Scrabbulous
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Scrabbulous

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Scrabble Jour101 MW1-215

Scrabble Jour101 MW1-215

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Scrabbulous Scrabbulous Presentation Transcript

  • KeliaPagni
    Joey Trujillo
    Katherine Freeman
    MasharaMunns
    Nicole Thomas
    JocelinDrennan
    Alyssa Smith
  • scrabble /’skræb•əl/
    • to move your hands or fingers quickly to find and pick up something, esp. something that you cannot see
  • How to Scrabble(In a nutshell…)
    Players start with 7 tiles, chosen at random from the tile bag
    Words are built vertically and horizontally, each word off of another, on the playing board
    Different letter combinations (words) represent a score, corresponding to the numbers on the tiles
    Bonus points are available according to the squares over which that player plays his/her tiles
    SCRABBLE is the ultimate bonus, when a player uses all 7 tiles in one play
  • A Scrabbled History
    From rags to riches!
    Alfred Mosher Butts, in Depression era 1931, conjures a plan to create a game in an attempt to boost his income
    Originally called Lexico (a game that would later evolve into Criss Cross Words), Butts designed a game that combined both numbers and letters, luck and skill, with an emphasis on skill
    Researching and charting letter frequency in the words used on the front page of the New York Times, letters were assigned number values
    Butts made the first working sets of his game by hand, and continued to do so through 1938, often gifting the sets to friends
    War put progress on hold, until 1947, when Butts and an entrepreneur named James Brunot collaborated to make the game marketable, fine-tuning the layout and rules and coining the name “SCRABBLE”
    Brunot rented an abandoned schoolhouse in CO as a makeshift factory, making 12 games an hour by stamping letters on wooden letters one at a time.
  • Continued…
    Early 1950’s, the president of Macy’s discovered the game while on vacation. Decided to sell it in his store. Became very popular.
    Brunot couldn’t keep up with the demand, licensed Long Island- based Selchow & Righter company. Marketed the game to the US and Canada.
    1972, Selchow and Righter purchased trademark from Brunot, giving the company exclusive rights to SCRABBLE Brand products
    1986, Selchow & Righter was sold to COLECO (Cabbage Patch Dolls)
    1989, COLECO declared bankruptcy, best known assets purchased by Hasbro (owner of Milton Bradley Co.)
    Hasbro has furthered the SCRABBLE cause, promoting SCRABBLE competition by underwriting the NSA
    Today is found in 1 of 3 households in the US
  • Scrabble for All
    Scrabble has adapted with different versions of the games, broadening its appeal and accessibility through marketing and technological advancement.
    Disney, Junior Edition, Cooking
    Different types of games whether for kids or travel have become increasingly more popular year after year
    Scrabble has also developed games which are easily accessible on-the-go for your iPhone, iPad, or iPod for $1.99
    The Scrabble App allows you to connect with your friends and family via Facebook and challenge them test your Scrabble playing skills.
    Scrabble mainly operates through its Facebook page where fellow Scrabblers can take polls on their favorite versions of the game.
    It also gives a word of the day!
  • Growing up with Media
    Print/Radio Era
    When Scrabble was first created in 1938, people’s primary media sources were print media and radio. People spent more time with each other playing board games like Scrabble and doing other activities face-to-face.
    Up until televisions became a household item, entertainment wasn’t particularly centered around mass media
    Television
    Nothing really changed in the world of scrabble from the 1950s, when the game became more widely available and gained popularity, and the 1970s.
    In the 1980’s, when television began to expand and became the media outlet of choice for more people, Scrabble became a television show on ABC.
  • Still Growing!
    Computer/Internet Age
    In the 1990’s, Hasbro created various versions of Scrabble computer games that people could purchase for home use.
    When the Internet picked up speed, a couple online versions of the game appeared (some Hasbro-sanctioned and some not).
    The Digital Age
    Now, in the digital age, Scrabble isn’t just a board game we play in our living room with family. In 2008, a Facebook app called “Scrabulous” (a knockoff of Scrabble) became one of the most popular games on the site, with nearly 500,000 players EVERY DAY participating virtually with each other.
    Hasbro sued the creators of Scrabulous, but realized that social networking sites were becoming an important way to reach consumers, so they teamed up with EA Games to create their own, official Facebook version of the game. In addition to the Facebook app, EA and Hasbro now offer a video game version for just about every console, an iPhone and Droid app for phones, and even an iPad version of the game.
  • And Growing…
    The Digital Age
    Now, in the digital age, Scrabble isn’t just a board game we play in our living room with family. In 2008, a Facebook app called “Scrabulous” (a knockoff of Scrabble) became one of the most popular games on the site, with nearly 500,000 players EVERY DAY participating virtually with each other.
    Hasbro sued the creators of Scrabulous, but realized that social networking sites were becoming an important way to reach consumers, so they teamed up with EA Games to create their own, official Facebook version of the game. In addition to the Facebook app, EA and Hasbro now offer a video game version for just about every console, an iPhone and Droid app for phones, and even an iPad version of the game.
  • So What’s All This Mean for Scrabble?
    As technology has changed, so has Scrabble. Every time a newer technology has been created, a new version of Scrabble has been there to match. What started as a simple board game has been reinvented for every major new technology and form of mass media since its creation in 1938. As technology and media become more important, extensive parts of our daily lives, so Scrabble adapts and follows suit.
    REALLY?!
    Now, there is even a computer program intelligent enough to predict the moves of other Scrabble players. This program was even pitted against another program, and the two computers, with no need for humans, played their own game of Scrabble!
  • School of Scrabble
    Scrabble is used today in schools as a teaching aid to help foster word-building, vocabulary, and other skills:
    In-School Programs!
    Half a million kids
    18,000 kids nationwide
    News with teacher’s edition
    “Lesson plans designed to meet nationally mandated education goals”
  • Impact on Education
    Expands vocabulary (18,000 words)
    Use of strategic logic to maximize points
    22 languages, 121 countries
    Earn MONEY and SCHOLARSHIPS!
  • A Culture of It’s Own
    Organizations and clubs
    National Scrabble Association (NSA) and North American Players Association (NASPA)
    Local, national, global, and school-based competition
    Word Wars (the official trailer!)
    Language
    Language is a definitive part of a cultural identity
    Official Scrabble Dictionary
  • Culture Building
    A tool for reinforcement…
    Language revitalization…
    Ex. Games can utilize culturally relative words exclusively to help build and strengthen cultural understanding (geography, history, tradition, etc.)
    Taku River Tlingit First Nation, Atlin BC
  • And after all the tiles have been played, it’s easy to see just how useful a word game can be. While only just recently made a form of media and diversion available for all via technology, the intellectual, social, and cultural benefits of the game have been around from the start: bringing people together, creating a fun and intellectually-stimulating atmosphere for all, using language (something we all share) as its medium. With the introduction of technology and Scrabble’s many adaptations and evolutions, the possibilities are seemingly endless. The game is engrained in culture, not only providing a platform around which communities can gather, but also directly influencing and helping to build cultureitself.