Sunday, October 16, 2005

Monopoly: Icon of Americana

Out of the department of American Studies at the University of Virginia comes a project using Monopoly as an example of how "A game is an extension of social man". This project, called Packaged Play, is a fascinating look at how games like Monopoly are a mirror of man as a social being. I wasn't even looking for something for the blog, but while helping my son do a search for Monopoly-related images for a chemistry project (don't ask), I happened upon this site and HAD to share it. I encourage you to visit the PackagedPlay site and see for yourself, but knowing how short we edtec students are on surfing time, here are a few of my favorite insights:
"Ever wonder why there were only 32 houses and 12 hotels? Well, the answer is provided under the section of frequently asked questions:
To maintain a balance in the game, there have always been exactly 32 houses and 12 hotels in the Monopoly game. If it were possible to improve all the properties, it would be difficult to force opponents into bankruptcy.
Building shortages are not merely a realistic aspect of the game, but also one intended to perpetuate the game's underlying, ruthless nature. A smart player will scramble to develop their properties, hiking up rents, and thus stripping their "opponents" of the capital needed to develop their own color group. Camaraderie among players is further discouraged by the prohibition of favors."

"Identity. Means. Nature. Layout. Leisure. These elements that made Monopoly can likewise be attributed to the value of game play in exporting and defining a culture. The success of Monopoly was due not only to its ingenious use of the game's underlying principles in marketing it, but also to the cultural mechanisms enacted by it (though not intentionally)."

"In plays, there are genres, stages, lines, actors, a hero, a villain, a climax, a conclusion, and most of all, a moral or lesson embedded in the plot. Now parallel this to game play. In games, there are types, boards, rules, players, a winner, a loser, chance, an outcome, and the values learned from playing the game, as ingrained by its objective.
An individual sits down to play a game. They are a "player." Their "stage" is the board, upon which they act out this newfound role. Their "lines" are framed by the rules they must follow in order to suit the objective, or "plot." At the rattle and roll of the dice (the climactic moment) the outcome is evidenced and the conclusion realized. And so the curtain falls as the "hero", the winner, conquers the "villain", the loser."

There is sooo much more to savor here...check it out if you can.

Peggy

1 comment:

Ed Tech Friend said...

What I think is really interesting is that even though chance plays a significant role in Monopoly, the game keeps its integrity by forcing skill to be a overriding factor as well. When we are developing our games for this class, we really need to focus on making sure that skill plays as much of a role as luck or chance, especially if we want the educational portion to stay educational and not become edutainment.