The Harvest Game!
This
week’s assignment reads as follows:
In the classroom, we played the game of harvest without allowing teams to communicate.
The end result was that the resource system collapsed.
We now allow for communication among teams
[this is the ONLY change in the set up!]. Think up a
set of additional rules for the
game that effectively ensures that teams collectively do not exceed the sustainable yield. Within the
context of the game,
teams may create new entities (a policing force,
a common meeting, etc.); you CANNOT assume something like a government already exist; if you need it,
the
teams will have to create it by themselves
The Harvest Game:
Last class we played The
Harvest Game, we divided the group into six groups, each group represents a
fishing boat, every boat goes out once a year to fish and comes back with a
certain bounty, the purpose is to get the most amount of fish.
The rules of the game are:
-Each round is one year. Each team decides how many fish they want to catch.
Write down this number and put it in your boat
-Facilitator takes boats and gives fish randomly to teams until they are gone.
Rest of teams receive nothing
-You get
back your boat + harvest. Write down your profit
- The sea
starts with the maximum number of fish: 50. Each year, the remaining fish are
able to produce one new fish, with a maximum of 50.
Purposefully, the aim of the
game was set as “getting the most amount of fish”, this goal can be open for
interpretation, most of the groups decided that getting the “most amount of
fish” meant an individual effort, that each team should focus on getting more
fish than the others, and consequently doing it in the least amount of time,
because as time went by, the least certainty of the number of fish in the sea,
and the more risk of another team outdoing yo
However, another mentality
could have risen while playing this game, I guess only until we had fished the
sea empty did any of us realized that another approach to this game was
actually possible “getting the highest amount of fish” meant, making our fish
resources last for several rounds without “depleting” the fish, hence getting
the most fish from the sea as a hole.
This way we ALL win, the fish
is always plentiful, and we can go on for several rounds, getting the highest amount
of fish possible.
This is easier said than done,
maybe our group would stick to fishing only the “sustainable” amount of fish,
if the game was played the second time… but this would make for a very boring
game, and it’s actually not fair because we had already fished the sea empty,
so in real life… there is no second chance.
How then could we possibly re
structure this game so it can go ideally for ever (or at least several rounds)
without exhausting the number of fish available?
We don’t know how many fish
are in the sea at every round, but we do know that we start with 50 fish and
that for every fish left after every round, you would get double the amount
next year.
We know then that the only way
that the game can last “forever” is if every round boats only fish half or less
than half of the initial amount of fish and no more.
Boats are free to fish
whatever they want, but maybe there is a way to deviate their attention from
wanting to get the most fish they can every round and try to make them think on
a long run strategy.
With this in mind, new rules
are set:
We can divide the teams into
two sectors, A and B, half of the teams will be in sector A and the other half
on sector B.
Each sector has exactly half
of the total initial amount of fish and boats can only go out to fish on their
own sector.
Sector A will go out to fish
first followed by Sector B.
Each team will still be going
out to fish on their own, but the teams that empty their sector first will get
automatically disqualified.
Teams can now communicate with
the other teams in their sector (only the ones on their sector) to make sure they
can go out for more rounds.
When one of the sectors is
depleted, the teams on the competing sector get one more round, this time without
communication. In this round they can take as many fish as they want, BUT if
they too empty their sector in this final round, they are all eliminated and
the team with the most fish in the previously disqualified sector wins,
otherwise, the team with the most fish in the standing sector wins the game.
Admittedly this does not make for
the most fun game ever played, but adds a factor that will (if not forever)
ensure that the game goes on for more rounds than the original version.
Now each boat should think not
only for itself but as a team with their sector, and should try to self
organize in order to avoid being disqualified. At the same time, the final
round after one sector is emptied will help make the game more interesting.
Each team would now be thinking on individual victory, but at the same time has
to be careful not to empty their own sector and forfeiting the game to the boat
with most fish on the other sector.
These rules certainly do not translate
to a real life scenario, but might teach us a lesson that can apply to real
life. If each team only seeks individual glory, the game will not last more
that a few rounds, however, when you are faced with the challenge of thinking
as a team, and realize the harm of emptying the sea and how it impacts you…
then you are bound to join forces.
The goal is still fishing and
getting as much fish as possible, but the scope of our goal is set on a
framework where people realize that emptying the sea comes to the detriment of
all (much as in real life).
So hopefully, there is a
chance to play the game with this set of rules and try to see what the outcome
may be.
Dear Paulina,
ReplyDeleteI find your new set of rules for the harvest game very interesting and innovating. Introducing two sectors to create a more long-term goal than just individual glory as in the original set of rules is very clever. I believe that in your version of the game the chances are indeed a lot higher of letting the game go on more rounds.
It is admittedly, as you also state in your conclusion, too bad that this version of the game is very hard applicable on the real-life situation. I also wonder whether this version of the game will actually teach the participants a lesson. Maybe as you state, they will learn this in the final round after one sector has been disqualified. Then they will have to be very careful not to over-fish, yet still win as an individual. If this one round will be enough to let all participants of the game sufficiently experience the great effect of an individual action on a common-pool good, is doubtful.
But, of all the versions of the harvest game I have heard so-far, this is a very good solution and I would very much have liked to be able to actually play it with the group. Great job!
Kind regards,
Ilonka Marselis