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Play Board Games Today Recognize That Their Essay

¶ … play board games today recognize that their development over the history of their existence was, to a great extent, reflective of the society that created and perpetuated them. In other words, a financial-type game created during the depression era would focus on a different general social mindset than one created during the much more financially secure era of the 1980s and 1990s or the digitally conscious world after 2000. The game that started its existence as "Life" is no exception to this phenomenon. Created by Milton Bradley in 1860, the game started its existence under the name "The Checkered Game of Life." In keeping with the general social view of the time, the game contained a strong moral aspect. The players moved across the board, navigating a number of virtues and vices, with rewards for virtues and penalties for vices. The game was immediately popular at the time, and Bradley sold 45,000 games at the end of 1860.

A century later, in 1960, freelance toy and game inventor Reuben Klamer was inspired by archived material at the Milton Bradley company to revamp the game. The new manifestation was "The Game of Life" and was a little lighter than the heavily moral focus of its predecessor. The new game included several three-dimensional elements, such as mountains and buildings. Again in keeping with values of the era in which it was invented, The Game of Life focused...

The game also encouraged tight family values, with rewards for stopping at the "church" and "getting married." The rewards of the game are accumulated in return for sound life and investment decisions. Clearly, the social values of the time have dictated the new focus of the game in terms of capitalism, stable marriage, children, and family values.
The 1970s and 1980s saw yet a newer version of the game. Material changes included an increase in the amount of "money" included in the game, while its convertible was replaced by minivans. New financial concerns such as buying insurance, stock, inflation, and even gambling became part and parcel of the game.

More major changes followed with the 1990s and the turn of the century. In the early 1990s, environmental awareness became part of the "good behavior" pool with inherent rewards. Further development during the decades to follow, the chance element was reduced following financial crisis and events such as the 9/11 attacks. Another major change occurred during 2007, when the Game of Life Twists & Turns Edition was the first major board game in the country to replace cash with a Visa card.

While the game…

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"Finance," published during the early 1930s, was one of these. It contained similarities with both "The Landlord's Game" and "Monopoly."

The first version of the game under its current title of "Monopoly" saw the light in 1934, during the Depression in the United States. Created by Charles B. Darrow of Germantown, Pennsylvania, the game was turned down for being too long, too complicated, and not having a clear finish. Darrow, however, refused to be discouraged and produced he game on his own. With a printer friend, he sold 5,000 sets of he game to Wanamakers of Philadelphia. This success reactivated the interest of those who turned down the game previously, and he Parker Brothers struck a deal with Darrow. For the game designer, this resulted in his becoming he first game-designer millionaire at the age of 46. Today, many regard Monopoly as the "quintessential" American game, with values like investment and return on investment being encouraged.

Interestingly, a game called "Anti-Monopoly" was invented in 1974 by Ralph Anspach, an economics professor in San Francisco. Similar to Darrow's story, the game gained instant best-seller success after being turned down by established game companies. Several legal battles ensued, however, relating to Anspach's use of the word "Monopoly" as part of his game title. It is somewhat ironic that these battles were fought against big business establishments; monopolists who seek to dominate the market.
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