This case explores how popular American board games like Monopoly, Life, and Trivial Pursuit have changed over time to reflect shifts in American culture and values. The case juxtaposes original versions of the games alongside modern adaptations. Visitors are encouraged to critically examine visual differences through interactive questions and share personal memories. By considering how the games have adapted while still appealing to multiple generations, visitors can gain insight into American cultural history from the eras in which different versions were created.
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Exhibit Case Concept for The Children's Museum of Indianapolis
1. Kavita Singh
MSTD A560
Interpretation Plan
December 9, 2013
Case Concept for The Children’s Museum of Indianapolis
Educational Purpose:
For this case, “Games We Play: Popular American Board Games from Then & Now,” the
educational purpose is to demonstrate how board games reflect American history and
culture from the era in which they were conceived. By using popular board games such as
Monopoly, Life, and Trivial Pursuit, this ephemeral case uses objects that are easily
recognizable and appeal to visitors from multiple generations. Since many visitors have
heard of or played some version of these games, this object case can sprout conversations
of personal memories and encourage learning opportunities through scaffolding strategies
between parents, grandparents, and children.
By placing the original version of the game and juxtaposing it next to its modern version,
the objects visually demonstrate their changes and how they relate to their corresponding
time period. The popular board games also reveal cultural and family values about
American life and offer an opportunity to compare and contrast how these values have
changed over time.
This object case will also have an interactive component with iPads that ask visitors
questions and record their responses, which will be sifted through for appropriateness,
and posted to an online forum via the Museum’s website. This encourages audience
participation through visitor-generated content and promotes visitors to continue
interacting and learning from home.
Visitor Objectives:
• Visitors will gain a general understanding of the history of popular American
board games
• Visitors will use critical thinking skills to compare and contrast the original
versions of the board games to their modern adaptation
• Visitors will respond to interactive questions and consider their personal
relationship to board games
• Visitors will consider the future of board games and how they might relate to the
changing landscape of American culture
• Visitors will interact with the iPad component and respond to a variety of
questions related to the object case
• Visitors will continue to think about and explore board games within American
culture by using the online counterpart at home
2. • If the iPad and online components are successful, visitors will have future
opportunities hosted by TCM to learn about and experience American board game
culture
List of Objects Used:
• Object #1- Monopoly, 1933
• Object #2- Monopoly Revolution, 2010
• Object #3- The Game of Life, 1960
• Object #4- The Game of Life: Twists & Turns, 2007
• Object #5- Trivial Pursuit, 1981
• Object #6- Trivial Pursuit Digital Choice, 2008
Description of the Physical Layout of the Space:
This object case will have a glass front and glass on each side so that visitors can sneak a
peek of the contents as they approach from different angles. The case will be fairly large,
measuring ten feet wide and four feet tall, in order to make room for all six objects. It will
be approximately two feet deep to accommodate each object. Each original board game
will display the box to the left and the fully opened board next to it on the right, along
with an interpretive label below the display. The newer, modern version of each board
game will be exhibited below the original game, but with an opposite order of the opened
board to the left and the box to the right, along with an interpretive label below. This will
create a zigzag visual display so that similar parts of the object are not stacked on top of
one another. Furthermore, bright colors and lively text and labels will accompany the
objects, along with background images to add dimensionality to the exhibit.
The label for the title of the case will be much larger than the regular labels inside the
case. The large title label will be displayed above the case so that visitors can understand
the case concept whether they approach it from the left or right. Under the case title label,
a short introductory label will be displayed to demonstrate what the case explores. Two
slanted stands will emerge from the bottom of the case with iPads that encourage visitors
to respond to interactive questions, participate by telling their personal memories, and
exploring stories from other visitors about these popular board games. The iPads will also
have an audio component for visitors that are visually impaired so that they may hear
what the labels say, explore the questions in an audio format, and orally record their
responses. This component will also be helpful for younger children who cannot yet read
or write, but would like to listen and interact.
Labels:
• Label for Title of Case
Games We Play: Popular American Board Games from Then & Now
• Introductory Label:
3. Monopoly, Life, and Trivial Pursuit: What do these board games have in
common?
Board games are a popular American pastime and a fun way to spend family
night. These particular board games are favorites that have been around for quite
sometime and now have newer, modern versions. Learn how these games have
changed and what they say about American history and culture. Look closely to
see what is the same and what is now different.
• Label for Object #1- Monopoly
Created during the Great Depression, this game allowed players to forget about
their real financial concerns by gaining money through owning and developing
properties.
• Label for Object #2- Monopoly Revolution
Pass ‘Go’ and collect $2 million! This new version of Monopoly is on a circular
board, uses an ATM and debit cards, and gives you much more money for passing
‘Go.’
• Label for Object #3- The Game of Life
Life’s a game! In one of the first 3D games invented, players compete to win by
accomplishing life goals such as raising a family and making the most amount of
money with their job.
• Label for Object #4- The Game of Life: Twists & Turns
Cha-Ching! Use a credit card in this version of Life, where the winner isn’t rich
with money but with life experiences.
• Label for Object #5- Trivial Pursuit
This original trivia game asks visitors questions related to the history and culture
of the 1960s, 1970s, and 1980s, which were current events at the time.
• Label for Object #6- Trivial Pursuit Digital Choice
Choose your own trivia! In this modern version of Trivial Pursuit, you can
customize your experience by downloading up to date questions of your choice
through the Internet.
Questions for Visitors:
4. These questions will be available for visitors to explore through interactive labels and the
iPad component of the object case. Visitors will be encouraged to leave their answers
here or visit the site online later.
• LABEL: What visual differences and similarities do you see between the original
and newer version of each board game? (Relates to material context)
• LABEL: What differences and similarities do you see between ALL of the
games? (i.e. discuss how the newer versions use credit cards and demonstrate
different American values) (Relates to cultural context)
• IPAD: What is your favorite board game? (Relates to personal context)
• IPAD: What memories do you have playing board games? Share your story or ask
your parents and grandparents about their personal memories playing these board
games. (Relates to personal and cultural context)
• What sort of board game would you create that tells a story about American
culture today? Take it one step further: With the help of an adult, create your own
modern board game. Send us a picture of your creation, along with the rules for
your game, and we will post it in our online gallery! (NOTE: The idea is that if
enough people participate, TCM will host a homemade board game night, where
people can play the games created by their own community members) (Relates to
cultural, personal, and material context)
• Did you know? All three of these games are available as video games on
Nintendo Wii. Do you think board games will disappear due to the popularity of
video games today? Answer yes or no, and see how your opinion lines up among
other visitors! (Relates to cultural, personal, and material context)
Object Material-Cultural-Personal Context:
In addition to the questions above, the object material, cultural, and personal context is
explained below:
• Material Context
o Since these board games are fairly popular, the physical material is
something most visitors have touched at some point when playing the
games. By juxtaposing the original and newer versions of each board
game next to each other, visitors can easily see how the material nature of
each game has changed. For example, the use of technology for the credit
and debit cards in Monopoly and Life and trivia cards for Trivial Pursuit
requires additional digital machinery, but does not have paper money or
cards like in their original versions.
• Cultural Context
o This context is explored primarily through the history of childhood and
family culture in America. Using board games, a popular leisure activity
in American homes, the object case explores how these games are not only
a symbol of American culture and family life, but also a reflection of the
time period in which they were created. Certain topics between then and
5. now are explored: family values, career/education, what defines success,
the development and use of technology, and information about popular
culture and current events.
• Personal Context
o These objects are popular board games that are easily recognizable and
most likely used by visitors, making them fairly relatable and
approachable. The objects can speak to personal experiences and
memories by audience members of varying generations. Additionally, the
newer versions allow a younger audience to understand that their
American childhood is very different from their parents’ or grandparents’
childhood. Additional images could also accompany the exhibit case to
further illustrate this point and add dimensionality to the exhibit.
6. References
BoardGameGeek, LLC. (n.d.). BoardGameGeek: Gaming Unplugged Since 2000.
Retrieved from http://boardgamegeek.com/
Family Circle. (n.d.). Board Games 2.0. Retrieved from http://www.familycircle.com/
teen/activities/new-board-games/?page=1
National Museum of Play Online Collections. (n.d.). Games. Retrieved from
http://www.thestrong.org/online-collections/nmop/3
Whitehill, B. (1999). American Games: A Historical Perspective. International Journal
for the Study of Board Games cnws, 116-141.