Clotheshorse with Amanda Lee McCarty - Episode 222: Capitalism, The (Board) Game
Release Date: December 31, 2024
Host: Amanda Lee McCarty
Introduction: Discovering Bargain Hunter
The episode kicks off with Amanda recounting her visit to her favorite local thrift store, Main Street Closet in Willow Street. While browsing, she discovers a vintage board game called Bargain Hunter, released by Milton Bradley in 1981. Intrigued by its premise of smart shopping and credit card management, Amanda purchases the game for $2, believing it would be a useful addition to her collection.
"Bargain Hunter was released into the World in 1981 by Milton Bradley, and the objective, per the box, is to be the first player to complete your shopping list and owe nothing on your charge account." [00:45]
Bargain Hunter: A Reflection of Consumerism
Amanda delves into the mechanics of Bargain Hunter, highlighting its focus on budgeting, sales, and the risk of credit card declines. She contrasts it with older games designed to teach morality rather than consumer skills.
"If your card is declined, you're out of luck. You can wait until your next turn to try again." [09:04]
She draws parallels between Bargain Hunter and games like Mansion of Happiness (1843), which aimed to instill virtues such as honesty and temperance, often at the expense of fun.
"Would you rather play Mansion of Happiness or Bargain Hunter. Yeah, suddenly paying off your credit card via a board game sounding a lot more fun, right?" [03:00]
Board Games as Tools for Social and Psychological Learning
Amanda explores the historical role of board games in teaching life lessons. She discusses how games were originally intended to educate children about morality rather than entertain them.
"If you spend as much time reading about games as I have for the past few weeks, you would know that board games were originally intended to teach children important life lessons about morality, and they were not supposed to be fun at all." [02:20]
Firsthand Experiences with Capitalist Games
Sharing personal anecdotes, Amanda describes playing Bargain Hunter with friends and recognizing the game's subtle indoctrination into consumerist values. She questions how such games normalize consumerism and financial transactions from a young age.
"How fucked up is it that kids are being taught to shop and use credit cards as a fun family game?" [10:00]
Audio Essay: The Role of Small Businesses in Sustainable Communities
Amanda introduces an insightful audio essay from Elisha Eagle, co-owner of SHIFT Sustainable Goods and Services in Narberth, Pennsylvania. Elisha emphasizes the importance of small businesses in fostering community connections, sustainability, and supporting local artisans.
"Small businesses like Shift act as community catalysts, creating spaces where people can gather, learn and grow together." [13:56]
Elisha shares how SHIFT has diverted over 50,000 single-use containers from landfills and hosts monthly workshops to promote sustainable living.
"We're not just a store, we're a hub where sustainable living becomes tangible and accessible." [16:09]
No Buy Year: Challenging Consumerist Norms
Amanda reflects on the concept of a "No Buy Year," expressing concerns about its impact on small businesses like SHIFT. She argues that such movements, while well-intentioned, might inadvertently demotivate positive consumer behavior by promoting extreme abstinence from purchasing.
"Shopping and acquisition of stuff is so deeply programmed into us as like a source of pleasure and social acceptance. Acceptance and just something we have to do that actually thinking about shopping less is a really radical decision." [22:00]
Exploring Consumerist Board Games: Mall Madness and Beyond
Amanda revisits Mall Madness, another Milton Bradley game from 1988, which simulates a shopping mall experience. She critiques its focus on spending money to fulfill shopping lists, reinforcing the notion that accumulating possessions equates to success.
"What seems weird about that seems great. And on one hand it's fun because as a kid you get to play at being adult, right?" [35:00]
She contrasts this with her childhood experiences, noting how such games mirrored the consumer-driven culture of the 80s and 90s, where malls were social hubs and shopping was a primary pastime.
The Game of Life: Evolving Capitalist Narratives
A significant portion of the episode is dedicated to The Game of Life, tracing its origins from the Checkered Game of Life (1860s) created by Milton Bradley to promote moral virtues, to its modern incarnation focused on financial success and wealth accumulation.
"Originally, winning the Game of Life meant achieving a happy old age through moral decisions, not just wealth." [50:00]
Amanda highlights how the game's transition underscores a shift in societal values towards materialism and financial success as measures of a fulfilling life.
"Once Bradley's death in 1911, the game of Life began its transformation to its current incarnation, which prioritizes financial success rather than happy old age." [60:29]
Monopoly: The Pinnacle of Capitalist Board Games
Amanda delves into the history of Monopoly, exploring its roots in The Landlord's Game (1903), designed by Lizzie McEge to demonstrate the flaws of monopolies and promote Georgism—the single tax movement advocating for land value taxation.
"Lizzie McGee created The Landlord's Game to show players why these land monopolies were bad for society." [75:30]
She discusses how Monopoly evolved into a game that reinforces capitalist ideals, such as property accumulation and wealth disparity, often ignoring the broader social implications.
"Monopoly reinforces the false idea that we all start off at the same place with the same advantages." [82:50]
Amanda reflects on how these games subtly influence players' perceptions of success and economics, perpetuating capitalist values from childhood.
Conclusion: The Enduring Impact of Capitalist Games
Amanda wraps up the episode by emphasizing the profound influence board games have on shaping societal values and individual behaviors towards consumerism and capitalism. She advocates for critical reflection on the messages these games convey and encourages conversations about redefining success beyond material wealth.
"When you take all of that, all the cuteness, all the bells and whistles, all the plastic doodads that make me love a game, take the fake money out of the game, all that stuff, and you just are like, what is this game really about?" [50:35]
Amanda calls for recognizing and challenging the ingrained consumerist narratives perpetuated by these games, urging listeners to seek alternative definitions of happiness and success.
"Recognizing it, naming it, that's step one in making these changes. But we can't give up and say, well, I can't help it." [90:00]
Key Takeaways:
- Board Games as Social Tools: Games like Bargain Hunter, Mall Madness, The Game of Life, and Monopoly serve as subtle communiqués of capitalist and consumerist values.
- Historical Evolution: These games have evolved from teaching moral virtues to promoting financial success and wealth accumulation as primary goals.
- Influence on Youth: Early exposure to consumerist games can shape children's perceptions of success and financial responsibility.
- Call to Action: There's a need to critically assess and possibly redesign such games to foster more inclusive and community-oriented values.
Notable Quotes:
- "If you wear clothes, you need to listen to Clotheshorse." – Elise [00:00]
- "Money is as powerful as your vote!" – General Theme [Throughout]
- "Small businesses like Shift act as community catalysts, creating spaces where people can gather, learn and grow together." – Elisha [13:56]
- "Recognizing it, naming it, that's step one in making these changes." – Amanda [90:00]
This episode of Clotheshorse offers a critical examination of how board games mirror and perpetuate capitalist ideologies, urging listeners to reflect on the broader implications of the games they play and the values they internalize.
