How much Walter White may have lowered his neighbor’s property values

Breaking Bad protagonist and meth kingpin Walter White might not have made his neighbors happy:

In his 2011 paper, “The Lasting Effects of Crime: The Relationship of Discovered Methamphetamine Laboratories and Home Values,” Holy Cross econ professor Joshua Congdon-Hohman calculates how much damage meth labs cause to surrounding home values after they’re discovered…Using housing sales data from Akron, Ohio — home to that state’s largest concentration of meth labs  — Congdon-Hohman finds the following:

  • For homes sold within an eighth of a mile after a lab is discovered, there is a 10.5% decline in sales prices.
  • Within the first year of the discovery the decline can be as much as 19%.
  • For homes sold within a quarter of a mile after a lab is discovered, there is a 4.5% decline.
  • The declines persist for at least two years.
  • It didn’t matter if an additional meth lab was discovered — just a single busted cook site can take down several blocks.

Summary: you don’t want meth makers on your street, particularly if you want more money when you sell your house. If reduced property values aren’t enough, I suspect the typical suburbanite also doesn’t want meth makers on their street because they don’t fit the image of a happy, stable, law-abiding neighborhood.

Exploring the urban and island geography of Grand Theft Auto V

One reporter focuses less on the gameplay of the new Grand Theft Auto V and instead examines the landscape:

These are places where, within wide virtual borders, the player is granted freedom to explore. What makes Los Santos so different is its scale, interactivity and ambitions — here is a digital sandbox so habitable that the game itself comes with a large paper map that, as I explored Los Santos and its surroundings, I referred to as often as I would a map describing a real-world place I’ve never been.Indeed, not unlike a real place that offers too much, I made a small list of places I wanted to visit here and things I wanted to do: haircut, strip club, take in a movie ($20 in Los Santos), maybe ride a bike to the top of a mountain and leap off. All of which you can do. If, like me, you overbook vacations with activities, you will find plenty to do. Conversely, if you’re the kind of traveler who eventually pines for a hotel room to take a nap in after a day of playing tourist, Los Santos offers that, too…

The island itself is Ireland-shaped — curious, considering that the game’s creators are primarily Scottish and British. The north side of the island is Blaine County, with mountains at its east and west coasts and Mount Chiliad to the far north. A desert borders the Alamo Sea in the interior, and salt-water-eaten trailer parks line the northwest oceanfront, the Great Ocean Highway ringing it all. If previous “Grand Theft Auto” games offered riffs on Miami and New York City, this is basically San Francisco mashed against Los Angeles, an alternate reality where Napa Valley is a 10-minute commute from the Paramount backlot.

Tellingly, it also feels as geopolitically accurate and culturally barren as the places it satirizes: a Los Angeles of the mind, where a peek inside studio gates reveals a sci-fi movie being filmed, a bike ride into the forest is greeted by screeching mountain lions and extreme wealth and poverty are never far apart. Conversation with Los Santosians is mostly limited to real estate, celebrity chitchat and random threats, though, generally, your existence is so inconsequential to the day-to-day fabric of Los Santos that you feel like a ghost.

Sounds like a dystopian Los Angeles crossed with a strange island. What more could be needed in a virtual sandbox?

While I’ve seen academics occasionally address virtual worlds – Second Life seemed to prompt some study – it would be interesting to see more full studies of these sprawling virtual worlds that are common in some of the more popular games. Think about games like Skyrim, World of Warcraft, Assassin’s Creed, Minecraft, and others that offer interesting and often realistic settings. Yet, does this space have the same logic as space in the non-virtual realm? What exactly distinguishes these spaces from real spaces?

Building McMansions in Minecraft

Check out this recently constructed McMansion in Minecraft. Here is a description of the structure:

Finally, it’s here! I have built an amazing McMansion!

This grandiose house features:

• A large entrance and foyer,
• a large living room with a high ceiling (and a balcony of the second floor hallway),
• multiple smaller rooms that could be sitting rooms, a dining room, a kitchen, etc.,
• a back porch, and
• 10 bedrooms! Gee whiz!

I have built two other McMansions before (both on the Iciclecraft server), but this is by far the best one.
Feel free to paste it into your own Minecraft world. However, if you use it in multiplayer, please credit me as the builder.

Sounds like McMansion features. The only thing missing here is a full neighborhood of mass-produced McMansions. And the tags for the post reinforce the McMansion idea:

Tags:Mcmansion, Mansion, Manor, House, Grand, Large, Big, Grandiose, Land Structure

I suppose the quick answer for why someone would build a McMansion in Minecraft is because they can. Perhaps they like building houses. But, to intentionally design a kind of home that is generally viewed negatively begs for a better reason. If you could build anything, why a McMansion?

Crafting the perfect Gothic McMansion in a 21st century novel

A review of the new novel Fallen Land suggests the McMansion at the heart of the book plays a big role:

The McMansion, that derisively nicknamed trophy home of suburban arrivistes, is different things to all people: the darling of building contractors, the forest-guzzling residential equivalent of the SUV to land preservationists.

Among American practitioners of the modern Gothic novel, the McMansion has rarely been rendered with the resplendent gloom of, say, Shirley Jackson’s Hill House, or the majesterial melancholy of Edgar Allan Poe’s House of Usher. In his smashing followup to his formidable debut novel “Absolution,” however, Patrick Flanery has fashioned a crumbling 21st-century manor that can hold its own among those authors’ most sepulchral, ALLEGORICAL inspirations.

The trappings of “Fallen Land’’ are pure old-school Hollywood. Imagine a housing development that evokes the splashy-cum-sinister Victorian fantasy of “Meet Me in St. Louis” and Hitchcock’s “Shadow of a Doubt” and you have Dolores Woods, a Midwestern subdivision committed to a regressive aesthetic “in which the past was preferable and this country was at its greatest before it tried to tear itself apart in the middle of the nineteenth century.” The community’s pastiche array of gabled roofs and picket fences disguise the jerry-built nature of its construction: pop-up palaces whose yawning spaces and teetering infrastructure “terrify where they were meant to comfort,” the American Dream turned nightmare.

The development’s showpiece, classically enough, has been erected atop the site of tragic events from a darker epoch whose emotional undercurrents will haunt the home’s new tenants, Julia and Nathaniel Noailles. The Noailles have relocated from Boston with their smart, idiosyncratic son Copley (named for the hotel address where he was conceived) in pursuit of snazzier positions: she with a university lab, he with a mega-corporation that powers virtually every private enterprise on earth, including the fascistic private school in which Copley is newly installed.

I’ve noted before that the McMansion has become a popular tragic setting for modern stories. See this post about McMansions and horror films. The McMansion represents a hollow setting, a place that may look impressive but is empty at its core. The people who inhabit such homes are similar: people who thought purchasing a big home would bring satisfaction but are sadly mistaken. Even worse, the inhabitants – and it sounds like those in Fallen Land fit the bill – might be bad people, the kinds who squander money, are mean or amoral, and are up to nefarious purposes. All together, these stories suggest at the least that tragedies befall those in McMansions with the stronger argument that those who live in McMansions and their homes are rotten to the core.

Perhaps my argument would be strengthened by searching for counterfactuals: can we find many positive depictions of McMansion dwellers in novels, movies, TV shows, etc.?

“Real Housewives” character lives in McMansion only by fraud

A “Real Housewives of New Jersey” character lived in a McMansion and its accompanying lifestyle – but it was all a fraud:

On TV they live large — in a 10,000-square-foot McMansion full of garish baubles and expensive toys in an ode to the bad taste and excessive spending that has made “The Real Housewives of New Jersey” a Bravo hit.

It’s the lifestyle Joe and Teresa Giudice — who grew up together as working-class Italian-American kids — always hungered for but could never truly afford, sources said, even when they convinced themselves and everyone around them they could.

The Giudices’ shaky facade of massive personal wealth — increasingly fragile since a 2009 Chapter 7 bankruptcy filing — finally imploded in a spectacular way last week when they were hit with a 39-count criminal fraud indictment.

The federal charges range from allegations that the two conspired to forge W-2 forms, tax returns, pay stubs and other documents to trick banks into lending them money, to accusations of perjury and false statements in their bankruptcy proceedings.

This won’t do the reputation of McMansions any good. See the picture of the Giudice’s home about halfway through the news story: it looks like everything McMansion critics would hate including a large wrought-iron fence and gate, an elaborate front door, a roof that looks like a castle, and plenty of rooms. Yet, critics would like the symbolism: the home may have been impressive on the outside or looked good on TV but ultimately, it literally all a fraud.

So if and when they lose the home, who is going to buy it?

A room by room look at the McMansion on The Sopranos

My study of what the term McMansions means included several newspaper references to the McMansion owned by the Soprano family on the HBO show. The Chicago Tribune story about my study included a large picture of the Sopranos eating a meal in their large dining room. Here is the house from the front:

SopranosMcMansion

Here is my look at the individual parts of the house to assess whether it contributes to the McMansion nature of the home.

1. The front exterior. I don’t know that the front looks that garish. There is certainly a large entryway with a double door and little vestibule but it has a two car garage, the proportions aren’t too bad, and roof has a smaller number of gables. Interestingly, the first season includes several long shots of the house from a distance (including prominent floodlights on the house/driveway) but later seasons include more views from the house down to the street and it appears much closer to the other homes and interlopers, like federal agents, pull into this shorter driveway multiple times. McMansion rating: looks like a big house but not too garish.

2. Foyer. McMansions often have expansive foyers. The Soprano’s house has two sets of doors, one to the outside and then another set into the room. It is a fairly big space with the main staircase to the house to the left when you enter. The foyer also has two columns which we see in later scenes have guns stored inside (they are locked up). McMansion rating: pretty big space.

3. Dining room. The family seems to be shown eating here more than they do in the eating area just off the kitchen. These meals include family members as well as “family” members. It is a big table but not too large. McMansion rating: not really.

4. Kitchen. The room is decorated in a more country style with lighter colored cabinets and floral patterns. The kitchen also has a large island that faces out to the foyer, eating area, and family room. The usable kitchen space itself is decently large but there is a lot of open space just beyond the large island. McMansion rating: no stainless steel, dark wood cabinets, or granite countertops but plenty big.

5. Family room. This room involves one large couch, some other seating, and a decent-sized TV (though nowhere near the common large flat-screen TVs of today). McMansion rating: big but not too ostentatious.

6. Garage. While it is only a two-car garage, it is quite deep. The show doesn’t have too many scenes in the garage but it seems to have lots of space. Also, it is pretty clean. McMansion rating: plenty big.

7. Upstairs. The kids’ rooms aren’t too large but the master suite is pretty  big and also has an ensuite bathroom. A pretty dark room, particularly when Tony is depressed and the curtains are drawn. McMansion rating: plenty big.

8. Basement. This unfinished space is where Tony often carries out face-to-face work conversations while in the house. It is used for some storage and for laundry. It has some decent light next to the laundry area. It is a little strange that the family owns a pricey house and hasn’t finished off the basement. McMansion rating: nope.

9. Pool and pool house. There is a large in-ground pool in the backyard and some important scenes, including Tony’s fascination with ducks in Season One and AJ’s attempted suicide in Season 6, take place there. Tony seems to use the space more than anyone else; we never see Carmela out there alone and the kids aren’t playing in it regularly on the show. There is a pool house which acts as a theater space. This is a definite luxury point in the home. McMansion rating: large luxury items.

10. Backyard. This is pretty large as there is space for a pool, pool house, areas for Tony to hide cash, and it is a little hike to the back fence to interact with neighbors. McMansion rating: plenty of space.

Areas of the house not examined: the more formal living room (rarely used), the eating area just off the kitchen (a small table with four chairs fills the space), the bathrooms (not portrayed much).

Overall, this home fits the general McMansion definition of a large house. It is hard to estimate from watching on the screen but the home is at least 3,000 square feet. Unlike some other McMansions, it is on a large lot – a mobster can’t live in a large house where the next door neighbors are peering in the windows just a few feet away. The architecture and design doesn’t seem too jumbled though there is a clear emphasis on space. And, the home is clearly a reminder of the suburban nature of the Sopranos: the house is the setting for both “normal” suburban life as well as the unusual family life that made Tony’s purchase of the home all possible in the first place. Such a home is intended for the boss, whether it is Tony or John Sacrimoni, as the guys below the boss tend to live in denser suburban settings.

“Have You Noticed How Adam Sandler Characters Always Live in Giant Mansions?”

This level of commentary is not usually associated with Adam Sandler movies but this is an interesting question: “Have you noticed how Adam Sandler characters always live in giant mansions?

Ostentatious displays of wealth are a tricky thing onscreen: Movies are meant to be aspirational, but if the main characters live in over-the-top splendor, not many audience members will be able to relate. No one has passed this note to Adam Sandler though; his characters, more than those of any other modern movie star, tend to live in gigantic, multi-million-dollar megamansions. How does Sandler so often manage to luxuriate in his own wealth without alienating his less fortunate fan base? It probably helps that as his characters’ homes grow ever grander, Sandler’s clothes remain eternally grubby. (Hey, you don’t have much money left over for new duds when the mortgages are this high!) Join us now on a tour of Sandler’s biggest screen houses, accompanied by a look at his wardrobe in each corresponding film. Get ready for some sticker shock!

I have seen two of these seven movies but I have a few ideas about why these characters might live in such homes.

First, the big home represents the pinnacle of success but ends up contrasting with characters who find they need more than money to enjoy life. Big homes are shown as lonely places – there is a lot of room for fun activities but it might take you a while to find other people or have regular interactions with others in the house. Thus, we see the big homes early in the movies as supposed success but we are meant to leave with the idea that one can be house rich and love poor. This is a theme of a lot of movies, not just Adam Sandler films.

Second, big homes (and other garish displays of wealth) are associated with bad people. In other words, movie-goers are intended to see the unnecessarily large home and quickly make the association that the characters living in it are not nice people. The big home is then a shorthand image intended to reveal more about the character of those living there.

This requires more analysis for a definitive answer but these big homes are certainly plot devices. Given the relatively short amount of time in a movie (particularly compared to longer novels or multiple seasons of a television show), these large homes are likely the product of careful decisions.

Using suburban homes for film shoots

The Daily Herald describes what happens when suburban homes are chosen for film shoots:

Directors of Hollywood movies, TV shows, commercials and national print ads regularly use suburban homes as locations for filming and photo shoots. Just a few weeks ago, scenes from the movie “Precious Mettle,” starring Paul Sorvino and Fiona Dourif, were shot at homes in Naperville and Aurora…They will add the photos to their online database and show them to prospective directors. Because they have thousands of homes in their database, the odds of being chosen are slim. But you never know what a director is looking for, and there’s growing demand for suburban-styled homes, said longtime location scout Oryna Schiffman, based in Elmhurst.

“Since the recession started, I’ve been getting less and less requests for your typical North Shore mansions. They say, ‘I want real people who live in real houses,'” said Schiffman, who accepts photos at oryna@me.com. “You never know what they’re going to ask for next.”…

However, there is a downside to offering up your home. Filming and photo shoots can disrupt your routine, your sleep, and possibly your neighborhood. Movie crews, especially, tend to completely take over an area with trailers and equipment. Homeowners usually get short notice about the shoots and need to hastily sign off on the legal paperwork.

While most film crews are respectful of people’s property (and often contractually obligated to return it to its original condition), paint sometimes gets chipped and things get broken or banged up. That’s why it’s important to get things in writing before the filming begins.

Of course, the article starts with a story of a family who was paid $12,000 for giving up their home for six days for a print advertisement shoot. There may be quite a few suburbanites who would relish such an opportunity.

The quote that directors are looking for “real homes” is interesting. The suggestion here is that with tighter economic times, people want to see more normal homes while during more economic prosperous times people like seeing bigger homes. When they arrive at a home, how much do they take the home as is or they change it up to suit their filming needs? Plus, how often is the tone of the commercial, TV show, film, or advertisement that the suburban home needs improving or there is something to critique? On one hand, there are a lot of critics of suburban tract homes but they are apparently useful for marketing and some artistic purposes.

Social inertia in time use between the 1960s and today

A sociologist who has examined recent time use surveys suggests not much has changed since the 1960s:

John Robinson, a sociology professor from the University of Maryland whose research has focused heavily on Americans’ time use, said the most striking aspect of the latest American Time Use Survey is how closely it resembles similar information from before the 2008 recession — and from as early as the 1960s when time-use surveys first came into being.

The annual Bureau of Labor Statistics publication documents how Americans spend their time. In 2012, employed people worked for about 7.7 hours each day, spent two hours on household chores and took between five and six hours on leisure activities, with close to three of those hours spent plopped in front of the television…

Although today’s Americans spend their time similarly to their counterparts in the decade of discontent, Mr. Robinson noted some important changes in the by-the-minute breakdown. Men and women spend much more equal amounts of time at work, on housework and on leisure activities than they did in the 1960s.

Time spent watching TV has inched upward with every passing year, and although Mr. Robinson expected Internet use to slowly eat into TV time, the Web has yet to take up a large chunk of Americans’ time. The latest survey found men and women both spend less than 30 minutes of leisure time per workday on the computer.

Regardless, both Internet and TV use fall into the same category of activity: sedentary behavior.

This sounds like a good example of persistent social patterns. Without any official guidelines or norms about how people should spend their time, people are living fairly similarly to how they did in the 1960s. If daily life hasn’t changed much, perhaps it is more important to ask people’s perceptions about their time use. Do they feel better today about how they spend their days compared to fifty years ago? These perceptions are shaped by a number of factors, including generational changes where the younger adults of the 1960s are now the older adults of today.

The easier target for analysis: did people in the past expect that the people of the future would spend their time watching TV? I doubt it. At the same time, it suggests television has some staying power as a form of entertainment and information.