A variant of, or added rule to, the “Loser Says What?” game.
The basic idea of the ‘game’ is to quickly say the phrase “[Loser] says what?” to a person the player wishes to trick or tease, with [Loser] being replaced with any mean-spirited descriptor (‘loser’, ‘slowpoke’, etc.). If the target does not hear this phrase, they may respond with “What?”, therein ‘proving’ they identify with the mean-spirited descriptor.
This variant of the game expands on the premise, in which being tricked into saying “What?” means one must ‘pass it off’ to another person within five minutes, or face an unspoken consequence (most likely a feeling of shame).
Context
Learned from a friend of the informant during middle school, as a game played with several people. Played during recess or outdoors where lots of children are present.
Analysis
It is unclear to me whether this 5-minute rule exists in most versions of this game, or if it is unique to this group of people. In my experience, this was simply a harmless joke to pull on friends. In this context, it exists as a game similar to Tag, with the exception that a player is not made aware of their participation until after they are tricked.
Crock-a-dilly oh my Crock, crock, crock Say cinco cinco Cinco cinco sock-a-lock-a Fallow, fallow Stick your head in Jell-o Your face is turning yellow 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Alternatives: (Substitute for the last two lines before the numbers)
Stick your head in ink Your face is turning pink
Stick your head in water You look like Harry Potter
Video:
Context:
The informant is from Sudbury, Massachusetts and used this text in the early 2010s as they were growing up. The text is associated with a children’s game that is meant for 2 or more players. The informant played it at summer camps and recess in elementary school up until early middle school (ages 6-12). It acted as a bonding activity to the informant and almost every child knew how to play. To play the game, the children sit in a circle with their hands to either side. Each child in circle would put one of their hands on top of the player next to them and the other on the bottom of the player on the other side. For example, they might have their right hand on top of the hand of the player on their right, and their left hand below the hand of the player on their left. The game begins with one child moving their hand that is on top in an arc motion across their body to the other side, hitting the hand of the next player. Simultaneously, the group began to sing the song. The child who had their hand hit by the first player, repeats the motion to the next player who continues the chain. The sound of the clapping happens on beat with the song. The player who’s hand would be hit on the final beat as the song reaches “10” must pull their hand away before it is hit, making the previous player hit their own hand. If the player removed their hand successfully, they remain in the circle. If they were unsuccessful, they were eliminated from the game and the next round started without them. This continues on until only two players remained where the clapping game changes slightly. The two players sit across from each other and one puts their hands out facing up and the other places their hands above, facing down. The two move towards each other, clap in the middle, and continue moving apart. They then swap directions so the player that went down now has their hands facing up and vice versa. The two then continue the motion, again on beat with the song, with the same mechanic to eliminate the final player. If the final player is successful in removing their hands, they win. If they are unsuccessful, the other player wins. The tempo of the game is changeable and it can go as fast as the children want it to, making the game harder because there is less time to react and pull your hand away.
Analysis:
This game is common throughout many regions of the US but the song’s lyrics change. The last lyrics in this oicotype of the song make references to things that children enjoy such as the sweet dessert Jell-o and the middle-grade series Harry Potter. Other lyrics involve made-up words such as “crock-a-dilly” and “sock-a-lock-a.” Both of these lyrical choices reflect the fact that it is children who are making and adjusting this song. Adults wouldn’t focus on children’s novels or fake words in a song they made for children. Many other versions of the song include words in Spanish like this one. This may be for a few reasons. One is that Spanish is the second most spoken language in the US and is therefore the most likely to be included alongside English in songs. Another is that Spanish is a commonly learned language for children in schools, where this game is often played. The Spanish in this version is the word “cinco,” meaning five in Spanish. This is one of the first words that is learned by children as they start a new language. Since children are the ones who are singing and changing the lyrics over time, incorporating Spanish that they are just starting to learn makes sense.
The game that goes along with the song suggests some adult involvement in the overall activity as it is a way to contain children and encourage bonding with a group. Groups of children do play this game of their own accord and enjoy it but it can be co-opted by adults for their own benefit. Adults might want all the kids in a class or summer camp to sit down and play a fairly stationary and calm game instead of running around and being rowdy. This game gives them that ability. The game is also able to expand to a practically unlimited number of players, allowing for both large and small groups of children to be contained.
“When we were little up in Canada, when it would snow, which seemed like a lot, and the snow would get packed down on the streets in our neighborhood, me and my friend would put on our ski clothes…and we would hide in the bushes near a stop sign. Then, when a car would stop at the stop sign, we would sneak in behind the car, grab the bumper, squat down so our feet were on the ground, and when the car would start to go we’d basically be skiing behind the car. And one time, when I was little, I was probably eleven or twelve, someone told me the story of the kid who was bumper skiing one time and got his finger stuck in the bumper, and the car pulled his finger right off!”
Context
M grew up in Vancouver, British Columbia, Canada, but currently lives in Seattle, Washington, The United States of America. He called the activity from which this urban legend stemmed “bumper skiing,” which, from his description, seemed to be a regular and popular activity when the weather conditions were right. The ‘someone’ he mentioned telling him the story was one of his friends; he also did not know the specific identity of the boy who lost his finger in the legend. When asked if this legend influenced him or his attitudes and behaviors towards bumper skiing at all, M said: “Well, I was a little more careful where I put my hand!”
Analysis
To me, this urban legend seems to serve two main purposes. On the one hand, it seems like a way to acknowledge and even emphasize the dangerous play taking place and create a greater sense of risk. That the boy in the story is unnamed creates a sense that it could happen to anyone. It also perhaps allows for a way to externalize and discuss personal fears and anxieties around the practice more indirectly. However, this legend is also clearly a cautionary tale about the harm that may be caused by improperly bumper skiing. M’s telling of the context surrounding bumper skiing indicated that it was a somewhat secretive form of play with little to no adult supervision. For M personally, the legend had a tangible effect on how he partook in bumper skiing, making him more conscientious of his own safety. The spread of this legend could create a way for children to check in on and enforce each other’s safety by drawing on a general sense of folk authority and knowledge.
When asked about the legends that his abuelita would tell him during his family visits to Mexico, MS responded:
“She also told us about the chupacabra. It’s one I actually asked about because my brothers and I played this game called Poptropica when we were younger. It had all these islands you could visit and one of them was the ‘Cryptids Island’ where you had to track down these urban legend creatures, like Nessie and Bigfoot, and one of them was the chupacabra, so I wanted to ask her about it. She said that yeah, her parents had told her about it growing up. So, if people found their goats or livestock with these puncture holes in their necks, they blamed it on the chupacabra.”
When asked what he could recall about the chupacabra’s appearance, MS responded:
“So in the game, it looked like this f*cked up looking, blue dog thing with spikes and sh*t. But, I think abuelita said it was more reptile looking.”
Context:
MS is a sixteen year old who has grown up in Los Angeles, CA. His abuelita immigrated from Mexico to Sacramento, CA in 1961. She then returned to her hometown in Mexico in the ’90s. Here, MS is recalling legends he had heard from his abuelita when his family visited her in her hometown during vacations.
Analysis:
This entry from MS highlights the role of non-native media in shaping perceptions of folk legends. As MS mentions, his initial interest in the chupacabra stemmed from its portrayal in the popular online children’s game, Poptropica. This brings forth the question of what role non-native media plays in shedding light on this folklore and what responsibilities it has while doing so. In this case, exposure to the legend in the context of a video game spurred his curiosity to explore the origins of the chupacabra further. However, from his description, it is clear that Poptropica’s depiction of the chupacabra adheres more to the North American imagination of what kills livestock: wolves. This visual description is distinct from the versions of the legend that tend to be seen in Puerto Rico and Mexico, where the creature is described as more reptilian. The choice to portray the chupacabra as more dog/wolf-like brings up another question of responsibility: How should Poptropica, an online game that claims to be an educational resource for children, balance its commercial interests with its goal to educate?
Text/Transcript: While drawing out the featured image, the informant said this: “There once was a man with no arms. And then he was attacked by bees. And so, to escape the bees, he jumped into a pond. But he had so many stings that he didn’t know what to do, so he ran to the police department, but they didn’t help him, because they can’t help with bee stings. And then he went to the fire department, but they couldn’t help him, cause they don’t help with bee stings. And so they told him to go to the hospital, so he ran all the way across town to the hospital and they put two little bandaids on his bee stings. And then you have a puppy.”
Context: G is a 20 year old USC junior majoring in theater. They are from North Carolina and have been living in Los Angeles for three years.
G remembers this rebus of sorts from childhood. It’s a simple visual story told while drawing. The ‘puzzle’ begins with an armless stick figure (the nose and mouth), then adding dots as the bee stings (whiskers), the circle as the pond (face), more circles as the police + fire departments (the eyes), a large circle as the hospital (the head), and finally ovals on the sides as the bandaids (the ears). G notes that she is not sure the ears were originally bandaids, and that she improvised that bit. They also added the body for fun – it’s not part of the original rebus.
G remembers being taught this by a classmate at some point in grade school.
Interpretation: Amusement is valued and simplistic in grade school. I think of this folk drawing as something children will do to entertain themselves; to make each other laugh. This pseudo-rebus, in particular, is reminiscent of an elementary school experience either lacking technology or with minimal technology. In the early 2010s, when my informant was in grade school, technology had not entirely taken over learning spaces. It’s especially fitting that this was drawn on the back of her release form, as she mentioned remembering drawing it on the back of worksheets. This is a kind of folk drawing/speech that requires children to be a little clever and, although it looks different depending on the person drawing it, it is intended to look like a dog and is amusing to young children because of that. It’s purpose seems to be both amusement and relationship-building, as it’s something passed to a classmate (presumably a friend) to share in that amusement. There isn’t any intended cruelty to the receiving end of the puzzle, it’s something to enjoy together.