Category: Uncategorized

When Does Privacy Matter?

Edward Snowden, National Security Agency (NSA) whistleblower, has said

“I can’t in good conscience allow the U.S. government to destroy privacy, internet freedom, and basic liberties … with this massive surveillance machine they’re secretly building.”

Working as a subcontractor for the NSA, Snowden found and later leaked proof of invasive NSA surveillance of American citizens on a massive scale. His leak of information in 2013 made headlines around the world and sparked a national debate regarding the extent to which data-collection was being conducted. Snowden quickly became a polarizing figure, bringing to the forefront a mass of both pro-surveillance and pro-privacy advocates. Eventually, this led to an equally polarizing public discourse that sought to examine for-profit surveillance companies such as Google and Facebook. This is significant because a conversation about surveillance should be all-encompassing and look to consider all forms of spying and data-collection in order to see the big picture. With the digital age upon our society and technology usage only projected to increase, it’s important to have discussions and ultimately intervene and put restrictions on mass surveillance now, before it escalates to the extreme. Privacy is a vital facet of our human rights and thus should be protected until individuals choose to relinquish it, or are suspect in a criminal investigation, in which surveillance is necessary.

Although perhaps not as largely discussed as NSA surveillance, data collection by services such as Google, Facebook, Microsoft, and numerous others is a topic of concern for many. More than 230 million tweets, 294 billion emails, and more than one billion Google searches are made daily. The result of so much data being generated is that these services store and analyze a wealth of information about their users. Even more concerning, they participate in big-data collection purely for profit. Because these big-data companies don’t charge for their services, their business models are ones that rely on the exploitation of user data. Once collected, this data is sold to advertisers, who can then target consumers with ads directly related to their online presence and history. The concerns with this revenue system are twofold: this data surveillance and collection isn’t done for our safety, but for the profit of big-data. Secondly, this practice is all encompassing and non-discriminatory, meaning all users are subject to surveillance. This widespread form of data collection is a blatant attack upon our right to privacy. Defined by the United Nations and the Universal Declaration of Human Rights, the right to privacy ensures that “no one shall be subjected to arbitrary interference with his privacy, family, home or correspondence.” Despite the declaration, this right is still violated by big-data and therefore breaches of privacy on this scale should be considered nothing less than an abuse.

Some users, however, are willing to give up their privacy in exchange for free services. These people don’t like the alternative to data collection – a system that, unable to exploit their data, imposes fees on users in order to generate revenue.  For those who enjoy the ease and convenience that comes with free use of web apps such as Facebook and Google, giving up the right to privacy is a choice they’re willing to make. In this case, the ability to deny oneself the right to privacy should also be a right given to internet users. If implemented, this system would ensure that those willing to cooperate with data surveillance and collection would receive free services from big-data web apps, while those who choose to exercise their right to privacy would pay for their services. Nonetheless, the choice to give up one’s rights should be a well-informed one, not made in haste. Privacy is a fundamental right and the implications of giving it up are large and far-reaching. In this way, users are able to make their own decisions regarding big-data based on their value systems and beliefs.

For-profit data collection is an important aspect of online surveillance. However, a look at digital privacy as a whole would be incomplete without considering government spying. The fourth amendment to the Constitution gives U.S. citizens the right to be “secure in their persons, houses, papers, and effects, against  unreasonable searches and seizures.” Additionally, it requires a search warrant be issued in order for law enforcement to conduct a search against the owner’s consent. This system is put in place to protect the privacy of Americans. But it’s being violated daily by the very entity that put the laws in place. As found by the Foreign Intelligence Surveillance Act (FISA) court, the NSA now has the legal authority to keep and make use of data regarding U.S. citizens. While approved under the guise of a security measure, this mass surveillance and data collection is just another way in which our right to privacy is being violated. Additionally, this NSA surveillance isn’t targeted at suspects – it collects data on everyone. This constitutes a substantial invasion of privacy and is done so without the use of a search warrant. Not only is this practice unethical, it should be considered unconstitutional from a legal standpoint as it violates the fourth amendment.

This is not to say that breaches of personal privacy are never admissible. Just as search warrants are issued in order for law enforcement to collect information about suspects, they can and should be used to do the same with online data. However, the current large scale data collection by the NSA and for-profit companies represent mass spying, not targeted surveillance.

Digital privacy should be protected from government agencies that seek to collect personal data, as well as corporations that look to exploit it. Breaches of citizens’ right to privacy should only be allowed in the event that a search warrant is produced, or if one actively choose to relinquish that right. Combating such an institutionalized system of abuse requires a lot of work. It starts with taking the argument to the government directly by signing a petition or contacting representatives. But perhaps the largest step that can be taken is spreading awareness. The government and big data cannot keep the population in the dark, nor can they stop citizens from exposing their practices. Although the internet harbors the watchful eye of powerful and manipulative groups, it also provides the most powerful tool for resistance: the ability to make voices be heard. Those who oppose the current system of surveillance must make themselves and their opinions known. The louder that dissent is expressed, the more voices will surface to show their support.

Sources Cited

“Big Data – Interesting Statistics, Facts & Figures.” Waterford Technologies, 15 Sept. 2017, http://www.waterfordtechnologies.com/big-data-interesting-facts/.

Hachman, Mark. “The Price of Free: How Apple, Facebook, Microsoft and Google Sell You to Advertisers.” PCWorld, PCWorld, 1 Oct. 2015, http://www.pcworld.com/article/2986988/privacy/the-price-of-free-how-apple facebook-microsoft-and-google-sell-you-to-advertisers.html.

“Universal Declaration of Human Rights.” United Nations, United Nations, http://www.un.org/en/universal-declaration-human-rights/.

Carlson, Mr. David. “Search Warrant.” LII / Legal Information Institute, Cornell Law School, 26 June 2009, http://www.law.cornell.edu/wex/search_warrant.

Greenwald, Glenn, and James Ball. “The Top Secret Rules That Allow NSA to Use US Data without a Warrant.” The Guardian, Guardian News and Media, 20 June 2013, http://www.theguardian.com/world/2013/jun/20/fisa-court-nsa-without-warrant.

An Analysis of “On Dumpster Diving”

Social and cultural differences have split the American upper and lower classes since the emergence of the Industrial Revolution (Dahrendorf). So ingrained is the class system into the American way of life (Warner, et al.) that it is the basis on which our capitalistic society is built (Marshall). An understanding of the harsh contrast and divide between the upper and lower classes can be used to reveal sentiments inherent in Lars Eighner’s essay “On Dumpster Diving.”

In his paper, Eighner’s depiction of dumpster diving goes far beyond the activity itself. By redefining the societal perceptions he’s associated with – due to his monetary standing – he addresses socially-constructed concepts regarding economic classes. In “On Dumpster Diving,” Eighner portrays himself as a member of the upper class because he alters the traditional definition of both rich and poor.

In several representations of a capitalist society, persons of lower class receive fewer resources and opportunities, while in contrast, those belonging to the upper class are associated with increased capital and privileges (Kendal). Christina Pazzanese, U.S. News and World Report contributor observes, the current economic situation has further increased Americans’ perception of societal differences: “The 2008 global economic meltdown that bailed out Wall Street financiers but left ordinary citizens to fend for themselves trained a spotlight on the unfairness of fiscal inequality” (Kendal). Authors at the Critical Media Project, too, observed the perceived social differences as they address the lower class: “ You may drive a 15 year-old car that needs repairs you can’t afford. You may have to take the bus everywhere. You may wear hand-me-down clothes.” (Class). Next addressing the upper class, they continue, “You may travel outside the country (and have done so multiple times). You eat out regularly, and when you go grocery shopping you try to buy organic food, even if it’s more expensive. You go to private schools and sleep-away camps.” (Class). In addition, this system is also defined by the social standards that accompany each socioeconomic class. Multiple depictions of the typical American class structure argue that a social stigma is present in society’s perception of the poor, and negative viewpoints towards this class are very prevalent (Williams). Conversely, they also suggest that wealth is revered by many and is sought after; it’s seen as a representation of success (Kendall). By traditional standards, Lars Eighner is a member of the lower class. For instance, so low were his funds, Eighner reveals, that “as my savings ran out…” he began to search dumpsters for essential items (2). In fact, not only was Eighner unable to buy items such as food and clothes, he became homeless a year afterward  (Eighner 1). Marked by a lack of money and luxury, Lars Eighner exemplifies poverty in the most traditional sense of the word. However, in a non-traditional sense, Eighner displays qualities that are characteristic of the upper class.

Throughout “On Dumpster Diving,” Eighner consistently reinforces the equivalence between what he does (dumpster diving) and a traditional job. He claims that “after ten years of government service… I find work that rewards initiative and effort refreshing.” (Eighner 12). The manner in which he contrasts his previous occupation and dumpster diving suggests that he means to compare two like things. By exemplifying this, he actually draws a parallel between the two, connecting them via their common denominator: that they are jobs. He reinforces this categorization, relaying that he’s “initiated several companions into the trade.” (Eighner 6). The term “trade” is most often used to refer to a skilled occupation, and Eighner’s use of the word reveals his perception of dumpster diving: he considers it an occupation as opposed to an activity. In addition, his portrayal of scavenged items suggests that their value transcends the typical. The writing indicates that the Eighner considers his finds more than just items, but rather he says they are payment for his work. Eighner came to the following conclusion:  he enjoys work that rewards exertion (12). Not only does this indicate his perception towards dumpster diving – that it is indeed work, it also reveals his view toward dumpster items: that he considers them compensation for his work. This finding is important to the interpretation of Eighner’s writing – that it defines him as wealthy, as the concepts of occupation and payment play large parts in the determination of class.

Once a job and income have been established, it’s essential to also shed light on the steady stream of resources available to both the author and the wealthy; only then can a legitimate connection be drawn between the two. Because the definition of the term “resources” is not impossibly rigid, it can refer to money, materials, or any other assets of similar nature. Therefore, what can be considered a resource is subjective and up to oneself to define. In his paper, Eighner adjusts the traditional understanding associated with wages or income, assigning it to dumpster finds. Moreover, because capitalism considers income a resource, dumpster finds can consequently be considered resources as well. In addition, others will presumably continue to throw out items, and as a result, Eigner will continue to have access to an influx of wealth. Traditional social understandings of the wealthy would conclude that they, too, receive a steady stream of assets. Therefore, another similarity between the author and the rich can be identified, one that draws parallels between the amount of resources available to both parties. In addition, Eighner sheds light on the shared perception of available items. He observes, having an abundance of resources has led to a disinterest in material objects: “I find my desire to grab for the gaudy bauble has been largely sated.” (Eighner 13). He continues, “I think this is an attitude I share with the very wealthy – we both know there is plenty more where what we have come from.” (Eighner 13). His remark shows a recognition of the consistent flow of income he’s presented with, yet realizes that no individual item or resource should hold great value, as many more will become available. He also identifies the resemblance this sentiment holds to that of the upper class.

A traditional understanding of capitalist societies would suggest that they are populated with strict divisions between socioeconomic groups, and further segregated by the social constructions that define societal perceptions of each class (Marshall). In his paper “On Dumpster Diving,” Lars Eighner seeks to address the rigidity of the class system by perpetuating an altered definition of the makings of the upper class. His portrayal of his lifestyle reflects a capitalistic view of an otherwise un-capitalistic activity: dumpster diving. By categorizing dumpster diving as an occupation and his finds as resources, he expresses his idea of work using the capitalistic model. Additionally, his consideration of his great wealth of resources, as well as the similarities he draws between his life and that of the wealthy, suggest an assumed equivalence between himself and the upper class. In reality, Eighner’s depiction of life on the street can actually be considered an attempt to redefine the social standards, perceptions, and stigmas related to the class system, intended to redefine what it means to be rich.

Sources Cited

Dahrendorf, Ralf. Class and Class Conflict. Vol. 88. Stanford: Stanford university press, 1959.

Warner, W. Lloyd, Marchia Meeker, and Kenneth Eells. “Social class in America.” New York (1949).

Marshall, Thomas H. Citizenship and social class. Vol. 11. Cambridge, 1950.

Kendall, Diana Elizabeth. Framing class: Media representations of wealth and poverty in America. Rowman & Littlefield, 2011.

Pazzanese, Christina. The Rich and the Rest. U.S. News, 9 Feb. 2016, 6:00 am, http://www.usnews.com/news/the-report/articles/2016-02-09/the-costs-of-inequality-the-rich-and-the-rest.

“Class | The Critical Media Project.” Critical Media Project, http://www.criticalmediaproject.org/cml/topicbackground/class/.

Williams, Wendy R. “Struggling with Poverty: Implications for Theory and Policy of Increasing Research on Social Class‐Based Stigma.” Analyses of Social Issues and Public Policy 9.1 (2009): 37-56.

A Keyhole Analysis of You’ve Got Mail

You’ve Got Mail portrays a story in which a small, family owned bookstore is run out of business by Fox Books, a large superstore intent on creating a profit. Its business goals include lowering prices to bring in customers, which drives business away from local stores in the process. The film addresses concepts and themes of morality, driving forces, manipulation, and personal relationships in business contexts. You’ve Got Mail suggests that Fox Books is driven by impersonal and immoral motivations which have negative effects, because their only concern is generating profits.

This essay examines the film You’ve Got Mail through the lens of “The Walmart You Don’t Know”, a paper that analyzes the impact of Walmart, a large chain store, on small businesses. Throughout the paper, the inner-workings of the relationships between Walmart and smaller businesses, as defined by “The Walmart You Don’t Know”, will be investigated in relation to You’ve Got Mail. Furthermore, the paper seeks to draw parallels between the behavior of both Walmart and Fox Books, and additionally compares  The Shop Around the Corner to Walmart’s competitors by examining the impact that large discount stores have had on their business. The writing will also examine Fox Book’s business practices and the motivations that dictate them. Finally, it will describe the negative impacts brought upon by Fox Books, as well as the immoral nature of their actions.

Fundamental to an analysis of You’ve Got Mail is an understanding of the goals and motivations driving Fox Books Superstores and their discount prices. The film seeks to answer the question: Is Fox Books’ practice of selling products at reduced prices designed to bring deals to their customers, or to steal business from competitors? Similar to the paradigm laid out in the work “The Walmart You Don’t Know”, You’ve Got Mail reflects a dynamic in which a large store seeks to monopolize the market by lowering prices and thus driving competitors out of business. This dynamic is consistently reinforced throughout the film. For instance, so intent on monopolization is Fox Books that employees remark,

Kevin: [referring to the neighbors] They’re gonna hate us. Soon as they hear, they’re gonna be lining up…

Joe, Kevin: to picket the big bad chain store…

Kevin: that’s out to destroy…

Joe: everything they hold dear (You’ve Got Mail).

Although this quote contains some inflated language, the core message still remains true: Fox Books intends to disrupt the regional book market by taking business away from small, local bookstores. Furthermore, Fox Books executives display an outward sense of joy towards eliminating the competition:

Joe: I have a very sad announcement to make. City Books on 23rd Street is going under.

(Nelson, Schuyler, and Joe high-five each other.)

Nelson: Another independent bookstore bites the dust (You’ve Got Mail).

The company’s fixation with obstructing the business of their competitors supports the conclusion that its intentions are to win over the market, and its low-priced products are a result of a business decision intended to increase sales.

In addition, determining Fox Books’ motives behind their low prices requires an analysis of their attitude towards customers, one that paints a portrait of disinterest and disfavor. In fact, Fox Books is so insensitive towards their customers, that Nelson Fox remarks:

Nelson: Perfect. Keep those West-Side liberal nuts, pseudo-intellectuals…

Joe: Readers, dad. They’re called readers.

Nelson: Don’t do that, son. Don’t romanticize them (You’ve Got Mail).

Nelson’s commentary is one display in a pattern of blatant disregard towards the interests of customers that is indicative of the company’s stance. The film’s portrayal of Fox Books shows a large company entirely engaged in creating profit, and nothing more.  With this portrayal comes the idea that Fox books is interested in winning over customers, an act that will increase their sales and begin a market takeover. Joe Fox reflects on the company’s intent to bring in new business: “We are going to seduce them…Because we’re going to sell them cheap books and legal addictive stimulants” (You’ve Got Mail). Such an attitude is not demonstrative of a company that values its customers. In fact, it demonstrates the opposite. Such a remark greatly alienates customers and strips them of their human qualities. Consequently, providing consumers with quality deals cannot be considered a goal of Fox Books, nor can it be attributed as the reason behind their discounted products. Rather, the reason behind their cheap books, as indicated by the film, is the stores desire to take over the market via high sales of cheaper products.

You’ve Got Mail, in addition to portraying business dynamics, also takes a close look at the social aspects of the two stores. Throughout the film, a concept associated with The Shop Around the Corner is the idea of close personal connections between the employees and customers – which begs the question: Do the special relationships between small bookstores and their customers override the cost benefit offered by big bookstores? In addressing this, Kathleen Kelly, owner of The Shop Around the Corner, reveals the non-monetary benefits that small bookstores offer: “[referring to her mother] It wasn’t that she was selling books, it was that she was helping people become whoever they were going to turn out to be” (You’ve Got Mail). She elaborates, “That is why we won’t go under. Our customers are loyal” (You’ve Got Mail). The film suggests that Kathleen’s store is able to provide a personal experience to consumers that is unmatched by big box stores.

Despite the benefit provided by small businesses, some customers appreciate what large bookstores bring to the table. In the months following Fox Books’ arrival, the Shop Around the Corner steadily made less money. It eventually had to close its doors. By including this plot point, the film suggests that some consumers value low prices more than personal service, hence the influx of business that Fox Books received. This desire for cheap products is what caused the rise of Fox Books and the downfall of The Shop Around the Corner. This isn’t to say that the market for small bookstores and personal service has disappeared; it hasn’t. However, the film does communicate that such a market is outnumbered by proponents of low-cost books. This question cannot be addressed nor answered through the use of dichotomized language that seeks to categorize responses as either yes or no. Instead, it can be answered through thoughtful consideration of the intricate and dynamic world that the film presents, a world in which each customer holds their own set of values. You’ve Got Mail doesn’t suggest that the close relationships between small bookstores and their customers are unequivocally more valuable than low prices, just as it doesn’t suggest the opposite. However, it does indicate that some customers value prices, while others value connections. But in the end, there aren’t enough customers interested in personal service to sustain the model of the local bookstore while the large store exists.

When examining You’ve Got Mail, the potential impacts and ethics of Fox Books’ business tactics must be examined in order to develop a whole understanding of the film. Therefore, the question must be asked: how do Fox Books’ low prices affect smaller bookstores as well as the local book market, and is the power that they wield fair? Much of the film addresses the negative impacts that Fox Books’ presence in the neighborhood had on The Shop Around the Corner. Because of the superstore’s policy of selling cheap books, waves of new customers were drawn to the store, some of which were previously customers of Kathleen’s shop. This new dynamic resulted in Kathleen producing significantly lower profits, which eventually caused the store to close down, as it was no longer sustainable. This can be solely attributed to Fox Books and the competition they present. Furthermore, Fox Books is an extremely large conglomerate which offers discounts that other businesses can’t afford to give. Consequently, all local bookstores near any of Fox Books’ locations would surely feel the same negative impacts that The Shop Around the Corner did. In essence, Fox Books has the power to dictate local book markets as it can put their competitors out of business. Moreover, eliminating competitors results in the superstore growing even larger. Just as “The Walmart You Don’t Know” describes a large chain store that exerts extreme power over the market, Fox Books has power to command the book business in much the same way.

In addition, the ethical aspect of Fox Books’ takeover must also be considered. You’ve Got Mail looks to associate a negative connotation with the store’s power, as it hints at the unethical nature of their actions. Frank Navasky depicts the destructive nature of large superstores: “[referring to Fox Books] The enemy of the mid-list novel, the destroyer of City Books” (You’ve Got Mail). This kind of condemning language is frequent throughout the film.  He adds, “Save the Shop Around the Corner and you will save your soul” (You’ve Got Mail). Taken directly from Frank’s attack article aimed at swaying public opinion against Fox Books and raising support for Kathleen’s store, this quote exemplifies the vilified nature of Fox Books that the film attempts to convey. Frank’s writing regarding Fox Books clearly imparts a perception of the store that defines their business dealings as immoral. Although Frank’s stance on the superstore may be considered extreme compared to his peers, the critics of Fox Books are all united under one commonality: they believe the store has intentionally negative impacts on its competitors and the market, and is thus unethical. By portraying Fox Books in a negative light, the story pushes the narrative that the store and their actions are immoral and wholly unfair.

The film additionally portrays the personal aspect of The Shop Around the Corner as they’re being put out of business, attempting to convey how the store and its workers feel, and answer the question: How do small bookstores feel when they’re being attacked by large chain stores? By detailing the emotional reaction associated with Fox Books’ manipulation, the movie displays the large range of emotions that the employees experience, fluctuating from optimistic to discouraged. As Fox Books’ arrival to the neighborhood is announced, Kathleen remarks, “It’s a good development. You know how in the flower district there are all those shops, so you can find whatever you want? This is going to be the book district. If they don’t have it, we do. And vise versa” (You’ve Got Mail). This reaction characterizes the immediate reception of the new store, a sentiment that contains no aspect of negative thoughts or expectations. However, as Fox Books begins to establish its dominance over the area, Kathleen and her employees’ feelings towards the superstore soon turn sour, in part enabled by Kathleen’s boyfriend, Frank, and his hyperbolic speech in regards to the store. During this stage of the film, the general attitude towards Fox Books is illustrated by resolve and animosity. Frank reflects on his steadfast position: “Kathleen, you are a lone reed… standing tall, waving boldly in the corrupt sands of commerce” (You’ve Got Mail). Yet, as The Shop Around the Corner is forced to close, this attitude morphs into one of sadness. Kathleen reveals that “I’m heartbroken. I feel as if a part of me has died” (You’ve Got Mail). This signifies that the oppositional spirit, which not only motivated the store workers, but influenced a strongly worded article attacking Fox Books, had left Kathleen. In a sense, the story implies that large businesses like Fox Books suck the livelihood and tenacious spirit out of the small bookstores that they compete with.

You’ve Got Mail, although often described as a romantic comedy, explores complex themes that provide the film with a deeper story. It’s portrayal of Fox Books produces a negative criticism of large, profit-seeking conglomerates. The story also examines the effects that such stores have on local business and the qualitative value that small stores offer, all under the guise of a lighthearted and quirky comedy. In doing so, the film suggests that Fox Books conducts business in an entirely impersonal and unethical way, resulting in a multitude of unfavorable consequences.

Nightmares and Popular Media: A look at SUNDS

Sudden Unexpected Nocturnal Death Syndrome, or SUNDS, is a condition in which otherwise healthy individuals, typically men from Hmong populations, experience heart failure  while sleeping (Adler). The first reported death from SUNDS occured in 1977, and from there, it has escalated greatly. Since the initial discovery, researchers have drawn links between nightmares and SUNDS attacks, often concluding that nightmares act as a sort of trigger or contributor to the condition (Adler). But the deaths of individuals that have fallen victim to SUNDS have yet to be explained; autopsies have not been able to determine the cause of death in SUNDS fatalities. Despite the escalating nature of the condition, as well as the mystery that surrounds it, the initial outburst of SUNDS has not resulted in high levels of public awareness or research. Although academic papers had been written on the subject, the disorder did not gain name recognition, as other deadly ailments had. One movie significantly changed that.

The 1984 film A Nightmare on Elm Street paints a picture of the disorder similar to the ones described by SUNDS researchers. The film, which has remained a staple in the horror genre since its release, depicts a band of friends attacked in their dreams by a single tormentor, Freddy Krueger. Sporting excessive scars and a glove with knives protruding from the fingertips, Krueger stalks the characters in their sleep, eventually killing several of them (“A Nightmare on Elm Street – Plot”). Through this storyline, director Wes Craven depicts distinctly SUNDS-like experiences. Some disagree with the film’s portrayal of nightmare-related deaths. One such critic expressed his distaste regarding the non-Asian cast, stating that the powerful story of SUNDS ‘was co-opted by someone else” (Philip). However, some believe that the SUNDS cause could benefit from increased public awareness (Kammadanam).  The portrayal of nightmare-related deaths in A Nightmare on Elm Street benefits SUNDS cause, because it brings increased awareness by pushing it to the front of public discourse, which can lead to a push to increase research and funding.

Through the course of this paper, I will demonstrate the way in which A Nightmare on Elm Street portrays SUNDS and its symptoms. I will also elaborate on the current state of SUNDS research, and the effects of the film’s portrayal of the condition. Doing so will establish the increased awareness that the film brought to the cause. Furthermore, I will demonstrate how public awareness results in more funding and research for the SUNDS cause, which can, in turn, lead to better results and insights.

Throughout its history, nightmares have been closely related to SUNDS. This role must be examined further in order to fully grasp the topic at hand. For many years, the Hmong people, who are the primary victims of SUNDS, told stories of evil beings visiting them and others in their sleep, while dreaming. Many within the Hmong community believe that such dreams forewarn death (Adler). Commonalities between each story include the presence of an evil being, a feeling of wakefulness, an inability to move, extreme fear, the feeling of pressure being exerted upon their chest by the being, and difficulty breathing (Adler). Researchers, too, have observed these symptoms in SUNDS-related events (Adler). This means that both Hmong folklore and academic research have been able to describe nightmares containing an evil being as a precursor to sudden deaths. While there are still some aspects of SUNDS-related nightmares that remain nebulous, it’s clear that there is a definite connection between the two.

Although it may not accurately display all the details and symptoms of SUNDS, A Nightmare on Elm Street does portray nightmare-related deaths that resemble those of SUNDS cases. In a 2014 interview, Wes Craven reflected on the inspiration for his film, describing a healthy young Cambodian immigrant who “died in the middle of a nightmare” (qtd. In Marks and Tannenbaum). He continued: “That became the central line of Nightmare on Elm Street.” (Craven) Craven’s description of a healthy Asian male who inexplicably died during his sleep is characteristic of SUNDS victims. Although he didn’t expressly disclose SUNDS by name, it is very likely that Craven is, in fact, describing a SUNDS case. The illustration of Craven’s inspiration for the film can be seen in each on-screen death, as each character who perishes does so in the dream world. Tina Gray, for example, who was “slashed … with bladed glove, levitated, thrown, dragged up wall,” experienced the described death during a dream (“List of Deaths in the Nightmare on Elm Street Films”). While stuck in the nightmare, Gray is vividly and distinctly shown as being attacked and killed by Freddy Krueger. During this event, another character bursts into Gray’s room, finding her alone, and dying; Gray’s body was in the process of being spun and dragged against the wall (“Tina Gray”). Though Gray being thrashed about during her nightmare is clearly an example of sensationalized aspects being incorporated into the story in order to add more entertainment value, Gray’s death does share some common attributes with SUNDS deaths. First, Gray experienced an evil being in her nightmare, just as SUNDS-related nightmares often feature evil presences. Furthermore, her death is shown very distinctly so as to portray the idea of wakefulness during the nightmare. SUNDS-related nightmares, too, leave their victims with a feeling of being alert. Finally, both SUNDS nightmares and Gray’s death feature feelings of severe fear. Despite the fictionalized aspect of her death, her experience is distinctly SUNDS-like.

Gray’s death is not a stand alone occurrence. In fact, each of the four characters killed over the course of the film were each killed in a nightmare by Freddy Krueger. Moreover, each experienced similar symptoms to Tina Gray, such as extreme fear and wakefulness. Each of these traits combine to create an amalgamated portrayal that is descriptive of SUNDS cases.

Since its outbreak in the 1980s, SUNDS has been the topic of many scientific studies and reports. These have sought to examine every component in the deaths from nutrition and metabolism to heart disease and genetics, each attempting to find a causing factor behind SUNDS (Adler). Although no cause has been found, research continues to be done into this mysterious condition. As a whole, it is this group of research and inquiries that makes up the SUNDS field, which can be described as the ongoing attempt to discover new findings and insights into the condition.

A Nightmare on Elm Street does something else in relation to SUNDS: it brings it to the forefront of public discourse. Since its release, the film has been considered a staple of the horror genre. Its imagination and never-seen-before storyline captivated viewers, prompting Rolling Stone to call Freddy Krueger, the infamous villain, the “most famous scarred face in horror-movie history.” (Gilmore) The exposure and public attention the film received launched it and its story into popular culture. As a result, millions of people discussed and thoughtfully considered A Nightmare on Elm Street and the story that it portrayed. Naturally, with nightmare-related death at the center of the movie, nightmares were pushed to the core of many discussions on the film. Although not everyone who examines or discusses A Nightmare on Elm Street is aware of SUNDS itself, the film sees to it that they receive an increased awareness of nightmares and nightmare-related death. As a result, symptoms and experiences that are characteristic of SUNDS are placed in the public eye, indirectly placing SUNDS in the public eye as well.

By placing SUNDS at the center of public attention, A Nightmare on Elm Street contributes to increased funding and research of the condition. The result of SUNDS gaining awareness through viewership of the film is that many began to conclude that the condition is significant. Its presence in the public eye assigns it relevance and weight that it did not otherwise have. Conversely, diseases and syndromes that have very low public awareness are often thought of as trivial and somewhat unimportant (Allard). A common sentiment that accompanies this pattern of behavior is: if this condition were really that important, it would be more well known. The result of this dynamic is that those in charge of allocating funding, whether associated with the government or an independent organization, may be biased towards diseases that are more centered in the public eye. A recent study which sought to examine this phenomenon showed similar results. “[The] results are astonishing – funding is exceptionally sensitive to bias,” said Ruth Hufbauer of Colorado State University, the school that conducted the study. By giving SUNDS recognition, A Nightmare on Elm Street essentially assigned the condition a bias that can be expressed via funding allocation. Therefore, SUNDS research is likely to receive increased funding. Moreover, since funding goes directly towards research, any funding allocated to the SUNDS cause will be dedicated entirely towards SUNDS research in some capacity. As a result, more research can be conducted. A 2003 study reflects this, finding that “federal research funding … results in more … research output” (Payne and Siow).

Given the causal relationship between increases in awareness and funding and research of SUNDS, the effects must be examined. Common sense will likely lead one to assume that more research and funding can have a positive impact on the SUNDS cause. After all, elevated funding can result in better research equipment, more compensation for new test subjects, and salaries for new researchers and scientists. Each of those outcomes (and the countless others that are produced by increased funding) can lead to better and more groundbreaking research. One study, conducted by researchers Magnus Gulbrandsen and Nes-Christian Smeby, surveyed university professors regarding the effects of funding. The study’s collected many responses that reflect a positive correlation. The authors described that they found a “significant relationship between industry funding and research performance” (1). They also reported a greater application of research among professors who received industrial funding, as well as a tendency to work with more researchers and publish more scientific results (Gulbrandsen and Smeby). This conclusion indicates that SUNDS (and other conditions as well) can experience research-related benefits beyond what would have been available without such funding.

Admittedly, my conclusion could use additional research. Although I described a study that examined the ways in which biases affect levels of funding, no study has specifically examined the way in which a recognition bias can affect funding. While such a study may produce similar results to the one referenced in this paper, the results are interesting nonetheless, and they may help to clarify the relationship between awareness and funding. Furthermore, some conflicting conclusions exist in regards to the quality of research after having received funding. Some researchers believe that increased funding results in more research, though not necessarily higher quality research, while others believe it results in better performance in research settings. (Payne and Siow; Gulbrandsen and Smeby) Further research into the correlation – or lack of correlation – between funding and higher quality research should be done. Granted, traditional logic and many studies back the idea that funding produces better results, yet more research can help flesh out this concept and determine its true validity.

The course of events in which A Nightmare on Elm Street brought public awareness and, thus, increased funding and research to the SUNDS cause are not isolated incidents. In fact, there are several cases in which popular media greatly affected a disease or condition. Perhaps the most well known example is the ALS Ice Bucket Challenge. Amyotrophic Lateral Sclerosis, or ALS, is a disease wasn’t necessarily a center of attention prior to 2014. However, the emergence of the Ice Bucket Challenge made ALS a household name. The challenge, aptly named, involved people from all walks of life dumping buckets of water and ice on their heads and then nominating several others to participate. Those who didn’t participate in the trend within 24 hours were expected to donate to ALS research. The immense popularity of the challenge led to millions getting involved. In fact, even major celebrities participated, with notable personalities such as Conan O’Brien, LeBron James, and Oprah Winfrey posting ice bucket videos (Stampler). With the challenge as a predominant element of pop culture, $220 million was donated to ALS research. This money has already resulted in what one writer describes as “significant progress toward better understanding of ALS.” (Allard) As a result of the Ice Bucket Challenge, the ALS cause has been positively impacted in much the same way that SUNDS cause was positively impacted by A Nightmare on Elm Street.

Those who disagree with my position argue that A Nightmare on Elm Street has had a negative impact on the SUNDS cause, as it spreads misinformation about the condition. To some extent, they’re correct. The film does include fictionalized aspects that aren’t true to realistic SUNDS experiences. As a result, the film could contribute to obfuscation to some degree. However, those who hold this belief must also consider the benefit of the film’s portrayal, as it perhaps outweigh the disadvantages. Because the film warps certain aspects of reality in order to produce a more appealing film, it’s become widely mainstream. If the film had displayed wholly accurate accounts of SUNDS, it would surely have received less acclaim and been thought of as considerably more dull. One reviewer reflects on thrill that the fictionalized elements bring to the table: “the dream-attack gimmick … makes for lots of … visual surprises” (Cassady Jr). Therefore, the inaccuracies contained within the movie are partly responsible for the fame that it’s claimed, which has in turn led to increased public awareness and research for SUNDS. In spite of the inaccuracies, A Nightmare on Elm Street has provided the SUNDS cause with a very significant benefit, one that tends to overshadow the harm that it causes. While no means of spreading the word may be perfect, the film does the best with what it has.

While SUNDS itself may not be compelling nor significant for many, my conclusion is. The idea that increased public awareness can lead to more funding and research, and eventually progress toward known measures of prevention or even a cure for a disease or condition, is an extremely significant finding. Just like SUNDS prior to the release of A Nightmare on Elm Street, there are countless conditions that have little name recognition and receive little funding. However, following a path that begins with communicating ideas regarding the condition, and ends with increased awareness and funding, can result in important progress for these diseases and conditions. What A Nightmare on Elm Street has done is give the medical field an effective example of such a path. With this information, those working to fight and cure diseases can see to it that research and funding are boosted and that they are one step closer to winning the fight.

The informal formula to increase funding and research, as described above, does not only have an impact on the medical field. Those suffering from conditions with limited research funding, or those close to people who are suffering, can feel the direct impact from increasing public awareness, as it will inevitably lead to more research and progress. Treatments or breakthroughs may appear at faster rates, and they will experience a bigger push to generate progress.

However, these are not the only people who are impacted by the conclusions in my findings. Everyone who has a vested interest in creating a healthier world can benefit, as it enables the medical world to conduct more research into many conditions and diseases. Such an increase in research will surely have a positive effect on disease treatment and perhaps help scientists damper the negative effects caused by such ailments. Consequently, the health status of many can be raised, helping to create a more healthy population.

A Nightmare on Elm Street, although never explicitly stated to be SUNDS, portrays an experience very similar to ones had by SUNDS victims. Particularly, its focus on vivid nightmares featuring an evil presence is reminiscent of folklore prevalent among Hmong culture, a population that has produced the majority of SUNDS casualties. In doing so, the film is able to both draw public awareness to the SUNDS cause, and generate more funding and research. Consequently, the implications of these events are large and have the potential to create significant effects on both the medical community and on worldwide health.

Works Cited

Adler, Shelley R. “Sudden Unexpected Nocturnal Death Syndrome among Hmong Immigrants: Examining the Role of the” Nightmare”.” Journal of American Folklore (1991): 54-71.

Adler, Shelley R. “Refugee stress and folk belief: Hmong sudden deaths.” Social Science & Medicine 40.12 (1995): 1623-1629.

Mason, Paul H. “Sleep paralysis: night-mares, nocebos, and the mind-body connection, by Shelley R. Adler.” (2012): 255-257.

“A Nightmare on Elm Street – Plot.” IMDb, IMDb.com, http://www.imdb.com/title/tt0087800/plotsummary.

Marks, Craig, and Rob Tannenbaum. “Freddy Lives: An Oral History of A Nightmare on Elm Street.” Vulture, 20 Oct. 2014, http://www.vulture.com/2014/10/nightmare-on-elm-street-oral-history.html.

“List of Deaths in the Nightmare on Elm Street Films.” Elm Street Wiki, nightmareonelmstreet.wikia.com/wiki/List_of_deaths_in_the_Nightmare_on_Elm_street_films.

Gilmore, Mikal. “How ‘Nightmare on Elm Street”s Villain Became a Pop Hero.” Rolling Stone, Rolling Stone, 6 Oct. 1988,        http://www.rollingstone.com/movies/features/nightmare-on-elm-street-freddy-krueger-pop-    icon-19881006.

CallierFeb, Viviane. “A Little Bias in Peer Review Scores Can Translate into Big Money, Simulation Finds.” Science | AAAS, American Association for the Advancement of Science, 10 Dec. 2017, http://www.sciencemag.org/news/2015/02/little-bias-peer-review-scores-can-translate-big-money-simulation-finds.

Payne, A. Abigail, and Aloysius Siow. “Does federal research funding increase university research output?.” Advances in Economic Analysis & Policy 3.1 (2003).

Gulbrandsen, Magnus, and Jens-Christian Smeby. “Industry funding and university professors’ research performance.” Research policy 34.6 (2005): 932-950.

Allard, Jody. “Disease Awareness Months Work, Even If You Don’t Wear The Ribbon.” The Huffington Post, TheHuffingtonPost.com, 2 June 2017, http://www.huffingtonpost.com/entry /disease-awareness-months_us_59112be6e4b0e7021e9aa247.

Stampler, Laura. “ALS Ice Bucket Challenge: 27 Best Celebrity Videos.” Time, Time, 15 Aug. 2014, time.com/3111965/here-are-the-27-best-celebrity-ice-bucket-challenge-videos/.

“Tina Gray.” Elm Street Wiki, nightmareonelmstreet.wikia.com/wiki/Tina_Gray.

Philip. “Movies That Should Have Starred Asians: A Nightmare On Elm Street.” You Offend Me You Offend My Family, 6 Oct. 2009, http://www.yomyomf.com/movies-that-should-have-starred-asians-a-nightmare-on-elm-street/.

Kammadanam, Anne. “Sudden Nocturnal Death Syndrome (SUNDS) – Global Perspectives.” Digital Commons, 7 Mar. 2016, digitalcommons.liberty.edu/cgi/viewcontent.cgi?article=1120&context=symp_grad.

Jr, Charles Cassady. “A Nightmare on Elm Street – Movie Review.” Common Sense Media, 9 Sept. 2006, http://www.commonsensemedia.org/movie-reviews/a-nightmare-on-elm-street.

An Adventure in Competition

It was Anne Frank who wrote “The weak fall, but the strong will remain and never go under!” Frank, who herself was strong and brave beyond her years suggests that remaing steadfast is an indicator of strength, and conversely strength is inherent in perseverance. Competitive athletics have been my pursuit, and in them I have grown strong. Over the course of what I’ll refer to as my Jiu Jitsu career, I’ve learned not just to push my limits, but to redefine them. The first period of redefinition was competition. Competing scared me and I wanted push my limit and diminish that fear. However, just as competition has the power to help us overcome fears, it also has the power to make them come true. Mine certainly came true that day. Consequently, my first tournament experience ended in many losses and eventually tears. I felt the sting of defeat; but I also I also felt the flame of determination. After this, many tournaments followed and many ended in defeat. However, others resulted in the thrill of a win. Slowly but steadily, I began to win more and more. This began a new stage of redefinition, one not categorized by redefinition of my limits, but a redefinition of my viewpoint towards competition. I finally saw it as something other than stressful, grueling work. It was rewarding. But competition is unpredictable, and an environment built on unpredictability ensures that no one remains on top for long.

My most devastating loss came soon after. Entering the tournament, I was sure I would walk out of the arena with a big grin on my face and a gold medal around my neck. But as I pushed open the doors to greet the roar of the crowd, the familiar sense of dread set in. This day’s going to be hard, I told myself. I was right. Stepping onto the mat for my very first match felt surreal. Without having warmed up properly and gotten into the right state of mind (both of which are essential before you compete), I nervously shook my opponent’s hand and tried to muster some confidence. However, none really came and I proceeded to get thrown around for six minutes or so. Defeated and confused, I began my next match with much the same attitude. Unsurprisingly, this resulted the same way as my first. Now 0-2 and spirit broken, I wanted nothing more than to go home where I would be comfortable, and forget the events of the day. Telling my father I didn’t think I could put myself through that experience again, I scoffed down a large lunch. I knew full well that such a large meal would make me too full to compete in my second division. I had given myself an out.

I’d like to say that my father gave me a moving speech about tenacity or that I recalled the words of my coach, telling me to remain steadfast and decided to keep competing. Frankly, that would have made a better story. Instead, I told myself to suck it up. Stop whining and get out there. So stomach full but mind determined, I geared up. This doesn’t mean, however, that I became fully confident and turned into a dominant athlete, ruthlessly running through my division and taking home the gold, as much as I wished it did. No, I’m afraid that only happens in the movies. In fact, my second division produced two losses yet again. However, it gave me something more important than the outcome: strength of will.

Stepping onto the mats for the second time, despite my previous experience, provided me with a sense of ease. Knowing that I had already suffered two brutal losses and hit my mental low point, I found comfort in the fact that I had nothing to lose, yet everything to gain. This outlook drove me to fight two warlike matches. I stepped off the mat beaming from ear to ear. I didn’t care about the outcome, I cared about the resolve I displayed.  I had told myself I would walk out of there with a grin on my face and a gold medal around my neck. Instead, I walked out with perseverance in my heart and confidence in my head. To me, this was worth more.

I won’t try to convince you that winning doesn’t matter. Since that tournament, I’ve won my fair share of gold and they each come with an unparalleled rush of excitement. However, an easy gold, one received through no feat of mental toughness, isn’t a gold worth having. True gold is a result of perseverance and grit. Only by remaining steadfast may we be strong, and through strength, we can achieve anything. Perseverance is inherently strong, because it takes strength to pursue your goals in the face of adversity.

The Message Behind the Checkered Game of Life

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In the 21st century, The Game of Life is an immensely popular household board game. Entire generations can look fondly at childhood memories of themselves and their family playing Life. Yet, most remain in the dark regarding its parent game, The Checkered Game of Life. The game, invented by Milton Bradley, similarly portrays the twists and turns of life from birth to death. Although The Checkered Game of Life has not remained relevant (most likely due to its extremely simplistic nature), there are many differing opinions and interpretations of the game. Much of the disagreement regarding the game’s meaning and purpose stems from the messages being conveyed in the game. Despite the fact that there is some degree of ambiguity, conclusions can be extrapolated from what evidence is available. Playthings Magazine wrote that the game “taught a lesson of success through integrity and right living” (Whitehill). However, others believe the game communicates more subtle themes. Today, Lynn Prior writes, “We’ve been playing with the unspoken message [to be] millionaire tycoons.”  Upon thoughtful consideration, I would like to expand upon this sentiment. Milton Bradley’s The Checkered Game of Life is explicit capitalist propaganda, because it includes a capitalist structure and theme that positively portrays capitalism.

Throughout this essay, I will shed light on the ways in which The Checkered Game of Life is overtly capitalistic in nature. In addition, I will also detail the way that Milton Bradley sought to positively portray capitalism. In doing so, I will establish that Bradley’s design is propaganda that positively benefits capitalism as a whole.

In order to develop a comprehensive understanding of the capitalistic themes at play in The Checkered Game of Life, Bradley’s background and the role of capitalism in his life must be reviewed. In the essay “The Meaning of Life” by Jill Lepore, she details Bradley’s life prior to the invention of his game, a summary which reveals the hardship endured by himself and his family. Specifically, Lepore reveals that Bradley was born into poverty, yet recognized the value of hard work and the success that it could bring. As a result, Bradley worked hard doing several jobs prior to the success of The Checkered Game of Life, the most lucrative of which was a lithography business that produced a highly popular lithograph of Abraham Lincoln the year he was elected. However, misfortune once again struck, as Lincoln grew a beard, making Bradley’s stock of Lincoln lithographs worthless. Despite the adversity that Milton Bradley faced, he continued to work hard and chase success. He invented The Checkered Game of Life shortly afterward, and that brought him great fortune. The significance of Bradley’s life before the invention of his famous game is that he followed an intrinsically capitalist worldview. The idea of a strong work ethic leading to prosperity tends to be a facet of capitalistic ideals (Rodgers). As a result, it can be concluded that capitalistic sentiments had an influence on both Bradley’s point of view, and his approach to the business world.

A separate essay written by Bruce Whitehill outlines the rule set of the game. In “The Checkered Game of Life – Milton Bradley’s First Game,” he describes that the board game’s white squares – which are alternated with the neutral red ones – are filled with either “good or bad values or conditions” (Whitehill). Landing on a “good” condition, he says, will advance the player through the game, while landing on a “bad” condition will inhibit their development (Whitehill). The movement of the game involved some elements of chance, and some of choice. He describes it this way: if a player spins either a 1 or 4, they may move up or down one or two spaces. Spinning a 3 or 6 allows them to move one or two spaces diagonally in any direction. Finally, spinning a 2 or 5 enables them to move right or left, for one or two spaces once again (Whitehill). Although there is a square entitled “Happy Old Age,” happiness is not the key to winning the game. Certain traits, such as “Honor,” “Wealth,” and “College” reward players with points. To win the game, players must be the first to collect one hundred points. In order to do this though, players have to navigate the board and avoid “bad” squares that delay them, as well as “Suicide,” which eliminates them from the game. In this way, the game seeks to mimic the ups and downs of the journey of life.

The Checkered Game of Life is inherently capitalistic. That is to say, the game is rooted in capitalistic ideas and structures. Evidence of this lies in the rule set. Firstly, the only way for players to win is to earn 100 points. This places emphasis on resources and pushes them to the forefront of the game. This emphasis extends beyond Milton Bradley’s game, as capitalist societies also greatly value capital (hence the name). Furthermore, rewarding the win to the highest point holder subtly equates an abundance of resources with success, much as capitalistic cultures do as well. As Jill Lepore, regarding the resource-driven game play, wrote: “[the game is] a series of calculations about the best route to collect the most points, fastest.” (The Meaning of Life) This is a sentiment often echoed in capitalist cultures. As a result, this attitude towards capital paints the a picture of a game entrenched in a capitalistic model.

In addition to the rule set, the game board also reflects capitalist themes. Historically, several capitalist societies have placed an emphasis on a certain life path, one that includes education, beginning a career, and earning good money in that field (Lipset). In his game, Bradley reflected this path, as it features the squares “College,” “Industry,” “Wealth,” and “Success.” Moreover, his appreciation for hard work, which tends to be essential feature of capitalism, seems to have led him to include “Perseverance” and “Ambition” (both of which reward players) as well as “Idleness” (which forces players to move backwards). In his inclusion of such distinctly capitalistic values, Bradley adds yet another layer to the capitalistic model that is The Checkered Game of Life.

Milton Bradley’s vision for the game in terms of the message it sends also sheds light on the situation. In his patent application, Bradley described the game as “intended to forcibly impress upon the minds of youth the great moral principles of virtue and vice.” Furthermore, upon pitching The Checkered Game of Life to a potential buyer, he claimed it “encourages children to lead exemplary lives.” Clearly, he pictured his game instilling morality and goodness in its players. Traditionally, morality is thought of in terms such as kindness, loyalty, and respect (Whiteley). Bradley does include “Honesty” and “Bravery” in his game, both of which are thought of as representations of good character (Whiteley). However, they’re far outnumbered by capitalist values. A close examination of the game would reveal significantly more capitalist squares than traditionally moral ones, pushing capitalist themes into the limelight of game play. As a result, it’s clear that Bradley’s depiction of morality differs from the standard. In the game, he replaces conventional morals with capitalistic themes of good and bad. Consequently, the game redefines morality and places capitalism at the center of its moral teachings.

Given that Milton Bradley depicted capitalist ideas positively and sought to create an association between them and moral goodness, determining that The Checkered Game of Life is propaganda is a natural next step. Propaganda can be defined specifically as “information, ideas … spread …. to help or harm a person, group” (Propaganda). In the case of The Checkered Game of Life, Bradley clearly spreads ideas promoting capitalism. He does this through both structuring the game in a capitalistic system, and populating the squares with capitalist values. In doing so, he supports capitalism by assigning it a positive connotation in the eyes of the players. As a result, the game represents a strong propaganda piece.

Those who disagree with this viewpoint tend to echo one counterargument: The Checkered Game of life is designed to reflect Milton Bradley’s reality, one that exists in a capitalistic society. They believe that the game was designed to mimic popular sentiments of American culture. In some ways, they are correct. America follows a capitalistic model, and has for some time (Kulikoff). Therefore, Bradley’s game did somewhat reflect an American reality. However, the question presents itself: was simulating American culture Bradley’s intention in the creation of his game? It seems unlikely. A game intended to mimic reality in all probability would not express the bias that The Checkered Game of Life did. The game, which is meant to convey ideas of good and bad, is centered around capitalism. While this does represent one aspect of reality, ideas regarding morality and goodness in American culture extend beyond capitalism. Traditional moral ideals also play a large role in the public discourse regarding morality. In fact, large pockets of American culture, particularly those occupied by religious individuals, place great emphasis on traditionally moral values such as goodwill and charity.  Yet Bradley largely left these out of the game play. In doing so, he displays a blatant bias towards capitalism and fails to represent a large chunk of American life. Therefore, his creation of The Checkered Game of Life is not representative of reality, nor is it designed to be.

Other opponents of my position subscribe to the belief that The Checkered Game of Life should not be subject to this level of scrutiny. In their eyes, games are meant for entertainment only and need not be closely examined. This is a sentiment often echoed within the movie industry. Oftentimes, directors refuse to acknowledge the ideas that their films promote, on the basis that they are meant for entertainment purposes. Quentin Tarantino is perhaps the most notable director to consistently disregard the impact that his work has. Despite critics who believe that his films glorify violence, he is adamant that “it’s just cinema” (qtd. in Zuckerman). In doing so, he dismisses the strong messages that his films portray. However, this does not negate the impact of his work. The same is true for The Checkered Game of Life. Using the descriptor “entertainment” as a shield with which to hide behind and save a piece of work from judgement does no good. Regardless of its label, the game promotes capitalism and can have an impact on impressionable players. For this reason, it must be examined and its meaning scrutinized.

There are many conflicting opinions regarding Milton Bradley’s The Checkered Game of Life. Some believe that his game is simply as it looks on the surface: a fun game designed to promote good choices. But others believe hidden themes and pro-capitalist sentiments lie behind the game’s mask. Given the large amount of capitalist positions and values included in the game and the positive connotation associated with capitalism, it is likely that the game is a piece of capitalist propaganda.

Works Cited

Lepore, Jill. “The Meaning of Life.” The New Yorker, The New Yorker, 21 May 2007, http://www.newyorker.com/magazine/2007/05/21/the-meaning-of-life.

Rodgers, Daniel T. The work ethic in industrial America 1850-1920. University of Chicago Press, 2014.

Whitehill, Bruce. “Checkered Game of Life – Milton Bradley’s First Game.” The Big Game Hunter, The Big Game Hunter, 19 Jan. 2013, thebiggamehunter.com/games-one-by-one/checkered-game-of-life/.

“Propaganda.” Dictionary.com, Dictionary.com, http://www.dictionary.com/browse/propaganda?s=t.

Lipset, Seymour Martin. “Values, education, and entrepreneurship.” Promise of Development. Routledge, 2018. 39-75.

Whiteley, C. H. “On Defining” Moral”.” Analysis 20.6 (1960): 141-144.

Kulikoff, Allan. The agrarian origins of American capitalism. University of Virginia Press, 1992.

Pryor, Lynn. “Playing the Checkered Game of Life.” Lynn Pryor, 10 Nov. 2016, lynnhpryor.com/2016/11/10/playing-the-checkered-game-of-life/.

Zuckerman, Esther. “Everything Quentin Tarantino Really Thinks About Violence and the

Movies.” The Atlantic, Atlantic Media Company, 11 Jan. 2013,  www.theatlantic.com/entertainment/archive/2013/01/quentin-tarantino-violence-quotes/319586/.

Pandemic: The Cure and Skill-Based Gameplay

Pandemic: The Cure is a cooperative dice-rolling game that tasks players with finding a cure for four different diseases (Yu 4). Overall, the game has garnered quite a bit of critical acclaim and is widely appreciated by gamers. One reviewer reflects: “It is an extremely fun dice adaptation of the original game that stands on its own quite well.” (JCM0242) However, all pieces of work are subject to criticism, and Pandemic: The Cure doesn’t represent an exception. “The choices in the game are less interesting or difficult. The characters are less interesting,” writes another reviewer, unhappy with how the game holds up in comparison to its parent game, Pandemic (Rapson). Conflicting perspectives regarding the game and its quality cause some to call its rule set into question. Some believe that the unpredictability of the game due to its focus on dice-rolling provides edge-of-your-seat excitement, while others believe that it weakens the gameplay. The ruleset of Pandemic: The Cure should be adjusted to incorporate a currency system that requires money be spent in order to perform actions, because it adds more strategy and skill to the gameplay.

Throughout this essay, I will clarify the ways in which a money system should be integrated into the game. I will additionally address the disadvantages of the current gameplay and demonstrate the connection and causal relationship between a money system and skill-based, elevated gameplay. Doing so should establish the validity of the proposed rule set as well as the flaws that exist in the current state of the game. Finally, I’ll reflect on the goal for the current rule set, and how the adjusted rules address the goal of strategic play more effectively.

Before claims regarding the game can be addressed, the rules regarding dice must be clarified. Pandemic: The Cure revolves around the element of randomness, and thus the ability to execute any of the four available actions is dependent on a set of dice. The rules state: “Roll all of your player dice. Each die will show either an action or a biohazard symbol.” For each rolled action symbol, the player can choose to either take the action, or re-roll the dice. For dice showing biohazard symbols, the player must set the dice aside (there is no re-rolling of biohazards) and advance the infection rate by one.

A revised ruleset for Pandemic: The Cure wouldn’t rely nearly as heavily on random dice rolls. Instead, it would use a payment system to determine available actions. Within this updated gameplay, players would be issued a certain amount of money at the beginning of the game. This would be exclusively spent on the four in-game actions. A certain amount of money would be associated with each action, and once a player pays that price, they can perform the action, thus advancing their position in the game. Because actions would no longer rely on randomness, the dice would be replaced by a traditional six-sided die with numbers on each side, instead of action symbols. This would be rolled at the beginning of each player’s turn in order to determine how much the infection rate would increase.

After the initial sums of money had been distributed, players would have the opportunity to earn additional money many times throughout the game. A player would receive a government grant if the number of infection dice of a certain color in their current region exceeded three. This is known in the game as an “outbreak”. An outbreak would demonstrate to the players’ government that the disease has escalated, and consequently more funds should be allocated to treatment and research. However, an outbreak isn’t wholly good news. According to the existing rule set, exceeding more than eight outbreaks causes players to lose. In this way, the game would engineer suspense and keep players engaged, as the event brings both good and bad consequences.

Although the examination of the advantages of the proposed rule set represent the bulk of this paper, understanding the disadvantages of the current rule set is crucial to a complete understanding of the paper as a whole. Allowing for the occurrence of new biohazards to be dictated by a die is advantageous in terms of fair play, as it doesn’t allow players to determine or influence the number of biohazards, which would effectively enable them to cheat the game. However, dice-rolling isn’t necessary nor is it beneficial to gameplay when it comes to deciding the actions players take. This element of the rule set essentially puts no restrictions on player actions outside of the limited amount of dice. Because all rolled dice (with the exception of biohazards) can be re-rolled, players can change the actions they can take at will, allowing them to “play god” and determine their own fate. As a result, this method of gameplay gives players an unfair advantage.

Another disadvantage of games that are dictated by a roll of a die is that they’re primarily rooted in chance. This somewhat overshadows (or often cancels out) the necessity of skill and strategy and forces the game into a realm of tedium and monotony. With this method of gameplay, players aren’t forced to thoughtfully consider their standing in the game or develop an adaptive course of action. In fact, player participation is often negated to some degree, as player actions are few and far between. Furthermore, games that rely on chance often allow chance-based events to carry more weight than player-dictated events. As a result, such games are mindless and less engaging.

However, games that combine some semblance of change with skill-based play have enjoyed great success. Games such as poker and Scrabble have maintained enormous popularity largely because of their ability to deal players a random hand (quite literally, in the case of poker), and force them to use skill and knowledge of the game to make the best out of what they’re given. By creating a harmony of randomness and choice, the proposed ruleset change to Pandemic: The Cure curates an experience built upon skillful gameplay. The addition of a currency system ensures that player actions are self-determined and limited, forcing them to think carefully about the choices they make. Spending too much may cause a player to run out of money, leaving them unable to do much in the way of treating disease. Spending too little leaves the disease rampant, doing hardly anything to stop its spread. Under these new rules, players must thoughtfully examine the current state of the disease as well as their monetary standing, and create a course of action that takes both into account.

While it’s true that the current rules of Pandemic: The Cure promote some aspect of strategy, incorporating money into the gameplay takes the element of strategy to the next level. It introduces more factors that players must consider. Firstly, the original rules dictate that players can only perform a certain number of actions per turn. This is determined by the number of dice they have (the number of dice varies from player to player). The revised rule set introduces a new policy: players may perform as many actions as they’d like, provided they have the money to pay for them. By doing so, it forces players to contemplate not only which actions to take, but how many to take as well. Furthermore, the new rules demand that players base their strategy on their available funds. For instance, a strategy requiring a player to constantly travel between regions and thus requiring plenty of funds to do so would not be used by a player with very little money. In this way, players must take into account many more elements, increasing the level of skill and strategy-based participation and boosting the overall quality of gameplay.

This is not to say that chance-based gameplay is inherently bad. In fact, many players enjoy the thrill that comes with a roll of the dice or the draw of a card. They love the idea that anything can happen at any time. To them, this kind of randomness and unpredictability gives Pandemic: the Cure a kind of excitement that’s unparalleled by skill-based games. Fans of this style of gameplay also tend to appreciate the simplicity and speed that accompany it. They find that the dice-based elements of the game allow players to take their turns without having to consult the rulebook or plan way ahead. In this way, they’re able to avoid unnecessary complexity and keep the game as straightforward as possible.

This desire for a quick, easy, and unpredictable game is not only valid, but it’s most likely the driving force behind the creation of Pandemic: The Cure. It’s parent game, Pandemic, is considered to be more complex, while Pandemic: The Cure is thought of as a much simpler version. One review reaffirms this sentiment: “This is a very solid, lighter version of the board game… Easy to setup and play” (clman99.) This idea can also be demonstrated via the comparative rule sheets. While both Pandemic: The Cure and Pandemic come with 8-paged rule sheets, Pandemic attempts to fit much more information into its rule sheet, while the one for Pandemic: the Cure has significantly more blank space. Consequently, the rule sheet for Pandemic is more extensive. Because of this, it seems that Pandemic: The Cure was an attempt to create a more simplistic version of its parent game.

Many of the conflicting ideas regarding ideal gameplay are a result of differing goals for Pandemic: the Cure. For those who believe the goal of the game should be to create simple and unpredictable gameplay, the current state of Pandemic: The Cure meets their needs. However, for those who think the goal should be to challenge players, my proposed ruleset meets those needs and does an effective job of engineering strategic gameplay. This is done through the introduction of deliberate actions, as forcing players to make choices requires them to dedicate time and thought to their situation. As a result, not only does this add the element of strategy, it roots the gameplay in it. The game would be centered wholly around strategy, completely leaving behind the element of random choices. In this way, the adjusted ruleset addresses the goal of strategic gameplay much more effectively than the current one does, proving it to be a stronger game as a whole.

While many enjoy Pandemic: The Cure’s take on Pandemic (its parent game), others dislike the sacrifices the game has made in order to become what it is today. It’s reliance on dice-based (and thus chance-based) play causes some to lose interest. Although those of this belief represent a minority, their voices remains strong and reflect one concept: they believe that the element of dice-rolling reduces the skill-based components of the game and gives it a tedious feel. An adjusted ruleset of Pandemic: The Cure would include a monetary system that requires amounts of money be spent in order to perform actions, as it greatly increases the element of strategy and skill.

Sources Cited

Yu, Dale. “Dale Yu: Review of Pandemic: The Cure (Z-Man).” The Opinionated Gamers, 28 Dec. 2014, opinionatedgamers.com/2014/12/29/dale-yu-review-of-pandemic-the-cure-z-man/.

JCM0242. “Review of Pandemic: The Cure.” Amazon, http://www.amazon.com/gp/customer-reviews/R1KBIE0AV9K98K/ref=cm_cr_getr_d_rvw_ttl?ie=UTF8&ASIN=B00M4KGF5S.

Rapson, Ian R. “Review of Pandemic: The Cure.” Amazon, 1 Nov. 2017, http://www.amazon.com/gp/customer-reviews/R1YFJYAJ5GTI1S/ref=cm_cr_getr_d_rvw_ttl?ie=UTF8&ASIN=B00M4KGF5S.

clman99. “Review of Pandemic: The Cure.” Amazon, 9 Oct. 2014, http://www.amazon.com/Z-Man-Games-ZMG-71150-Pandemic/dp/B00M4KGF5S.