Many economic lessons can be learned by playing the video game Animal Crossing. When the game opens, the player must pick a deserted island, and then the character is taken to that island. Once the player has reached the island, they get to help set up how to run it, and help build it from the ground up. The game play aligns with current time, including recognizing each of the seasons throughout the year. Therefore, the player can experience their island and the different resources on the island throughout the seasons. On the island, there are fish, bugs, and fossils and these resources can either be given to the museum or they can be sold to earn bells, which is Animal Crossing’s form of currency. This establishes a system to work and collect these items to either donate or gain for currency. However, there are certain seasons at which certain items can be gathered, which forces the player to wait and plan for the future.
There are others on the island whom the player can interact with and help. These other characters can share their crafting ideas with the player and even give the player gifts. In the game there are also some times when these characters will ask for help or may even play games with the player, and in return, the characters will give the player items. These items are helpful because they save the player from having to buy them or the player can sell them to get more money. These characters include Flick who buys any bugs collected, Blathers who runs the museum and helps maintain it, and Redd may sell you paintings and sculptures, however some art may be fabricated. On the island there are additional characters that the player can help. Interaction with these characters establishes a system of bartering as well as allows both the player and the characters to gain advantage by working together [similar to the relationship between the elephants and the mice in the comic that we read.
In addition, a player can make investments for the benefit of their island. When the player first arrives on the island, there are some tanoaks that want to build a store, and with the player’s help, by gathering materials, they get to build their store. There are also other characters that when helped will invest in the future of the island, like the Able sisters who make clothes on the island. There are also other ways to help and volunteer the player’s time, but it comes at a price to build things like bridges, stairs, and even the player’s own home. For the infrastructure of the island the player needs to raise enough money to donate to build stuff, and if they have others visit the island they can help pay for it too. The player’s house on the other hand comes straight out of his or her own pocket. There is even a mortgage that has to be paid on the house, and the player can pay to expand their home too. If the player wants to have a nice island and to fill their museum they must do so in a timely manner and plan to collect money, and even save it, so the player can continue to develop the island.
There are many activities that the player can do on the island, and many require preparation and planning to design and organize plans on who to help, what to buy, and when to give. There is a lot of give and take when it comes to developing the island, but it is worth the wait to help create the island. The island is also a fun way to express who the player is and learn valuable lessons, like not everything happens instantly and that often the best things take the investment of time, effort and resources. In the end, there is a lot of gratification in going from a deserted island to building a home and a community by pooling resources, taking responsibility for yourself and working with others.