Gentrification Game (for a class of 35) Goal: To demonstrate the processes of gentrification. Materials 1 Set of playing cards 1 Set of Poker Chips 4 6-sided dice Chalk/marker board, chalk/markers Setup In the class period before you run the simulation, have each student draw a playing card from a deck that has cards 2, 3, 4, 5, and 6 removed from the spades and cards 2, 3, 4 and 5 removed from the clubs, hearts, and diamonds. Do not have the students replace the cards before the next student draws. Record what each student drew. This will indicate what neighborhood the student lives in, how much money the student has to start with, and whether the student rents or owns, and has insurance. Assign your students the following values based on the cards they drew. Neighborhood 1 Neighborhood 2 (Clubs) (Diamonds) 6 $300, Rents, No* 6 $300, Rents, No 7 $350, Rents, No 7 $350, Rents, No 8 $400, Rents, Ins. 8 $400, Rents, No 9 $450, Rents, No 9 $450, Rents, No 10 $500, Rents, No 10 $500, Rents, Ins. J $550, Owns, Ins. J $550, Rents, No Q $600, Rents, No Q $600, Owns, Ins. K $650, Owns, No K $650, Rents, Ins. A $700, Rents, Ins. A $700, Owns, No *Ins.= Insured, No= Not Insured Neighborhood 3 (Hearts) 6 $900, Rents, Ins. 7 $1,050, Rents, Ins. 8 $1,200, Owns, Ins. 9 $1,350, Rents, Ins. 10 $1,500, Owns, Ins. J $1,650, Rents, Ins. Q $1,800, Owns, Ins. K $1,950, Rents, Ins. A $2,100, Rents, Ins. Neighborhood 4 (Spades) 7 $2,800, Owns, Ins. 8 $3,200, Owns, Ins. 9 $3,600, Owns, Ins. 10 $4,000, Owns, Ins. J $4,400, Owns, Ins. Q $4,800, Owns, Ins. K $5,200, Owns, Ins. A $5,600, Owns, Ins. Before class, divvy up your student’s money using the poker chips, then label each pile to minimize set up time in class. Use different colors of chips to represent different denominations (i.e., Black= $1,000, Green= $500, Blue=$100, Red and White= $50). Make sure each student has at least 2 tokens representing $50. At the beginning of class, divide the board into the 4 neighborhoods. Write the students’ names and whether they rent, own, and have insurance in the appropriate neighborhood. Write the values of each color of poker chip on the board. Also write the following information by each neighborhood’s name: Neighborhood 1: Rent= $300, Mortgage= $500 Neighborhood 2: Rent= $300, Mortgage= $500 Neighborhood 3: Rent= $600, Mortgage= $900 Neighborhood 4: Mortgage= $2,000 Give your students their piles of “money” as they arrive, and have them sit with in rough neighborhood clusters. Give a dice or two to the students in Neighborhoods 1 and 2. If you have several students skip, rearrange as necessary. It’s better to have more students in Neighborhoods 3 and 4 than in Neighborhoods 1 and 2. If you take students out of Neighborhoods 1 and 2, take them from the middle of the distribution (not the poorest nor the richest). Game Play Explain to the students that the classroom represents a city with four neighborhoods. Neighborhoods 1 and 2 represent poorer neighborhoods with dilapidated housing. Neighborhood 3 is a stable middle-class neighborhood, while Neighborhood 4 is an affluent neighborhood. Residents in each neighborhood experience different life outcomes. Residents of Neighborhoods 1 and 2 are susceptible to crime and disasters, like arsons. Residents of Neighborhoods 3 and 4 are safe. If wealthier people move into Neighborhoods 1 and 2, the values of the houses will go up, and the experience of living there will improve. If enough people move out of Neighborhood 3, the values of houses will go down, and social ills will begin to creep in. Because Neighborhood 4 is so affluent, it will always remain stable, regardless of how many people move out (assume that it will always refill with outsiders). Tell your students that the goal of the game is to make the most money through gentrification. Buying into a poor neighborhood early will give students the most opportunity for profit, as the value of the housing will go up as students buy into the neighborhood. However, the risks are also highest for earlier adopters, so there’s no guarantee that moving early will be a winning strategy. Tell them that they cannot make alliances to gentrify one neighborhood over another (the game does not hold up under such manipulation). Choose a student in Neighborhood 4 to go first. Ask the student if they want to move or stay. If they want to stay in Neighborhood 4, their turn is over. If they want to move to a different neighborhood, move their name to the appropriate neighborhood and circle it (this allows you to count gentrifiers). Assume that they own and that they have insurance. Have them physically move to their new neighborhood. If they’ve moved to Neighborhood 1 or 2, have them roll the dice to determine their outcome (listed below). The outcomes vary based on the number of gentrifiers in the neighborhood. Give or take money (poker chips) from the students in the new neighborhood as necessary. Move on to the next student in Neighborhood 4, and repeat. After all the students in Neighborhood 4 have gone, move on to Neighborhood 3 and repeat. If a student from Neighborhood 3 moves to Neighborhood 4, place a star beside that student’s name. The student’s turn is then over. Otherwise, follow the same rules as with students in Neighborhood 4. If a student loses the game early, ask them to be a banker. It speeds things up. A second losing student could manage the board. Students in Neighborhoods 1 and 2 usually do not have enough money to move (they have to be able to afford rent or a mortgage in the new neighborhood). If they do, ask if they’d like to stay or move. If they move up to Neighborhood 3, place a star beside their name. Otherwise, just have them roll the dice to determine their neighborhood experiences. After all the students originally living in Neighborhoods 1 and 2 have had turns (skip the gentrifiers that have moved in during the round), return to Neighborhood 4 and repeat. Keep track of the number of gentrifiers in each neighborhood. As the number of gentrifiers increases, the value of the housing goes up and the outcomes from the dice rolls improve. Likewise, keep track of the number of people leaving Neighborhood 3. Initially, Neighborhood 3 is stable. After 4 residents leave (or are replaced by residents originally living in Neighborhoods 1 and 2), the remaining residents have to start rolling the dice because the neighborhood has declined. Occasionally check to make sure all of the students can still afford their rent/mortgages. If they can’t, ask if they’d like to switch to renting (if an owner) or if they’d like to move to a new neighborhood. If they can’t afford that, they become homeless and lose the game. Play the game until the poor neighborhoods have completely turned over, or until you’ve run out of time. Leave time at the end of class to discuss how the simulation played out. The game should progress so that some of the students move to the poor neighborhood, some are displaced, and some play it safe by staying in the stable neighborhood. Sometimes, the earliest gentrifiers also get priced out. There are usually different outcomes in Neighborhoods 1 and 2, just by how the dice fall. OUTCOMES FOR ROLLS OF THE DICE Neighborhoods 1 and 2 With 0-2 Gentrifiers 1= Arson of your house (roll for death…evens die, odds live…if live, get new home) 2= Robbery rates increase by 5% (those with insurance lose $50) 3= Triple homicide makes news (Homeowners lose $50) 4= You are assaulted and robbed on the street (You lose $50) 5= Your car is stolen (You lose $50) 6=The neighborhood gets a new restaurant (Homeowners get $50). With 3-5 Gentrifiers Rents go up to $350 Renters without that much wiggle-room become homeless or move to different neighborhood Mortgages/taxes go up to $600 Homeowners without that much money become renters or have to move to a different neighborhood Buy-in amount goes up to $700 1=Arson of vacant house (Those with insurance lose $50). 2= Robbery rates increase by 5% (Those with insurance lose $50) 3=Your car is stolen (You lose $50) 4= New business opens, makes news (Homeowners get $50) 5= Community festival draws positive attention to neighborhood (Homeowners get $50) 6= New business opens, gets robbed (No effect) With 6-7 Gentrifiers Rents go up to $450 Renters without that much money move to another neighborhood or become homeless Mortgage/taxes go up to $800 Owners without that much money become renters or have to move to a different neighborhood Buy-in amount goes up to $1,100 1=Your car is stolen (You lose $50) 2= You get robbed/assaulted (You lose $50) 3= New business opens, makes news (Homeowners get $50) 4= Community festival continues to grow, makes news (Homeowners get $50) 5= New business opens, gets robbed (no effect) 6= Gentrification efforts draw national attention (Homeowners get $50) With 8+ Gentrifiers Rents go up to $650 Renters without that much money move to another neighborhood or become homeless Mortgages/Taxes go up to $900 Owners without that much money become renters or have to move to a different neighborhood Risk has diminished to that of non-gentrifying neighborhoods, dice rolls are no longer necessary. Neighborhood 3 With 4-6 Vacancies or new poorer residents Rents drop to $550 Mortgage values fall to $800 1= Graffiti on neighbor’s house (those with insurance lose $50) 2= Robbery rates increase by 5% (Homeowners lose $50) 3= Your car is stolen (You lose $50) 4= Tires slashed on all neighborhood vehicles (Everybody loses $50) 5= Community festival draws positive attention to neighborhood (Homeowners get $50) 6= Rumors of gang activity flourish (No effect) With 7+ vacancies or new poorer residents Rents drop to $450 Mortgage values fall to $700 1= Arson of vacant house (those with insurance lose $50 2= Robbery rates increase by 5% (Homeowners lose $50) 3= Graffiti on your house (You lose $50) 4= You are assaulted and robbed on the street (You lose $50) 5= Your car is stolen (You lose $50) 6=The neighborhood gets a new McDonalds (Homeowners get $50).
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