Monopoly's Inventor: The Progressive Who Didn't Pass 'Go' - NYTimes.com - 0 views
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It turns out that Monopoly’s origins begin not with Darrow 80 years ago, but decades before with a bold, progressive woman named Elizabeth Magie, who until recently has largely been lost to history, and in some cases deliberately written out of it.
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Magie lived a highly unusual life. Unlike most women of her era, she supported herself and didn’t marry until the advanced age of 44. In addition to working as a stenographer and a secretary, she wrote poetry and short stories and did comedic routines onstage. She also spent her leisure time creating a board game that was an expression of her strongly held political beliefs.
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Magie filed a legal claim for her Landlord’s Game in 1903, more than three decades before Parker Brothers began manufacturing Monopoly. She actually designed the Game as a protest against the big monopolists of her time — people like Andrew Carnegie and John D. Rockefeller.
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She created two sets of rules for her game: an anti-monopolist set in which all were rewarded when wealth was created, and a monopolist set in which the goal was to create monopolies and crush opponents. Her dualistic approach was a teaching tool meant to demonstrate that the first set of rules was morally superior.
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Elizabeth Magie was born in Macomb, Ill., in 1866, the year after the Civil War ended and Abraham Lincoln was assassinated. Her father, James Magie, was a newspaper publisher and an abolitionist who accompanied Lincoln as he traveled around Illinois in the late 1850s debating politics with Stephen Douglas.
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On some level, Lizzie understood that the game provided a context — it was just a game, after all — in which players could lash out at friends and family in a way that they often couldn’t in daily life. She understood the power of drama and the potency of assuming roles outside of one’s everyday identity. Her game spread, becoming a folk favorite among left-wing intellectuals, particularly in the Northeast.
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When she applied for a patent for her game in 1903, Magie was in her 30s. She represented the less than 1 percent of all patent applicants at the time who were women. (Magie also dabbled in engineering; in her 20s, she invented a gadget that allowed paper to pass through typewriter rollers with more ease.)
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Several years after she obtained the patent for her game, and finding it difficult to support herself on the $10 a week she was earning as a stenographer, Magie staged an audacious stunt mocking marriage as the only option for women; it made national headlines. Purchasing an advertisement, she offered herself for sale as a “young woman American slave” to the highest bidder. Her ad said that she was “not beautiful, but very attractive,” and that she had “features full of character and strength, yet truly feminine.”Continue reading the main story The ad quickly became the subject of news stories and gossip columns in newspapers around the country. The goal of the stunt, Magie told reporters, was to make a statement about the dismal position of women. “We are not machines,” Magie said. “Girls have minds, desires, hopes and ambition.”
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“It is a practical demonstration of the present system of land-grabbing with all its usual outcomes and consequences,” Magie said of her game in a 1902 issue of The Single Tax Review. “It might well have been called the ‘game of Life,’ as it contains all the elements of success and failure in the real world, and the object is the same as the human race in general seem to have, i.e., the accumulation of wealth.”
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As an anti-monopolist, James Magie drew from the theories of George, a charismatic politician and economist who believed that individuals should own 100 percent of what they made or created, but that everything found in nature, particularly land, should belong to everyone. George was a proponent of the “land value tax,” also known as the “single tax.” The general idea was to tax land, and only land, shifting the tax burden to wealthy landlords. His message resonated with many Americans in the late 1800s, when poverty and squalor were on full display in the country’s urban centers.
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In its efforts to seize total control of Monopoly and other related games, the company struck a deal with Magie to purchase her Landlord’s game patent and two more of her game ideas not long after it made its deal with Darrow.
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Magie’s identity as Monopoly’s inventor was uncovered by accident. In 1973, Ralph Anspach, an economics professor, began a decade-long legal battle against Parker Brothers over the creation of his Anti-Monopoly game. In researching his case, he uncovered Magie’s patents and Monopoly’s folk-game roots. He became consumed with telling the truth of what he calls “the Monopoly lie.”
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Roughly 40 years have passed since the truth about Monopoly began to appear publicly, yet the Darrow myth persists as an inspirational parable of American innovation. It’s hard not to wonder how many other buried histories are still out there — stories belonging to lost Lizzie Magies who quietly chip away at creating pieces of the world, their contributions so seamless that few of us ever stop to think about the person or people behind the idea.