During class, we examined nine different board game boxes including Chutes and Ladders, Twister, Hi-Ho-Cherry-O, Connect 4, Mouse Trap, Clue, Guess Who, Life, and Operation. We examined characteristics such as race and ethnicity, gender, ability or disability, class, and age. I created a 6x10 grid to record what we saw on each of the nine boxes. I was surprised how many of the groups were not fairly represented on the different boxes. For example, there were limited number of people of color, no apparent lower class people, and the only disability that was represented were people with glasses. It also caught my attention that the largest character on the box was a white …show more content…
The first group that I thought differently of is females. The females were unfairly represented on the boxes. Often times, they were either behind males or significantly smaller than the male characters. This changed my thinking by making me realize that equality with men and women still fails to exist. The second group that I thought differently of was African Americans and other minorities. The game of Clue was what made this apparent for me because they did not have one person that was not white on the box. This made me realize that discrimination does still take place and even items as simple as game boxes are used to deliver these messages. The finals group that this discussion made me feel different about was people with disabilities. Many children are forced to be in a wheel chair, or even have some form of a mental disability. The game board boxes failed these children by not representing them one single time on any of the boxes. It made me more compassionate for these children because they are just as capable of playing these board games as any other child. It would take no significant effort to add a child in a wheel chair or one with a mental disability to the box of the game, so that all children could feel that the game was made for