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.