|
Bailout!
December 15, 2008 What
sells in a depression? In
the “downturn” of 2001, consumer
electronics continued to be popular, with the Playstation, Xbox,
and An
analyst for market research firm NPD Group said
one reason for the video game industry’s “ongoing solid
performance” was due to the “availability of a broad range of
games,” adding that games “also provide a relatively cheap form of
stay-at-home entertainment.” What
else sells in a depression? Possibly
a board game. When a
heater salesman named Charles Darrow lost his job in Philadelphia
following the 1929 stock market crash, he survived by working
odd jobs. One day some
neighbors showed him a board game they had been developing, and Darrow
was intrigued. Meanwhile,
Lizzie Magie, a supporter of Henry George’s views on rent as a
form of exploitation, had created a board game called The
Landlord’s Game, which she
hoped “would illustrate
the negative aspects of concentrating land in private monopolies.”
The Landlord’s Game
had circulated in the In
1934 Darrow began selling home-brewed copies of the game to
Wanamaker’s department store in Darrow
called his new game Monopoly.
Hasbro,
the current owner of Monopoly,
estimates that 200 million copies of the game have been sold in 37
languages, which they claim makes it the best-selling board game in
the world. The
enormous success
of electronic gaming may be partly responsible for a resurgence in
board game sales. According
to NPD, sales of the board game Scrabble
have increased
30 percent in the first nine months of 2008, in part due to its
popularity on Facebook, which has 420,131 monthly active users of an
Electronic Arts version of the game.
Facebook lets you register as a fan of Monopoly
– whatever that means – but doesn’t offer it as an online game. With
all the games available today, you would think the market would be
saturated. But as Louise
Lasser told
her boyfriend Woody Allen in Bananas
during a conversation about their relationship, “Something’s
missing.” What’s
Missing? From
an economic perspective, Monopoly
itself is deeply flawed. As
economist Benjamin Powell points
out, Monopoly lacks the
concepts of consumer choice and consumer sovereignty.
This is not some small detail; it’s the foundation of a
market economy. In Monopoly,
consumer choice becomes a roll of the dice.
It determines whether he pays taxes, collects a fee, goes to
jail, receives or pays rent on properties he lands on. “Landing
on property owned by another person creates not a mutual gain but a
loss. In this way, trade is portrayed as ‘zero-sum,’” he writes.
However, if we assume Monopoly
portrays a controlled economy, with each square representing an
“individual monopoly grant” by the government, then consumer
influence is no longer an issue. Although
the bank in Monopoly acts as
a central bank in that it is forbidden to go bankrupt, it lacks the
economy-destroying potential of a true central bank such as the
Federal Reserve. The
economy in Monopoly, such as
it is, ends up in shambles when a winner emerges, but it’s the
winner’s dice rolls and perhaps some clever horse-trading that
determines the outcome, not the activity of the bank. This
is what’s missing from the world of games, especially today--a game
that strongly approximates the activities and consequences of the
central bank’s printing press and is at the same time intoxicating
to play. Granted, the
virtually infinite inflationary potential of a central bank would seem
to rule out stocking a game with enough printed money.
But a creative enterpriser could circumvent this problem by
including, say, calculators that employ scientific notation to express
the mega-sums involved in “stimulating” the economy.
The only problem then would be how to make an expression in the
form of a
x 10b fun.
In
my proposed game, a player could have the option of paying rent to the
bank in return for future undisclosed favors.
If a player subsequently finds himself threatened with
bankruptcy by landing on a property with hotels, he could draw a card
to see if his past rent payments have earned him the status of “too
big to fail.” Also, if a
player wanted to put 7,000,000 hotels on a piece of property in a fit
of irrational
exuberance, the bank should have the option of providing cheap
credit to cover the investment. And
if another player should be so unfortunate as to land on a property
with 7,000,000 hotels, the bank should once again be available to
intervene in the public interest by bailing out the player.
Obviously,
my idea is on the low side of half-baked, but imagine the reaction if
a game such as I propose hits the market, especially if it carries an
express condemnation from the American
Economic Association, the Council on Foreign Relations, and Ben
Bernanke. A great game
would need a great name -- maybe Bailout!
would catch the buying public’s attention.
What do you think?
George
F. Smith is the author of The
Flight of The Barbarous Relic,
a novel about a renegade Fed chairman. Visit
his website.
Visit his blog. |