Dakon board game suffers from influx of high-tech games
Dakon board game suffers from influx of high-tech games
By A. Ariobimo Nusantara
JAKARTA (JP): Modernization has brought a lot of changes, not
only to big, important issues, such as a nation's economic
policies but also to small, seemingly unimportant matters, like
toys and games.
In place of traditional toys and games, today's children,
particularly those living in big cities, are more familiar with
modern toys and games. Many of today's toys are high-tech, such
as computer games or sophisticated battery-operated toys. Few
metropolitan children know of the games and toys their parents
and grandparents played with in their childhood; many of the
traditional games and toys have been replaced by manufactured
ones.
One of the popular traditional games which is becoming
obsolete is dakon, which, according to Indonesian archeological
records, is a very ancient game. This game has been played in
various parts of Indonesia since prehistoric times, in particular
during the megalithic era. Dakon was found among megalithic
artifacts in South Sulawesi, Ciampea (Bogor, West Java) and
Matesih (Solo, Central Java). However, its role in the Stone Age
remains a mystery.
In olden days, dakon boards were made of andesite, with holes
carved in the surface to serve as receptacles. In archeological
terminology, this object is referred to as the dakon stone.
Today's dakon is vastly different from the old one; most are made
of wood, others of plastic or other materials.
A wooden dakon board measures 50 centimeters long, 20
centimeters wide and 10 centimeters thick. Holes with a diameter
of 5 centimeters and a depth of 3 centimeters are carved in the
surface of the board. The minimum number of holes is 12. Two of
the holes, one at each end, are bigger and serve as a barn for
each player. Sawo kecik (Manilkara Kauki) seeds, or marbles are
used as dakon pawns. If wood is hard to obtain, the game can be
played on the ground using pebbles. The minimum number of players
is two, each taking turns according to the players' agreement.
The number of pebbles or sawo kecik seeds is not limited but is
decided according to need.
The game is rarely played today but can still be found in all
its variations in many parts of Indonesia. In North Sumatra, it
is called congklak with sea shells used as the pawns. It is also
played by adults.
Friendship
In South Sumatra (Lahat and its surroundings) the game is
often played during the fruit season. Returning home from school,
children pass their leisure time with various games using fruit
seeds, including the setembak or dakon. In rural communities the
game is sometimes played on the riverside while children wait for
their buffaloes to finish bathing. The setembak game indirectly
promotes friendship among children.
In Java, the dakon is not a monopoly of the villagers. The
game is frequently played at the royal courts, hence the various
forms and types of dakon boards. The game is usually played in
the afternoon after school hours, or in the evenings during a
full moon.
A toss-up decides who starts the game. The winner of the toss
begins by taking the pawns from one of the receptacles and
dropping them clockwise, one by one, into the other receptacles.
If the last pawn reaches the barn, the player starts again with
pawns from another receptacle. The last pawn dropped is decisive
because the player is entitled to take all the pawns from the
receptacle across the last piece. The player stops when the last
pawn falls into an empty receptacle.
This simple game has many benefits. First, the players are
trained to be accurate in planning and playing the game, and fast
in calculation, for example they must know beforehand into which
receptacle they will drop the last pawn. Second, the barn will
always remind players to save, little by little. Third,
indirectly, players will become familiar with the environment,
such as getting to know the sawo kecik plant or sea shells.
Marginalized
Even in rural areas, dakon is rarely seen being played by
either children or adults. It is being replaced by modern games
available in the market, such as Lego, Fischer Technik, Tamiya,
Barbie dolls, video games, and Nintendo, with its various
cassettes ready to feed the fantasy needs of children.
Not only dakon is suffering form the influx of modern, high-
tech games and toys. Other inexpensive and creative traditional
pastimes, such as playing with automobiles/carts made from the
skin of a jeruk Bali (Citrus maxima), shaping forms out of glagah
(a kind of small bamboo), games using play guns and toy horses
made of banana leaves, rolling along discarded bicycle wheels
with a stick and marble games are passing into oblivion. It is
not impossible that, some day, games requiring children to use
their creativity to make their own toys will become history.
The revolution in children's toys is not without impact. Many
predict that the creativity of children is being reduced because
of battery-operated toys and toys which are not conducive to
stimulation.
R.E. Williams, a children's toys consultant, said that stuffed
toys -- ready made and used without requiring any or little
creativity of the mind -- constitute 80 percent of the total
amount of toys children now play with, while wooden toys make up
10 percent of today's toys.
The influx of modern toys is also alienating children from the
natural environment. Few children know the names of such trees as
sawo kecik and the banana tree, let alone see them, or play with
sea shells. Communication among peers is also on the decline.
A waning concern for the environment by children can be seen
by the way they accumulate, and then discard in garbage dumps,
plastic and metal toys. There seems little sign of any knowledge
of the 3R Concept (reduce, reuse and recycle) among today's
children.
We cannot possibly ignore this phenomenon. It is only proper
that parents study and choose toys for their children with great
care. At the very least, they should not let their children get
used to throwing away used toys. They must teach them to be
creative in the concept of reuse. In this way, progress will
always have a positive impact on children.
-- The writer is an editor of educational books.