
Thus, for example, the initial game of “hide
and seek” calls forth the game of “missing money” which takes the
following
form. (Again here it is important to
note that the “missing money” is purposely hidden for discovery in the
course
of the game).
URHOBO
TRANSLATION
Leader: Ushene vwe uwhruru
Leader: My shilling is missing
Response: Onu shene magwono
Response: One shilling we’re seeking
Leader: Hwejobi, Hwejobi
Leader: Everybody, everybody
Response: Hwejobi ye
gwonu shene vwe kevwe. Response: Everybody go find my
shilling for me!
This is
played within the usual circle formation.
The leader tells a “trick tale” with a “trick question” at the
end of
it. This question he puts to the players
to test how fast they can think or reason.
The right response allows the player to stay in the circle and
the wrong
response attracts a friendly beating (or not-so-friendly beating) from
the
other players. Such a player also leaves
the circle. Here is a short example.
URHOBO
TRANSLATION
Leader: Itaye!
Leader: Here is a story!
Players : Ye!
Players : Story!
Leader: Asavwe and Ejavwevwo
Leader: Mr. Pinch me and Mr. Leave me
Aye towe kugbe
They dug a pond
together.
Ejavwevwo kowhuru
Mr. Leave me
then died.
Kono vwe awe na?
Who owns
the pond now?
Player : Asavwe
Player : Mr. Pinch me.
Ejuvwevwo (Not Mr. Leave me) or
Ohwovuovo vworo-o (none owns
it).
B)
TONGUE TWISTERS
Again
another circle game. The fun in it
consists of saying the “twister” as rapidly as possible and getting
stuck as a
result. Every player participates
actively. Any player may suggest a
tongue twister to be spoken. Here are
some examples:
URHOBO
TRANSLATION
i)
Obo mie obo opia
i)
A
herbalist has taken a matchet from a herbalist
ii)
Igoro
r’Echivwoko rib o gbe bo
ii)
The frogs of Echivwoko that croak any how
iii) Okpame oye omwe ovwo mo
iii) It’s in
the dry season the omwe tree
fruits.
C)
DESCRIPTION
This too
is played in the circle. The leader
starts a song describing the characteristics of certain animals or
objects and
the players confirm the rightness of that description by either
responding or
remaining silent if the description or classification is wrong. As in the “trick tale” and question, the
wrong answer attracts a friendly beating from the other players. Here are some examples:
URHOBO
TRANSLATION
Leader: Avi sherio!
Leader: It has horns!
Players: Avi sherio!
Players :It has horns!
Leader: Evwe ari sherio
Leader: The Goat has horns!
Players: Avi sherio!
Players :It has horns!
Leader: Ogegede avi sherio!
Leader: The sheep has horns
Players: Avi sherio!
Players :It has horns!
Leader: Urhe avisherio!
Leader: A tree has horns!
Players: (Aye fore)
Players : (Silence)
In
this particular game a player not bright enough or not alert enough to
discern
that a tree has no horns definitely gets a friendly beating or a
not-so-friendly beating from his peers in addition to being expelled
(temporarily) from the circle.
D)
BREATH CONTROL
This
game is not played in a circle but ends in it. Like all the others
discussed in
this paper, it is a group activity. It
starts by the leader directing every player to find a palm nut each
(the type
from which the palm oil has been extracted).
Then he directs them to chant a song and hold a specific note of
the
song while running form the spot where the other players are gathered
to a
fairly distant spot and returning to the group, still holding the same
note. The player who is able to do this
is considered a winner and is cheered by his peers while the one who is
unable
to hold the note is considered a loser, but in this particular
instance, he
does not get a friendly beating for failing.
Here an example will make it clearer:
PLAYERS (Starting from among his peers, trotting to
the target
spot tounching it and returning to starting point holding the “eeeeee”
note
right through): ooooooo maaaaaaaaa muuuuuuuu vweeeeeeeeeeeeeeeeeeeeee
lo!
In
this game, the players take their turns doing this breath control
exercise and
those who succeed (they are usually few, very few) are welcomed back in
the
circle amidst cheers from their peers while those who fail or “die on
the way”
are booed and kept out of the circle (for the duration of this
particular
game).
As
mentioned earlier the “Egbo” (moonlight games) repertory is quite large
and the
above described game types do not pretend to even begin to scratch the
surface
what is available in the field. However, I hope enough has been said so
far about the
context and nature of these games to stimulate further research and
documentation. For now, it is sufficient to state definitely that these
games
emphasize competition, mental alertness (i.e. having ones wits about
him or
her), verbal dexterity, team spirit and problem solving.
EGBO (MOONLIGHT GAMES): CONTENT,
STRUCTURE AND SIGNIFICANCE
It
is clear from the broad picture sketched in the preceding section that
“egbo”
(moonlight games) in Uwherun clan are designed as a traditional form of
informal education. In these games the
children articulate and explore themes that will later engage and rivet
their
adult energies. Thus in these games we
find themes such as nurture (food), power (winning and losing, reward
and
punishment), seeking and finding (seeking people or things) In other words, the children through these
games, are training themselves for the various roles they will play
later in
life. Barrault makes a similar point
when he argues:
…
play, therefore, enables us to understand that it is a training for
living, a
sort of temporary inoculation of evil and danger, a disruption of the
balance,
like a vaccine which allows us to live, in a substitute way, all the
dangerous
circumstances of life, so that we can conduct ourselves better when the
dangerous circumstances of life are real… play is therefore a training
for life
and not an activity without a purpose (Hodgson, 22-23)
If
the content of “egbo” (moonlight games) is a “pre-hearsal” of the
themes the children
will deal with in adult life, the structure of these games is no less a
reflection of the adult world in which they will have to perform when
they
graduate into adulthood. At this point
it is useful to recall that the “egbo” in reality are skits structured
in the
form of a “call and response” performance or as Finnegan aptly puts it
“strophe
and antistrophe” – a sort of dialogue between the members of a
micro-community. This dialogue is
carried out in song and action; there is always a leader calling out in
song or
chant and action and his peers or fellow players answering back also in
song or
chant and action.
The
significance of this “dialogue” is rather obvious.
Although on the surface what we see is
children at play but below the surface we discern a living
“micro-community”
carrying on the business of life, working together, depending on each
other,
like an ant colony or a bee-hive for the overall success of the whole
community. In short, when we watch the
“Egbo” (moonlight games) we are seeing the genesis or quintessence of
the
“group soul” or “team spirit” that sustains the macro-community from
generation
to generation.
EGBO (MOONLIGHT
GAMES) AS “CREATIVE DRAMA”
Now,
the Egbo (moonlight games) described above may be regarded as an Urhobo
version of “Creative Drama.” They contain closely similar features as
those found in creative drama. Creative
drama has been defined as
As
improvisational, non exhibitional, process centred form of drama in
which
participants are guided by a leader to imagine, enact and reflect upon
human
experienced… The creative drama process is dynamic.
The leader guides the group to explore,
develop, express and communicate ideas, concepts and feelings through
dramatic
enactment. In creative drama the group
improvises action and dialogue appropriate to the content it is
exploring,
using elements of drama to give form and meaning to the experience
(Davis and
Behm, 10-11)
A
comparison of “Egbo” (moonlight plays) and Creative Drama shows that
they share
many features as the following table will make clear:
EGBO (MOONLIGHT
PLAY)
CREATIVE DRAMA
a) Is
improvisational, non
exhibitional and
process centred
a) Is
improvisational, non
exhibitional and process
centred
b)
Involves group activity directed by a leader
b) Involves group activity directed
by a
eader
c)
Uses chants, songs and actions and little or no
dialogue to give form and meaning to human
experience
c) Uses more
dialogue and occasionally songs chants and
actions to give form and meaning to
human experience
d)
Performed
by children on moonlight nights
d)
Performed by children during drama lessons
in school.
e)
It is an informal style of education
e)
It is a
play way method of learning.
CONCLUSION
From
very ancient times Urhobo children have been playing “Egbo” (moonlight
games).
These games are usually played on moonlight nights from about
WORKS CITED
Lefrancois,
G.R Of
children: An
Introduction to Child Development. Belmost
Califoronia: Wadsworth Publishing
Company, Inc, 1977.
Lowenfeld, M
in Hodgson J. (ed) The
Uses Of Drama.
Spolin,
V Improvisation For The Theatre.