Not It

From WikiMD's Food, Medicine & Wellness Encyclopedia

Not It Poster

Not It is a term commonly associated with various children's games and social activities, where participants attempt to avoid being designated as "It." This designation typically involves undertaking a role or task that the other participants wish to avoid. The term and its associated mechanics are fundamental to understanding a wide range of traditional and modern games, reflecting its importance in cultural and social contexts related to play and interaction.

Origin and History[edit | edit source]

The exact origin of the term "Not It" is difficult to pinpoint, as the concept of avoiding an undesirable role in games is likely as old as play itself. However, it is a staple in many cultures' children's games, suggesting a widespread, cross-cultural appeal. Games involving an "It" figure can be traced back centuries and are mentioned in historical documents and literature, indicating their long-standing presence in human society.

Gameplay Mechanics[edit | edit source]

In the context of gameplay, "Not It" is typically declared by participants in an attempt to exempt themselves from being chosen as "It" for a game. This declaration is often made immediately after the game's rules are established but before the game officially begins. The exact method of determining who is "It" can vary widely among games, but common methods include:

- **Counting Out**: A rhyme or formula is recited to determine who is "It." - **Random Selection**: Participants draw straws, flip a coin, or use a similar method of chance. - **Physical Contest**: A quick competition, such as a foot race, determines who is "It." - **Volunteering**: On occasion, a player may volunteer to be "It," especially if the role is seen in a positive light or as a challenge.

Once "It" is determined, the game proceeds according to its specific rules, with "It" typically seeking to tag or catch the other players, depending on the game's objectives.

Cultural Significance[edit | edit source]

The concept of "Not It" and the roles it generates within games play a significant role in socialization among children. These games teach various skills, including strategy, negotiation, and physical coordination. Moreover, they serve as a means for children to navigate social hierarchies and group dynamics in a relatively low-stakes environment.

Variations[edit | edit source]

There are countless games that incorporate the concept of "Not It" into their structure, each with its own set of rules and objectives. Some of the most well-known include:

- Tag: Players run to avoid being touched or "tagged" by "It." - Hide and Seek: "It" closes their eyes and counts while the other players hide, then "It" seeks them out. - Duck, Duck, Goose: Players sit in a circle while "It" walks around tapping heads until choosing someone to chase them in an attempt to take their spot in the circle.

Conclusion[edit | edit source]

"Not It" remains a pervasive and influential element in children's games and beyond, symbolizing the universal desire to avoid undesirable tasks or roles. Its simplicity and adaptability have allowed it to endure through generations, making it a cornerstone of play across cultures.

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Contributors: Prab R. Tumpati, MD