Political Economy Inside the Strategy of Line Game

Political Economy Inside the Strategy of Line Game

Annesha Biswas, Tinanjali Dam, Joseph Varghese Kureethara, Sankar Varma
DOI: 10.4018/978-1-7998-7271-9.ch042
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Abstract

In today's world, the concept of the game and game theory is turned into new methods of knowing and understanding some of the human behaviours followed by society. In the 21st century, behavioural economics plays a major role in understanding the concept of the `line' game and hence the strategies followed by it. It is a country game played in many parts of India. It is a two-person game with very simple rules and moves. It can be played indoors. Students play the game during the break-outs. The game keenly and minutely determines the objectivity of the game and the behaviour of the players involved inside the game and the way one starts moving helps the other players to understand what one is trying to portray through the game whether it is winning or losing. The strategies involved can be put forth and looked upon from different perspectives. Referring to one such perspective, it can be looked at from a concept of Pareto efficiency, a microeconomic concept. It helps develop logical skills and learn winning strategies.
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Introduction

In a time when we all are reduced to our own limited spaces because of a pandemic ruling large, it is perhaps the identification of the intricacies immanent within a game that can perhaps formulate a means towards critical thinking, among the students. This comes not as an exhaustive task for the present, rather this comes as a much-needed methodology that calls to engage students, despite each one of them being far away from their peers. These days, students are bereft of a real-world physical space; i.e., the logic of a classroom has become something intangible. It is in this scenario, a closer network, molded out of a real-world methodology that needs to be identified. This can happen through identifying the online space as a means to carry forward games as interactive and engaging tools for students and the subsequent enhancement of their productivity. This particular characteristic of a real-world engagement and interaction hence can be satiated through using games as a means is the primary argument this study attempts to unfold.

Background

Games are for entertainment, exercise and engagement of time. One of the most important requirements of any game is knowledge about the game. It is impossible for anyone to engage in games without having a sound learning of the rules and strategies of games. Rules are mostly static but strategies are dynamic. Strategies are to be employed to achieve the expectations of the players. Although most of the players intent to win the game or minimize the loss of the result, there are many who get involved in games for other intentions as well. Some players play games for the love of it. Some others expect the intellectual and physical exercise involved around a game. There are some others who use games for various experiments of their strategies. They use games as their test arena. In an academic setting, games are used to train the students to sharpen their intellectual acumen, to provide entertainment, to teach optimization techniques and to develop sportsman spirit.

There are various types of games people are engaged in. One of the types of games is board games. Chess is one of the most popular and at the same time a classical board game played by people of all ages and walks of life. Chess is not a solved game. Hence, it is very challenging even when played by the best brains. A solved game is one in which the outcome at any level can be predicted if the players involved play the game evenly. For a better understanding of it, if the game is played by two computers from any position, the result is easily mapped with the help of a decision tree.

Line Game is a country game played in various parts of Kerala, the southern state of India. It is played on a 3 x 3 grid drawn on a plane surface. Mostly, the Line Game is played between two players with each of the players having three identical pieces each. Line Game has multiple moves formulated to help one identify not just the movements but the strategies hidden behind the movements for a successful win. Academic and pedagogic learning which have been caught up under an online space in this 21st century can use this game to motivate critical thinking. This can also help in the creation of a space that motivates context-laden learning theories, such as situated learning, cognitive apprenticeship, and knowledge building.

However, a major idea that goes mostly unanswered while using the pedagogy of learning through games is the fact that social inequality has had a cultural or symbolic dimension to it. Not everybody might grasp as well as has the know-how to understand the rationale behind many games. However, the Line Game here strikes through the above concern raised quite easily through using a simple logic of moves involved between two parties. The most important aspect of this game that needs a highlight is that the discrimination immanent within this game like in other games too such as chess etc. comes as an understanding for a student into how the first player can dominate the field as well as into how the second player is forced to strategize accordingly. To elaborate the same, it is the understanding that whoever has the first move has a better chance to dominate the game and eventually can lead it to victory. This particular idea hence dominates and at the same time corrupts the entire logic of most of the real-world discourses too. This epistemic position of a first player hence automatically becomes a larger understanding to a society that stands highly disaggregated. Many call it the first mover’s advantage. Many indoor games and outdoor games are with the first mover’s advantage.

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