Monopoly Panopticon: Why Hasbro is Screwing up Game-Based Learning

Hasbro, I want to tell you something: I grew up playing Monopoly with ever-evolving house rules that varied everything from the value of dice roles, to jail-breaking bribery, to lucrative Free Parking.

Reading about the changes that Hasbro has made to the game makes me concerned. Changes in board games like this doesn’t feel like healthy adaptations; this is pandering.

I’d imagine many educators would point to a concern about elementary math skills lost without the transaction of paper money. However, I think the main problem with this proposal is the lack to augment, challenge and reinvent when all of the rules and arbiters of those rules are hidden inside a speaking, electronic box.

Part of what is so important about the value of games is the way they make us challenge traditional thinking. Passing go, for instance, would be a relatively easy task without the rules that you must move in one direction and only on legitimate squares. Gambits of investing in trains, calculating income tax, and desperate negotiations to complete monopolies are part of the social interaction of playing games.

And while the importance of socialization of games is addressed, the value of “cheating” is just as important. Cheating – changing rules and exploring more creatively how to problem solve within a gaming environment are just as valid in learning to play, compete, and evaluate the structures of power placed within a game.

Games like Little Big Planet, level editors for popular first person shooters, and avid affinity spaces online for gaming strategy, guilds and lore are all extensions of why the creepy tower in the middle of the Monopoly tower thwarts creativity, fun, learning. Ultimately, limiting one’s freedom in authoring gaming components within Monopoly will reduce the success of garnering a newer, “digital” audience and transferring videogame components to board games.

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