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DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the context of developing countries. After the game, the players reflect on how they could be made more inclusive and pro-poor. In an individual debriefing, they are invited to think about the connections between game dynamics and contemporary evolutions in developing countries. In a final collective debriefing phase, participants discuss the ways in which the simulation experience enhanced their understandings of poverty and inequality.
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MS ID: 178_development monopoly
WORD COUNT: 6.305 words (+ notes) + 5 pp of figs
ABSTRACT:
This article demonstrates how 'Development Monopoly' can be used to sensitize about
poverty and inequality dynamics in the context of developing countries. First of all, it shows
how this simulation game is framed in theoretical and conceptual frameworks on poverty and
inequality. Second, it reflects upon our own experiences with the game, focusing on rule
crafting, power and game dynamics. Third, it assesses the simulation's learning effects,
looking at the debriefing phase and at different learning outcomes.
KEY WORDS: DEVELOPMENT STUDIES; ECONOMIC GROWTH; POVERTY; INEQUALITY; POWER
RELATIONS; HIGHER EDUCATION; MONOPOLY; SIMULATION GAME.
AUTHOR COPY
'
DEVELOPMENT MONOPOLY': SIMULATING POVERTY AND
INEQUALITY DYNAMICS IN DEVELOPING COUNTRIES
This article demonstrates how 'Development Monopoly'
i
can be used to raise awareness
about poverty and inequality dynamics in the context of developing countries. This simulation
game is based upon the classic 'Monopoly' board game
ii
, but has been modified in order to
better reflect realities in socially stratified and unequal societies. Fischer (2008), Coghlan
(2004), Ender (2004), Waldner and Kinney (2003) and Jessup (2001) have previously made
use of a 'Modified Monopoly' version to study social stratification and inequality in Western
societies. According to Waldner and Kinney, one of the advantages of this simulation is to
give "a provocative twist on a game that most students have played" (2003: 6).
In contrast to previous experiences that focused upon the context of developed countries, we
have adapted the Monopoly game to approximate realities in developing countries. The basic
assumption is that in reality, people do not start with equal and almost unlimited
opportunities. Instead, there are several inequality mechanisms at play, which impact
differently upon different groups in society. Furthermore, these mechanisms are shaped by the
institutional context in which they take place, characterised by for example weak states,
authoritarian governance structures, corruption, exploitation and even slavery, struggle for
daily survival, et cetera.
2
The 'Development Monopoly' game has both factual and socio-emotional learning objectives
(Hromek and Roffey, 2009). In terms of factual learning objectives, the simulation aims to
improve participants' understanding of poverty and inequality dynamics in developing
countries. In terms of socio-emotional learning, the simulation makes participants experience
how power relations influence the agency of different socio-economic groups in society, and
how this results in poverty dynamics. Its purpose is
to temporarily detach students from a
particular context and take them into an abstract game environment, in order to reflect back
upon societal dynamics in the real world. The targeted audience is mainly graduate students
studying poverty and inequality dynamics in developing countries.
In this article we report on our experiences with 'Development Monopoly' and try to assess
the merits and the constraints of using this simulation game in the classroom. In the first part
of the article, we reflect upon how to frame the simulation in the theoretical and conceptual
framework of poverty and inequality. The second part focuses on a particular game
experience (played at the University of Antwerp in 2009) in order to make the rule crafting
and game dynamics more concrete. It shows how poverty, inequality and power dynamics
played out in this particular experience. In the third part we discuss learning outcomes. After
having emphasized the importance of a debriefing phase, we assess the learning effects
among our participants, based on a qualitative and quantitative assessment of the different
simulation experiences. This leads us to a brief conclusion about the usefulness of
'Development Monopoly' for teaching about poverty and inequality.
Poverty and inequality dynamics in a developing context
The 'Development Monopoly' simulation connects to wider social processes by making
participants experience how power relations influence the agency of different socio-economic
groups in society, and how this results in poverty dynamics. In fact, the interactions taking
place during the simulation are comparable to real-life bargaining processes. The Monopoly
game can be compared with a 'political arena', defined by Olivier De Sardan as a 'locus of
political conflict'. A political arena is a space where "heterogeneous strategic groups confront
each other, driven by more or less compatible interest, the actors being endowed with a
greater or lesser level of influence and power" (Olivier de Sardan, 2005: 186). Social actors –
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the players of the game - 'interact', 'negotiate' and 'compete' with each other on a common
stake, in this case the production and accumulation of capital.
The "bargaining fight" within such political arenas is determined by and on its turn
determines the livelihoods of different social actors. Poverty can then be conceptualised as an
ongoing process in these bargaining games, where the poor are "those human beings who, for
one reason or another, almost systematically end up at the losing end of the multiple bargains
that are struck around available resources and opportunities" (Bastiaensen et al. 2005:981).
The 'Development Monopoly' game includes several of these negotiation processes, upon
which we will reflect later. Other aspects to be examined are: the role of social actors as
players of the game, the power relations between them, and the institutional arrangements that
provide the rules of the game.
All social actors have the capacity to assess problematic situations and formulate appropriate
responses (Long, 2001: 241). In that sense they possess "agency", even in case of extreme
coercion. Their agency however is embodied in social relations, closely linked with power
relations and shaped through institutional structures (Long, 2001)). In their confrontation with
each other, social actors dispose of unequal power which determines their strategic capacity to
act within the political arena. Institutional structures, which can be defined as "the rules of the
game" or "the framework within which human interaction takes place" (North, 1990:3-4) may
also constrain agency. In 'Development Monopoly', agency comes in when participants
define the rules of the game, and negotiate over the applicability of rules and rule changes
throughout the simulation.
Rules and game dynamics: a case study
In all articles of authors previously engaged in modified monopoly simulations (Fischer,
2008; Coghlan, 2004, Ender, 2004, Waldner and Kinney, 2003, Jessup, 2001), the modified
rules were based upon stratification between participants in different classes. The set of new
rules included divergent monetary starting positions, diverging 'salaries' when passing 'GO',
diverging rights to buy property and diverging rules to get out of jail. Whereas in most of
these simulations, explicit rules were defined in advance by the instructor, Waldner and
4
Kinney developed a methodology in which students themselves brainstorm about the altered
rules of the game. This results in a different set of rules for each group of participants. It
allows the facilitator to grasp how students interpret real-life dynamics and systems
differently.
We have adopted this exploratory simulation game approach and the principle of "rule
crafting" as we agree with Waldner and Kinney (2003) that "involving students in the
planning and implementation of the simulation combined with a post-game analysis of their
experience" is a method for maximizing positive effects and minimizing potential risks of
oversimplifying and reducing reality. In an exploratory simulation game, there are no fixed
ideas on what the ideal course of action is. Instead, "participants are invited to use the
opportunities provided by the simulation game, find out what they can do given the
boundaries and conditions that are set, and even change these conditions if necessary" (Peters
and Vissers, 2004:77). In this way, the simulation is rather a "free form game" than a "rigid-
rule" game (on types of games, see Klabbers, 2006). It activates students from the pre- up to
the post-game phase.
We explicitly asked our participants to design rules that "better reflect realities in developing
countries". When designing the rules, participants did not know yet which role they were
going to assume. This made them even more conscious about the impact of the rules of the
game upon different socio-economic groups. While playing the game, however, participants
experienced that there was room for manoeuvre; some were able to "bend the rules of the
game" to their favour (see further). Moreover, participants were explicitly asked to change the
rules during the second and the third phase of the game: elite capture and pro-poor revolution.
We have played 'Development Monopoly' in various master programmes in Development
Studies at two different universities located in Belgium (University of Antwerp and
Université Catholique de Louvain). In both master programs, students have a variety of
disciplinary backgrounds, ranging from political and social sciences to economics and
agricultural engineering. In total, over 100 students of different nationalities (coming from
Africa, Asia, Latin America and Europe) participated. They were divided in small groups
from 5 to 8 people. Below, we present some selective observations on a simulation game
played in Antwerp in 2009, specifically paying attention to the negotiations over modified
rules and their outcomes. This particular game experience has been chosen because of the
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interesting diverging and contrasting dynamics that were recorded by the facilitators. In one
group, there was a lot of cooperation between poorer categories which resulted in increased
agency; in the other group, extreme forms of exploitation drove poor participations to (near)
bankruptcy. Actually, the dynamics in the second group were closer to our 'average' game
experience. Yet, we found it interesting to also include an extensive comment on the
dynamics in the first group, because it illustrates how different the course and outcomes of
Development Monopoly can be. This observation may enhance students' and facilitators'
learning about outcomes in real-life contexts, and the 'agency' of people to change the course
of the game.
The rules of the game: social stratification, constraints and cooperation
Students were divided in two groups of seven students (further referred to as group A and
group B). In each group, there were three female students, and four male. In both groups, the
discussion on the new rules (see tables 1-4) started with the need for social stratification. In
group A, participants agreed to differentiate between three classes (rich, middle class and
poor). In group B, participants came to a consensus to create four classes: one person was
extremely rich, one was rich (equivalent to the middle class), two were poor and three were
extremely poor.
When distributing starting capital, students made sure to create a huge gap between rich and
poor. One participant mentioned that the rich should get 80% of the money, as it is in the real
world
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. Yet, a 'realistic' distribution of the money would, according to the participants, make
it practically impossible to play the game, because a large group of people would face
bankruptcy right from the start. Another part of the discussion focused upon the fact that most
poor people usually do not have fixed salaries (interpreted as the money received when
passing GO). A participant rightly pointed to the involvement of poor people in all kinds of
informal activities, and the variability and unpredictably of their earnings.
An extensive discussion took place on whether one should impose restrictions on the kind of
property different categories could buy. All agreed that in reality, poor people do not have
access to the more expensive streets, but one participant in group B proposed to introduce a
condition: to buy more expensive properties, poorer categories had to provide a bail (money
being immobilised as long as the property was in the possession of that person). This rule had
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to symbolise a reality where poor people's agency is constrained. Interestingly, in group A,
there was a similar discussion. Yet, the proposal to restrict the right to buy certain streets to
certain classes was rejected, the argument being that "you can buy everything if you have the
money, the only problem is that poor people usually do not have the money." By stating this,
students assumed that lack of access to financial resources is the only restriction for poor
people, an assumption that was discussed in detail during the debriefing phase.
Students in group A very much favoured the idea that the poor can call upon help and get a
'second chance' when facing bankruptcy. However they agreed upon the fact that the poorest
usually do not have access to formal credit systems to overcome urgent needs. Instead, they
have to call upon friends and family, their 'network' to help them out. This possibility was
included in the rules of the game through allowing for cooperation and alliances between the
poor participants (see further). Students further specified that the better-off categories may
call upon the bank for a loan, and fixed a maximum amount and a term for reimbursement. In
group B, students brainstormed on a system in which a nearly-bankrupt person could be
pardoned for accumulated debt. Instead, it was decided that a bankrupt person would be
locked up on the property of the person to whom the money was owned 'like a kind of slave'.
Both groups also reflected upon possible forms of cooperation. Group A decided that the poor
could choose to cooperate and make alliances among themselves to buy property. This
possibility strongly influenced the game dynamics. The rich and middle class could also
cooperate in a more indirect ways
iv
. The group also provided in the possibility for the richer
person to give charity to the poor. In group B on the other hand, cooperation among the poor
was subject to specific constraints. The group agreed to include an additional token, placed
somewhere on the board, playing the role of a NGO. If a poor or extremely poor person had
the chance to end up on this place, then he/she got the permission to form an alliance with
another poor or extremely poor participant. Participants stipulated that the intervention of the
additional token symbolises a reality in which NGOs facilitate collective action
v
. This is an
interesting statement that highly simplifies the reality in which poor actors do not necessarily
need the involvement of a facilitator to engage in collective strategies; on the contrary,
external development agents can play a negative role. This has been discussed extensively in
the debriefing phase.
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After having set the rules both groups played a few rounds according to these new rules. After
that, the game facilitators gave the richest person the opportunity to change the rules ('elite
capture'). After a few rounds under 'elite capture', the game was ended. In what follows, we
describe a number of interesting game dynamics in both groups.
Solidarity and collective strategies in intra (poor) class negotiations (group A)
In group A, all poor were equal in terms of starting capital
vi
and subjected to the same rules.
Moreover, the poor participants developed an overwhelming sense of solidarity right from the
start of the game. Particularly the three poor women were very motivated and vigilant in
promoting mutual support. They had a silent agreement not to remind members of other
classes about their right to collect their salaries when passing 'Go'. They threw dice quickly
after each other, so that the elite would not have the time to benefit from all opportunities. In
addition, they asked a higher rent for their property than was actually due and did not betray
each other. They even stole money from the rich. These silent arrangements gradually evolved
into a firm and more formal alliance between the poor. From providing moral support to each
other to acquire property, they moved towards a system of collective ownership for individual
property
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. This system eventually transformed into a collectivity of the poor, putting all their
money and property together. From then onwards, they continued to function as individuals in
terms of throwing dice, but functioned as a collectivity in terms of possessions.
The collective strategies involved more than just playing as one player. The poor players also
tried to bend the rules of the game in their favour. Indeed, the rich and middle class in the
game had a lot of power to define and take advantage of the rules. The middle class became
more and more aligned with the richest, and in the end, both played 'against' the poor. Yet
they never managed to set up an efficient form of collaboration. The 'dominance' of the
poor's strategy on the game dynamics created a lot of resentment among the rich and middle
class
viii
. They accumulated property, built houses, and frustrated the better-off categories.
The frustration of the better-off even continued during the debriefing phase. A middle class
person wrote: "This coalition [among the poor] was composed of honest persons who thought
the game could be won by playing in an honest way, but also of dishonest people [referring to
those who stole money] who used certain strategies to achieve their ultimate goal : more
assets, less expenses and accumulation." The richest participant explained how "[the option to
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form an alliance] increased the poor's bargaining power, even to the extent that they
threatened the middle and richest class" or "[we] were very worried about the aggressive
move of the poor (high accumulation) and frustrated of losing all our property", although in
reality they did not lose any property in absolute terms. Interestingly, students started to
define winners and losers of the game not in terms of accumulated wealth, but in terms of
power structures between social classes. And the power structure changed throughout the
game in favor of the poor as a result of their collective strategy. As one of the students
observed afterwards: "[The poor] used and manipulated the rules of the game very well".
They developed their own hidden transcript of 'silent agreements', eventually evolving
towards more open and successful contestation of the public transcript (Scott, 1995). Of
course, these kinds of emotions that still came up during the debriefing phase, need to be
attenuated by group discussions (see further).
Exploitation and exclusion in inter class negotiations (group B)
In group B, the game took a very different twist. Differentiation among the poor occurred
right from the start through the fact that disparity between 'poor' and 'extreme poor' was
embedded within the rules of the game. This disparity in facts implicitly inserted an element
of superiority and inferiority, and thus of power among poor participants. This clearly
discouraged the emergence of collective strategies.
In addition, the poor groups were constrained by the rules of the game in developing
collective action. Cooperation between two participants was only allowed when being
facilitated by an NGO. The de facto formation of such strategic alliances was based upon
opportunistic selection from the part of the deciding participant. The first 'poor' person
meeting the NGO token on the play board opted for an alliance with the other 'poor',
considering an alliance with the 'extreme poor' as less advantageous. When facing the same
opportunity, an 'extremely poor' again choose an alliance with the best-off – male - person
within her category. The other worse-off – and female – extremely poor participant tried in
vain to turn the choice in her favor by stressing gender ("We women should stick together").
Opportunistic behaviour also dominated inter class negotiations over the buying of property.
During the brainstorming phase on modified rules, participants had specified that a person X,
when landing on a property that he or she could not afford, was allowed to use his buying
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right in favour of person Y, who in return would offer some additional money to X. These
negotiations frequently occurred and took up a lot of game time.
An important element during these negotiations was the cooperation / competition taking
place between the rich and middle class person. At several occasions, they tried to outbid each
other in terms of the additional amount offered to poorer categories to acquire the property.
This could potentially have improved the bargaining position of the poor. However, at the
same time, there seemed to be an implicit agreement between the rich and middle class to not
go beyond a certain amount being attributed to the poorer categories.
Both better-off participants were in fact more concerned with their power positions than with
the accumulation of money and properties. They did not mind seeing poorer participants
getting into trouble and did not reply to any of their requests to treat them more fairly.
Moreover, the middle class person adopted a divide-and-rule strategy setting the other
categories up against each other. The poorer categories perceived his strategies in the game as
extremely exploitative. On the other hand, power dynamics also played among the poor.
Whereas they encouraged each other in taking a firm stance not to accept a low price from the
better-off categories, they were also internally divided.
Many elements that characterised the course of the game in group B were actually present in
other games we played in 2010 and 2011: exploitation by elites, competition between elites
and middle classes, lack of cooperation due to diverging interests within poorer categories,
opportunistic behaviour within all classes and the focus of participants on 'dominating the
game' rather than or next to wealth accumulation.
Learning effects
The importance of a debriefing phase
Simulation games are regularly used by lecturers as a complement or alternative to more
conventional learning models (Boocock, 1994). The use of simulation games in a class
environment offers several advantages. Games increase students' motivation and their interest
in learning; they promote individual discovery and provide an excellent technique for
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affective and conceptual learning; they enhance cooperation and communication between
students; and they create a more positive socio-emotional classroom environment. In fact,
games represent a specific aspect of reality; they "allow reality to be reduced in size until it
reaches manageable proportions" (Dorn, 1989: 4).
The downturn of this advantage is however a huge oversimplification of reality. Indeed, our
Development Monopoly can only simulate the dynamics taking place within one political
arena, whereas reality is composed of various partly overlapping arenas. As a result, the game
dynamics in Development Monopoly are too one-dimensional to really approximate a
complex reality. Furthermore, games are not value-free and may result in the reinforcement of
stereotypes (see for example the idea of an NGO as facilitator of collective action). Brezina
(quoted in Waldner and Kinney, 2003: 5) criticizes the use of simulation games in teaching
inequality for reinforcing individualistic thinking and "ignoring both social mobility at the
individual level and the relative nature of social inequality".
In addition, simulation games might provoke intense feelings of frustration, anger or
disappointment. Therefore, an important function of the debriefing phase is to 'cool down'
these emotions. Indeed, the 'Development Monopoly' games we played provoked intense
feelings among the participants. Students had quickly internalized their roles, which made it
difficult for some students to 'step out' of their role. In order to mitigate those possible
negative effects, participants should carefully reflect about the game and its relation to reality.
Therefore, the debriefing phase is probably the most important element of the simulation
(Steinwachs, 1992). Students should be given time to reflect upon their feelings during the
game, the strategies and outcomes, and to detach themselves from their own role to look at the
broader picture. The debriefing phase should also encourage students to link the game
dynamics to the wider course themes and to real-life situations (Peters and Vissers, 2004).
We organized a debriefing in three phases. Immediately after the game, students were asked
to reflect about how the rules of the game could be made more 'pro-poor' (see tables 3 and 4).
During this brainstorming exercise, students discussed a redistribution of properties and
salaries, the role of the state as public service deliverer and safety nets for the poor. It
stimulated them to think about the feasibility and constraints to actually implement those
policies in the real world.
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Secondly, students wrote an individual reflection the day after the game was played. They
reflected upon their position in the game, their strategies and feelings, interaction with other
students, and were also asked to connect the game dynamics with the literature discussed in
class and with real-life situations. In line with Inglis et al. (2004: 481), students were
stimulated "to reflect on their experiences during the simulation and consider their
observations of others but to frame their answer as an analysis of social processes and
structures rather than a description of personal experiences".
One week after this, a collective debriefing session was organized, where students and
lecturers once again reflected on what they had learned. A collective debriefing is crucial
because it stimulates students to analyse the interaction between their own actions and the
positions of others, thereby linking their own experiences to the wider game dynamics. A list
of discussion questions is provided in the 'Ready to use simulation'. These questions touch
upon different topics: evaluation of the role (did you perform well, in relation to your initial
starting position), participant self evaluation (how did you play, how did you feel while
playing, what were your strategies during the game), evaluation of the game (strengths and
weaknesses of the game's applicability to reality).
Assessing learning effects
So did this simulation really help students to learn 'better' about poverty and inequality
dynamics? To truly answer this question, we should compare the learning outcomes of
students involved in this simulation with those of a control group that has not been exposed to
the game experience. Unfortunately we have not been able to do this so far. However, we did
conduct an ex ante (before the game) and an ex post (after the game) survey among 103
students in 2010-2011 (for results, see table 5). This questionnaire aims to measure the socio-
emotional learning outcomes (participants' attitudes towards poverty and inequality, and the
way in which power relations influence the agency of different groups and how this results in
poverty dynamics)
ix
and its results will be briefly discussed here. In addition, we refer to
statements made in the individual reflection papers of students and during the collective
debriefing discussions (2009 – 2011).
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A first objective was to stimulate students to experience and think about poverty and
inequality in a development context. Interestingly, the experience of the simulation seems to
have decreased the number of students that consider inequality to be the result of a difference
in mentalities. Whereas ex ante, 25% agreed with the statement, this was only 20% after the
game. Also their perception upon the meaning of poverty shifted. In our survey, we asked
students which aspect they find most important in the conceptualisation of poverty: a lack of
means to build up a viable livelihood, a lack of skills to engage in remunerating strategies, or
a lack of power to influence the rules of the game. Whereas in the ex ante survey, 45%
referred to a lack of means as most important aspect characterising poverty, this was only
36% in the ex post survey. And whereas 35% of students referred to a lack of power to
influence the rules of the game as the most important aspect of poverty in the ex-ante survey,
this was 45% in the ex post survey.
Indeed, students increasingly appreciated the importance of power and relative bargaining
positions in poverty and inequality dynamics. The original Monopoly game rules state that
"the object of the game is to become the wealthiest player". Interestingly, participants in the
simulation often reframed 'winning' or 'losing' in the modified version in terms of the
improvement of the relative position of participants, their power and their dominance in any
negotiations taking place on the playing board
x
. As one participant concluded in the post-
game reflection: "I have taken a lesson that effective poverty reduction is not simply an issue
of giving additional financial means, it rather has to do with societal structural change and
improved bargaining power." When measuring their appreciation of 'the inequalities between
socio-economic groups are largely due to unequal power relations', the percentage of students
agreeing increased from 67% ex ante to 77% ex post.
The game dynamics also had an impact upon the ways in which participants perceive the
relationships between different socio-economic categories in society. There was for example a
significant increase in the percentage of students agreeing with the statement 'the larger the
gap between rich and poor, the higher the chances that elites will behave in an authoritarian
way' (from 70% ex ante to 76% ex post). This might be linked to the way in which
participants playing elites interpreted their role – they often adopted a superior attitude – and
the impact this had upon the game. A student mentioned for example 'he (the rich person in
the game) was so proud of his position, with every time sadistic interventions [referring to his
authoritarian exercise of power]'. In addition, a higher percentage did not object to the idea of
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an increased likeliness of a radical of violent revolt of the poor in case of a larger gap between
rich and poor (56% agreed ex ante, versus 67% ex post). The frustration felt by some of the
poorest players during the simulation lays at the basis of this shift. A poor participant
mentioned 'as a low income woman, I got the worst role. Of course I was demoralized, sad,
ashamed, wondering why me and not another player'. The percentage agreeing with the idea
of the poor being entrapped in a poverty trap ('Once you are poor, it is very difficult to escape
poverty') increased from 55% ex ante to 65% ex post.
On the other hand, participants did notice that some initially poor players were capable of
improving their situation. A player mentioned for example: "It was interesting to see how a
poor person could start with a low capital and how, despite unfavourable competition; he
could 'manoeuvre' himself to acquire more wealth". The percentage rejecting the idea of
'social mobility as being within reach for all' decreased from 37% to 30%. However, in their
post-game reflections, participants extensively commented on the way in which the rules of
the game may limit social actors' agency and chances for social mobility.
At some occasions, a mutual experience of being poor did entail solidarity and even led to
collective strategies to counter the rules of the game [as in group A described above]. This
was reflected by the fact that 90% of the participants agreed ex post (in comparison to 79% ex
ante) with the idea of collective action having the potential to improve the well-being of poor
people. However, being poor does not necessarily entail a common identity on the basis of
mutual sympathy. Only half of the participants agreed with this statement ex ante, and even a
bit less ex post (47%). Indeed, there were many groups where despite a feeling of mutual
sympathy among the poor, this did not lead to a common identity, or to collective contestation
of the rules.
A similar observation can be made with regards to participants' attitude towards the potential
of policies to improve the poor's well-being. In our survey, participants indicated a high trust
in the potential of efficient policies to reduce poverty (96% ex ante and 95% ex post) and
inequalities between socio-economic groups (89% ex ante up to 94% ex post). In their post-
game reflections, however, they critically reflected upon the constraints that may prevent the
implementation of such policies. A participant mentioned for example how 'it is critical to
highlight that the idea of inclusive development is premised on the need to have all actors
involved in pro poor thinking and policy change'. Someone else mentioned that 'the
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involvement of the poor in policy making rarely happens and this partly explains why the
poor have persistently remained in chronic poverty'. Participants also reflected critically upon
the role of elites in the process: 'Elites are happy to give handouts insofar as it satisfies their
moral guilt of being wealthy but they are not necessarily keen on reducing the gap between
the rich and the poor'. Both in the ex ante and ex post survey, about 81% disagreed with the
statement that 'elites want to reduce the gap between rich and poor'.
Very important was the way in which students experienced and learned about the game
metaphor, and how it made them experience to 'stand in someone else's shoes'. Over 84% of
participants saw links between the game dynamics and the societal dynamics in the real
world. The fact that some participants were carried away by their emotions and incorporated
their 'role' shows that the simulation let them experience what it is to be rich or poor. A
participant mentioned how the game reflects realities of real life as one never chooses which
socio-economic group they are born into. This resulted in feelings of frustration and
contentment (each felt by 63% of all participants). Whereas 81% of participants appreciated
the way in which he or she personally played the game, 74% also indicated that if he or she
were to play the game again, he or she would adopt different strategies.
The overall appreciation of participants of the simulation experience was very positive. 85%
found the game interesting, 89% enjoyed himself or herself during the game; and 91%
indicated that the simulation should be repeated the next year. Moreover, 93% agreed that the
simulation helps to better understand the conceptual framework of the course; and 87%
indicated to have a better understanding of real social dynamics after having played the game.
Overall, this allows us to say that – while we were not able to determine whether this game is
a 'better' teaching technique in comparison to alternatives – it is a welcome addition to
traditional teaching approaches.
Conclusion
This version of 'Development Monopoly' has been conceived as an exploratory simulation
game, in which students are involved in the planning and implementation. As a consequence,
the rules of the game will always be different. The 'Ready to Use Simulation' provides the
necessary guidelines for participants and facilitators, but overall, the game is quite 'open'.
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There is a lot of space for rules crafting by the participants. This enhances students'
involvement in the game right from the start. It also stimulates them to move back and forth
between the abstract game environment and realities in the developing world, by discussing
the modified rules and actively participating in the game. In the end they draw lessons from
the game dynamics to consider how the pro-poor character of the game could be improved,
and how these modifications are applicable to realities in specific developing countries.
Overall, there are strong indications that 'Development Monopoly' is an effective tool to raise
awareness about poverty and inequality dynamics in the context of developing countries. It
can facilitate student's learning about poverty and inequality dynamics, and increase their
understandings of the role of social actors as players of the game, the power relations between
them, and the institutional arrangements that provide the rules of the game. Moreover, it
provides a 'fun' alternative to traditional teaching approaches by allowing students to have a
first-hand experience of how poverty and inequality are shaped in developing countries.
16
Appendices
Table 1. Group A: original rules
Category 1 Category 2 Category 3
Rich Middle class Poor
1 person 2 persons
4 persons
Token Horse Car, ship Shoe, dog, iron,
wheelbarrow
Control of bank Yes, if he/she chooses
to Yes, appointed by rich No
Initial assets 5250 1575 525
Salary when passing
'go' 500 200 100
Property rules Can buy everything
from 2
nd
round on
Can buy everything
from 3d round on
Can buy everything
from 4
th
round on
Railways Can buy Can buy Can not buy
Services (electricity
and water) Can buy Can not buy Can not buy
Taking turns Starts to play and then
clockwise Clockwise Clockwise
Free parking Not applicable Not applicable Not applicable
Luxury tax 100, divided among the
poor Not applicable
Not applicable (they
decide how to distribute
100)
Income tax 10% 10% 10%
Going to jail
Allowed to get out
immediately when
paying 100 to the
middle class (he can
divide it as he/she
wishes)
Allowed to get out the
next turn when paying
50
Allowed to get out the
next turn when paying
50
Chance Yes Yes No
Bankruptcy Not applicable
Can get a loan, max.
500, pay back within 3
rounds, only once
Can ask for charity
Cooperation Might form an alliance for control of the bank
(symbolic cooperation)
Possible to make
alliances
17
Table 2. Group A: rules after pro-poor revolution
Category 1 Category 2 Category 3
Rich Middle class Poor
1 person 2 persons
4 persons
Token Horse Car, ship Shoe, dog, iron,
wheelbarrow
Control of bank Can apply for the job Can apply for the job Can apply for the job
Initial assets 4500 3000 2500
Salary when passing
'go'
Minimum wage 200,
maximum wage 400
Minimum wage 200,
maximum wage 400
Minimum wage 200,
maximum wage 400
Property rules Can buy everything Can buy everything Can buy everything
Paying rents Pay full rent Pay 1/2 Pay 1/4
Railways State-owned State-owned State-owned
Services (electricity
and water) State-owned State-owned State-owned
Use of public services Pay full amount Pay 3/4 Pay 1/2
Taking turns Rolling dice and then
clockwise
Rolling dice and then
clockwise
Rolling dice and then
clockwise
Free parking Not applicable Not applicable Not applicable
Luxury tax Pay Do not pay Do not pay
Income tax 10% 5% 2%
Going to jail Fair trial Fair trial Fair trial
Chance Yes Yes Yes
Bankruptcy
If they have assets
worth min. 400; access
to loan (mortgage), if
they do not have those
assets, they can get a
grant from international
organization/ NGO
If they have assets
worth min. 400; access
to loan (mortgage), if
they do not have those
assets, they can get a
grant from international
organization/ NGO
If they have assets
worth min. 400; access
to loan (mortgage), if
they do not have those
assets, they can get a
grant from international
organization/ NGO
Cooperation Possible to make
alliances
Possible to make
alliances
Possible to make
alliances
18
Table 3. Group B: original rules
Category 1 Category 2 Category 3 Category 4
Extremely rich Rich Poor Extremely poor
1 person 1 person 2 persons
(1 male, 1 female)
3 persons
(1 male, 2 female)
Token Ship Car Hat, Finger thing Shoe, Iron, Wheel
barrow
Control of bank Yes Impossible Impossible Impossible
Initial assets 7000 3000 550 250
Salary when
passing 'go' 300 200 100 50
Property rules Can buy
everything
Can not buy dark
blue and green
except if paying a
bail of 3000 for
dark blue and
green
Can not buy dark
blue, green, yellow
and red except if
paying a bail of
3000 for dark bleu
and green, and of
550 for yellow and
red
Can only buy
purple and light
blue except if
paying a bail of
3000 for dark blue
and green, of 550
for yellow and red,
of 250 for orange
and pink
Additional chance
to acquire
property
Can use category
2, 3 and 4 to buy
property they land
on but can not buy
(bidding system)
Can use category 3
and 4 to buy
property they land
on but can not buy
(bidding system)
Can use category 3
and 4 to buy
property they land
on but can not buy
(bidding system)
Can use category 4
to buy property
they land on but
can not buy
(bidding system)
Railways Can buy Can not buy
Services
(electricity and
water)
Can buy Can not buy
Taking turns Choice to play or not Always have to play
Free parking Pay 50 Pay 20 Take all the money
on the board
Can take 50% of
the money on the
board
Luxury tax 75 75 Not applicable Not applicable
Income tax 300 200 100 50
Going to jail Allowed to get out the next turn when
paying 100
Only allowed to get out when rolling
double dice
Chance and
community chest As mentioned on the chance or community chest card
Bankruptcy
You stay on the street where you went bankrupt as a slave
You stay on the street where you went bankrupt as a slave
You stay on the street where you went bankrupt as a slave
19
Table 4. Group B: rules after pro-poor revolution
Category 1 Category 2 Category 3 Category 4
Extremely rich Rich Poor Extremely poor
1 person 1 person 2 persons
(1 male, 1 female)
3 persons
(1 male, 2 female)
Token Tokens are not necessarily linked to categories, they are attributed to the person
that throws the highest dies
Control of bank Control of the bank is done collectively, bank is placed in the middle of the
playing board and everyone can oversee which transactions take place
Initial assets As they are at that stage of the game
Salary when
passing 'go' 200 200 170 150
Solidarity tax
paid when
passing 'go'
20 20 17 15
The fund collected through these taxes is a solidarity fund that people may use
when going bankrupt
Credit
Can borrow 50% of total amount owned
(1000$ is threshold)
Money is available for one round,
interest rate of 10%
Can borrow 50%
of total amount
owned (1000$ is
threshold)
Money is available
for three rounds,
interest rate of 5%
Can borrow 50%
of total amount
owned (1000$ is
threshold)
Money is available
for three rounds,
interest rate of 1%
Redistribution of
property
Can keep 3 properties, rest returns to state and can be bought according to normal
rules
Property rules Can buy everything except train stations and electricity and water services,
no bail rules
Trainstations,
electricity and
water services
Owned by the state, pay to the state (bank) if falling on this
position
Owned by the
state, category 4
does not have to
pay when falling
on this position
Taking turns
You have to play, except if you have less than 100$
If you have less than 500$, then you can choose how many positions you go
forward out of 3 options (number of dice one, number of dice two, number of sum
of two dies - if you throw 1 + 6, then you may move forward 1 or 6 or 7 places)
Free parking Pay 50 Pay 20
Can take 50% of
the money on the
board
Can take 50% of
the money on the
board
Luxury tax 75 75 Not applicable Not applicable
Income tax 200 200 170 150
Going to jail Choice between getting out by paying 50 or trying to role double dies
Chance and
community chest As mentioned on the chance or community chest card
Bankruptcy
If you have less than 100$, you can freese and stay where you are OR
you can get money from the solidarity fund (see solidarity tax – but no specific
rules were specified on how much you can get)
20
Table 5. Ex ante and ex post survey results
Does not
agree Neutral Does
agree
Relations between socio-economic categories
Elites are concerned about the poor's fate 71,9
(68,6)
8,3
(14,7)
19,8
(16,7)
Elites want to improve poor people's well- being 67,7
(70,7)
18,8
(19,2)
13,6
(10,1)
Elites want to reduce the gap between rich and poor 75,3
(73,7)
15,1
(16,2)
9,7
(10,1)
A society needs a middle class to develop itself 7,2
(5,9)
19,6
(18,6)
73,2
(75,5)
Being poor results in a kind of common identity on the basis of
mutual sympathy
29,9
(23,5)
22,7
(26,5)
47,5
(50,0)
Inequality and disparities
The larger the gap between rich and poor, the higher the chances
that elites will behave in an authoritarian way
10,3
(10,8)
13,4
(19,6)
76,3
(69,6)
The larger the gap between rich and poor, the higher the chances
that the poor will revolt in a radical or violent way
12,4
(21,6)
20,6
(22,5)
67,0
(55,9)
The larger the gap between rich and poor, the fewer chances the
poor have to escape poverty
12,4
(13,0)
5,2
(4,0)
82,5
(83,0)
The inequality between socio-economic groups is largely due to
different mentalities
62,9
(64,4)
17,5
(10,9)
19,6
(24,7)
The inequalities between socio-economic groups are largely due to
unequal power relations
10,4
(14,7)
12,5
(18,6)
77,1
(66,7)
The inequalities between socio-economic groups in a country can
be reduced thanks to efficient policy measures
2,1
(5,9)
4,1
(4,9)
93,9
(89,2)
Mobility
Upward social mobility is possible for all 29,9
(37,4)
25,8
(18,2)
44,3
(44,3)
Once you are poor, it is very difficult to escape poverty 20,6
(36,6)
14,4
(7,9)
65,0
(55,4)
If a poor persons works very hard, he/she will be rewarded
(his/her well-being will be increased)
44,8
(43,6)
17,7
(16,8)
37,5
(39,6)
Poor people can improve their well-being by collective action 1,0
(8,9)
9,3
(11,9)
89,7
(79,2)
Poverty can be reduced if a government takes efficient policy
measures
1,0
(2,0)
4,1
(2,0)
94,8
(96,0)
Note: Data between brackets are from the ex-ante survey, without brackets from the ex-post survey. We were
unable to determine whether the difference between ex ante and ex post results is significant.
i
The guidelines on how to play this game are outlined in the 'Ready to use game' section.
ii
On the history and particularities of the 'Monopoly' game, see Grofman, 1978. The advantage of using a board
game in comparison to a computer game is the "transparency regarding the core mechanisms of the game and the
way they are interrelated", which facilitates the analysis and in-depth understanding of the game dynamics
(Zagal et al., 2006).
iii
It had been raised during the course that on a world scale, the richest quintile own 82.7% of total income
(based upon UNDP's Human Development Report 1992).
iv
This cooperation would occur through control of the bank (symbolic cooperation).
v
This is an interesting statement that highly simplifies the reality in which external development agents can play
various positive but also negative roles. This had been discussed extensively in one of the previous course
sessions.
vi
Yet, one participant interpreted his lowest score when rolling dices to decide upon social classification as him
being the 'poorest among the poor'. He writes: "I was really frightened when I was selected as the poorest in the
group." The participant refers among others to the Hindu society, where the poor are also extremely dividing
among themselves, which according to this participant shuts down a lot of opportunities.
21
vii
When a poor participant eventually landed on an expensive property he could not buy, another poor person
proposed to contribute money in return for shared rents. From that point onwards, the poor continued to support
each other to collect assets. At a certain point, the male poor participant had collected quite some cash. A female
poor participant said: "We are one team you know, never forget, because maybe, if you are becoming richer and
richer, you will forget us." Another poor lady replied: "Maybe we should sign a contract", to which the first
objected: "No no, we trust each other".
viii
At a certain moment, the rich person in the game sighed: "The poor are too strong, they are too strong".
Somewhat later in the game, he said: "We have to revolt, not the poor!" And a middle class person added: "What
is this kind of society?" This caused great hilarity among the poor. One of the poor ladies exclaimed (thereby
trying to attract the attention from the members of Group B): "We won the game, we won!"
ix
Next to socio-emotional learning objectives, the factual learning objectives (participants' understanding of
poverty and inequality dynamics, the related theories and concepts) were assessed through the individual
reflection written by students (second debriefing phase).
x
This is illustrated by several statements of students in the reflection paper and in the reflection discussion: "I
started to lose, which means: I was losing my bargaining power" "The one of the middle class was on the verge
of bankruptcy". While in absolute terms, this person owned $2662, yet, in relative terms, he was losing at that
moment and he felt frustrated when confronted with the strong solidarity among the poor. "The game became
more and more favorable to the poor. This began to frustrate the rich and the middle class participants who
considered the poor as becoming very offensive".
... The purpose of the Landlord's Game was to represent an educational tool for illustrating the negative aspects of concentrating on land in private monopolies (Pilon, 2015). Over the years, different versions of the Monopoly game board have been developed; junior versions for young children, online versions or various Monopoly game based tools for learning and discussion purposes, for instance with financial accounting (Shanklin & Ehlen, 2007) or poverty and inequality (Ansoms & Geenen, 2012). ...
To support collective creativity in innovation interdisciplinary methods are required. This study introduces the Innotin game to support collective creativity. This multiple case study includes three co-design workshops, where the Innotin game was played. The primary research question is how can gamification support collective creativity in multi-actor innovation activities? The first objective is to study the experiences of the players of the Innotin game and examine how the game supports creativity according to them and what they consider is essential in the game. The second objective is to define the results of the co-design workshops. What kinds of ideas were generated with the help of the game and what did the players learn during the game? The results of this study indicate that low-tech (board) games can be developed into a method that enhances creativity between collaborators in innovation activities.
... We therefore asked our students post-game to work in the same groups they had played, and to list how the modified game was realistic or unrealistic; and, also, how the game could be modified to make it more realistic or just more fun. Similar prompts have been suggested by other instructors to encourage reflection [Ansoms and Geenen, (2012a), pp.858-859; Coghlan and Huggins, (2004), p.186;Cole, (2008), pp.11-12;Fisher, (2008), p.278;Jessup, (2001), p.106]. Then the groups shared them as part of a large class discussion. ...
Modified versions of the board game Monopoly have been used to teach inequality. This paper reviews modifications suggested in the pedagogical literature and then reports survey-based results on whether playing a modified version of the game affected students' objective perceptions or subjective attitudes towards inequality. Our survey results suggest that, compared to a group of students who received only a traditional lecture on inequality statistics, students who played the modified Monopoly game saw larger improvements in their objective perceptions of the actual extent of income and wealth inequality and, also, bigger changes in their subjective attitudes about the importance of inheritance, luck, and hard work to real-world success. Yet, attitudes were not dramatically affected by playing the game and misperceptions about basic inequality statistics remained, so higher impact approaches to teaching inequality are still needed.
- Gissel Velarde
Con este trabajo de ciencia, Velarde nos acerca a cuestionamientos actuales, perennes y de la ciencia ficción. Velarde teje una historia cautivante de lo que ella ha llamado la Era artificial, y presenta las predicciones sobre el impacto tecnológico gracias a los avances de la inteligencia artificial.
Poverty observed from business in the academic field has evolved in some publications and is characterized as a multidimensional phenomenon, having several theoretical strands that add their attention to this problem. The objective of this study is to identify and cluster the variables of poverty in the business area through the network analysis. There were 1,745 keywords mentioned in 566 papers about the theme present in the Scopus database between 2000 and 2016. The results demonstrate a network with four clusters: (a) Economy, government and people; (b) Community, institutions and market; (c) Business and environment; and (d) Social aspects and finance. From the network, it is possible to understand the most cited categories of variables (research methodology and business aspects), the most consolidated relations between categories of variables (poverty and economic aspects), the most studied area (Economy, government and people), and the gaps to be explored.
Durch Freizeitaktivitäten, wie das Hören von Musik (vgl. Mittelstädt/ Wiepcke 2015) oder das Spielen von Computerspielen (vgl. Rehm 2013) erwerben Individuen bewusst oder unbewusst Alltagswissen, das sie zur Bewältigung von lebensweltlichen (ökonomisch geprägten) Anforderungen nutzen können. Insofern findet in informellen Kontexten Lernen statt. Es stellt sich jedoch die Frage der Qualität des so erworbenen Alltagswissens. Insofern liegt die Vermutung nahe, solche Kontexte bzw. ihre didaktisch bedeutsamen Elemente im Rahmen intentionaler Erziehungsprozesse aufzugreifen oder zielgerichtet einzusetzen. Die pädagogisch legitimierte Verzahnung von informellen und formellen Kontexten kann aber nur auf der Basis einer fachdidaktischen Analyse des entsprechenden Kontextes oder Artefaktes vorgenommen werden. Das Gesellschaftsspiel Monopoly ist ein solches Artefakt. Für dieses Spiel wird exemplarisch und experimentell-explorativ untersucht, welche ökonomischen Momente, Tatbestände oder Grundeinsichten das Spiel bzw. das ihm zugrundeliegende Modell beinhaltet und in welchem Maß Monopoly damit tatsächlich zum Kompetenzerwerb im Sinne ökonomischer Bildung beitragen könnte. Eine solche Analyse wird hier exemplarisch anhand der Stoffkategorien nach May (1998) vorgenommen. Im Ergebnis zeigt sich, dass das originäre Spiel viele Aspekte ökonomischen Denkens und Handels beinhaltet. Jedoch sind diese vielfach verkürzt, teilweise verzerrt oder von ökonomischer Irrationalität geprägt. Andere ökonomisch relevante Sachverhalte werden hingegen nicht adressiert. Daher scheint ein didaktisch reflektierter Einsatz des Spiels in formalen Lernkontexten sinnvoll. Online: https://www.zfoeb.de/sondernummer_tagungsband_degoeb_2018/2020_10001_99_121_bergmann.pdf
This research explores whether participating in a poverty simulation resulted in changes to participants' beliefs about the causes and effects of poverty, as well as shifts in their attitudes and actions towards people experiencing poverty. In this multiple case study, we analysed quantitative and qualitative data from participant feedback surveys and pre-, post- and follow-up questionnaires from two samples: undergraduate students and community participants. We conclude that the poverty simulation is only a step, albeit a potentially important one, to enhance participants' understanding about the causes of poverty, and to alter their attitudes and beliefs about people living in poverty.
- Lyndall Bryant
This article outlines the results from a study into the educational use of the board game Monopoly City™ in a first-year property economics unit. Gameplay was introduced as an interactive way of achieving a number of desired outcomes including: enhanced engagement of first-year students; introduction of foundation threshold concepts in property education; introduction of problem solving and critical analysis skills; early acculturation of property students to enhance student retention; and early team building within the first-year cohort, all in an engaging and entertaining way. The results from this two-stage action research project are encouraging. The students participating in this unit have demonstrated explicit linkages between their Monopoly City™ experiences and foundation urban economic and valuation theories. However, student resistance to change and innovative learning practices were evident. Key success factors identified when implementing such teaching innovations include: adequate preparation time, use of a "play-share-reflect" component, an ice-breaker activity, a leader board and a novelty factor to keep students interested.
- Daniel J Mallinson
- Erin O'Hanlon
Background. Caregivers in human services fields operate within a space between their clients and the larger social forces that shape clients' lives. Empathetic practitioners should learn to identify both personal circumstances and larger systemic forces (e.g., economic inequality) beyond their control that influence patients' circumstances. Aim. This article presents a novel two-phase simulation that can be beneficial for increasing empathy and policy knowledge among pre-practitioners in a variety of human service fields. Method. We use a mixed-method design to evaluate the impact of a pilot study (n=9) of the simulation. First, pre-, mid-, and post-event surveys are used in conjunction with t-tests to determine changes in overall empathy and knowledge. Second, we use feedback from the first-phase debriefing and end-of-program focus groups to identify emergent themes. Learners role play a state legislator or interest group and must develop legislation to address shortages in physicians and nurses. Result. We found evidence of increased knowledge of the policymaking process and understanding of how politics relates to individual healthcare access challenges. Evidence of gains in empathy were not apparent from the quantitative measures, but were expressed in participant debriefing. Conclusion. The framework presented is flexible enough to adapt and be implemented for a variety of policy problems across a diverse array of human service fields. It shows promise in raising knowledge and potentially empathy.
LAND RUSH is a board game that allows participants to critically assess the ways in which different social classes face both opportunities and constraints in securing land rights and in managing the acquired land sustainably in an extremely competitive environment. The game illustrates three characteristics of contemporary land dynamics in an altering world. First, the logics of smallholder farmers are largely oriented towards risk diversification, and often contrast with those of current agrarian policies of most international and national policy makers, oriented towards maximal production and commercialization. Second, the rules of the game in the land arena are not uniformly defined, but are characterized by a reality of legal pluralism. Third, access to or exclusion from land is the result of a negotiation process in which actors with unequal power relations interact and compete with each other. Better-off actors have a comparative advantage in negotiations over land rights. However, poorer actors still exert agency, although in constrained ways.
- Catherine L. Coghlan
- Denise Huggins
Social stratification may be one of the most difficult topics covered in sociology classes. This article describes an interactive learning exercise, using a modified version of the game Monopoly, intended to stress the structural nature of social inequality and to stimulate student reflection and class discussion on social stratification in the United States. The primary focus of this exercise is to help students experience different levels of social stratification and to challenge the idea that individual talents or aspirations are enough to overcome structural barriers to upward class mobility. Student reactions to the experience suggest that it is an effective tool for demonstrating the structural nature of social inequality in the United States and for stimulating discussion on social inequality and related topics. This exercise has worked well in introductory sociology, social problems, and social inequality classes.
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Source: https://www.researchgate.net/publication/258184357_Development_monopoly_A_simulation_game_on_poverty_and_inequality
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