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Dana Gold grew up in a family of six that relied on food stamps. Public judgment of food stamp purchases shaped her sense of shame.
Dana Gold's book Broke: How I Made Poverty a Game, published by Carnegie Mellon University's ETC Press, presents the poverty simulation board game Broke as a tool for building empathy toward people living in U.S. poverty. Drawing on her childhood hardship, time in Kenya, and years directing a soup kitchen and homeless shelter, Gold argues that meaningful justice work depends on listening and humility rather than charity offered from a position of superiority. Her central thesis holds that poverty is best understood as a condition that drains cognitive bandwidth and limits choices, and that escaping it requires adequate income rather than fragmented clinical or supportive services alone.
The book's evidentiary foundation is mixed. Gold leans on a 2013 Princeton study by Zhao, Shafir, and Mani, published in Science, which found that people primed to think about a costly car repair scored roughly 13 points lower on cognitive tests than wealthier participants, with a similar pattern observed among Indian sugarcane farmers before and after harvest. Her critique of bureaucratic systems, including an account of addiction treatment, is presented largely through anecdote rather than systematic measurement, as are the post-gameplay survey responses reporting heightened empathy.
The game itself began in 1990 as a board game built from stories of clients Gold encountered in social services, originally titled The Department of Public Welfare and later renamed The Poverty Spiral before becoming Broke. Players assume character roles with unequal assets, make forced decisions on situation cards, and move through a poverty spiral toward stability, with the design aiming to reproduce the strain and constrained choices of financial hardship. A 2019 digital version, developed with Carnegie Mellon's Entertainment Technology Center, extends the simulation through simulated texts, emails, and news alerts across six socio-economic characters. Across both formats, the author reports that players commonly experience frustration and sustained engagement, though these outcomes are documented primarily through anecdote.
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