In Tuan’s chapter “Visibility: the Creation of Place”, he analyzes that some particular architectures, landmarks and places can be visible in different meanings. With this idea, the theme of “The Search for Marvin Gardens” by John McPhee can be classified. McPhee mentions that the narrator plays the monopoly with his friends and he describes all the details about the avenue, railroad, jail, hotels, houses and cash flow on the game board. Based on each of particular streets and avenues, the narrator has flashback about the historic event in the past that he has encountered. He has being impacted by those places when his friend or he has related to the game dealing with the building a hotel or earning the interest rate of renting.
Tuan mentions that “Each pause is time enough to create an image of place that looms large momentarily in our view” (161). This reveals when some place is visible to people, it records the memories of individuals to make the connection between the present and the past in the same familiar location. In the game of monopoly, the names of those avenues and streets are familiar to the narrator and it is significant to him either he has been visited or he has heard from someone. Also, Tuan tells that “The street where one lives is part of one’s intimate experience. The larger unit, neighborhood, is a concept” (170). The concept of one’s experience can be shared with the visible places. People get experience from each other when they have been to those places and classify the concept of experiences as the neighborhood including all events, individuals and materials. It is like the narrator mentions about the things of his friend when his friend occupies an avenue in the game.