29% play

is evidently the sweet spot.  Neat research by Nina Chien (UCLA GSEIS represent) quoted.

http://chronicle.com/article/The-Case-for-Play/126382/

More on play: http://www.nytimes.com/2011/02/16/business/16monopoly.html?pagewanted=1

Joey Lee, who studies games as an assistant professor of technology and education at Teachers College at Columbia University, said cheating could actually be instructional.

“I wouldn’t necessarily even call it cheating,” he said. “In many cases a gamer’s mind-set is coming up with new and novel approaches to winning, and to a certain problem at hand. That’s exactly the kind of mind-set we need as far as 21st-century skills.”

“Being able to negotiate with others, make up your own rules, argue with other players, that, to me, is part of what makes it a successful social game,” he said. The tower is “more of that blind adherence to following orders, versus being able to figure out and learn the game for yourself.”

Though Hasbro is emphasizing social interaction with the game, some Monopoly players and academics said the new version sounded much less social — no arguing over whether a player could buy his neighbor’s “Get Out of Jail Free” card?

“It takes away from the aspect of interpersonal negotiations if you have an electronic voice in the middle of the board telling you everything to do,” said Dale Crabtree, a finalist in the national Monopoly championships in 2009. “The first thing I said was, ‘The next thing they’ll do away with is the players.’ ”

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