Genre(s) | Children's games |
---|---|
Players | Three or more |
Setup time | None |
Playing time | User determined |
Random chance | Medium |
Skill(s) required | Speaking, listening |
Chinese whispers—or telephone in the United States—is an internationally popular game, in which one person whispers a message to the ear of the next person through a line of people until the last player announces the message to the entire group. Although the objective is to pass around the message without it becoming misheard and altered along the way, part of the enjoyment is that, regardless, this usually ends up happening. Errors typically accumulate in the retellings, so the statement announced by the last player differs significantly from that of the first player, usually with amusing or humorous effect. Reasons for changes include anxiousness or impatience, erroneous corrections, the difficult-to-understand mechanism of whispering, and that some players may deliberately alter what is being said to guarantee a changed message by the end of the line.
The game is often played by children as a party game or on the playground. It is often invoked as a metaphor for cumulative error, especially the inaccuracies as rumours or gossip spread, or, more generally, for the unreliability of human recollection or even oral traditions.
The game is also known as Russian scandal, whisper down the lane, broken telephone, operator, grapevine, gossip, don't drink the milk, secret message, the messenger game, and pass the message.
Historians trace Westerners' use of the word Chinese to denote "confusion" and "incomprehensibility" to the earliest contacts between Europeans and Chinese people in the 17th century, and attribute it to Europeans' inability to understand China's culture and worldview. Using the phrase "Chinese whispers" suggested a belief that the Chinese language itself is not understandable. The more fundamental metonymic use of the name of a foreign language to represent a broader class of situations involving foreign languages or difficulty of understanding a language is also captured in older idioms, such as "It's all Greek to me".
The game has no winner: the entertainment comes from comparing the original and final messages. Intermediate messages may also be compared; some messages will become unrecognizable after only a few steps.
As well as providing amusement, the game can have educational value. It shows how easily information can become corrupted by indirect communication. The game has been used in schools to simulate the spread of gossip and its supposed harmful effects. It can also be used to teach young children to moderate the volume of their voice, and how to listen attentively; in this case, a game is a success if the message is transmitted accurately with each child whispering rather than shouting. It can also be used for older or adult learners of a foreign language, where the challenge of speaking comprehensibly, and understanding, is more difficult because of the low volume, and hence a greater mastery of the fine points of pronunciation is required.