I was in
group 4 and during class we had to develop a new type of game that had the
learning goal to experiences the process of social evolution. This was not an
easy task especially as we are not used to developing games, but overall we had
good discussions and ideas until we ran out of time. We used changing conditions,
limited information and imitation as our main guidelines to design the game.
So what
does the game comprise of? First of all, all players are a firm that produces
products with three different symbolic (neutral) characteristics with three
values each, see table 1. Behind these abstract shapes lies a secret meaning as
can be seen in table 2. The goal of the firms is to maximize profit.
|
Shape
|
Feel
|
Colour
|
|
square
|
soft
|
red
|
|
cirkel
|
medium
|
blue
|
|
triangle
|
hard
|
yellow
|
Table 1:
characteristics
|
Characteristic
|
Secret meaning
|
|
square
|
SUV
|
|
circle
|
MPV
|
|
triangle
|
Urban Car
|
|
red
|
Diesel
|
|
blue
|
Electric
|
|
yellow
|
Gasoline
|
|
soft
|
Steel
|
|
medium
|
Organic
|
|
hard
|
Carbon
|
Table 2:
Secret meanings
Each round
the different firms choose a combination that goes to market and the bank gives
back a final value based on consumer preference. So throughout the rounds the
firms will get to know the consumer preference, however the tricky aspect is
that they only get to know the final outcome and do not know how much of the
value is allocated to which characteristic. In order to become successful they
could for instance imitate a sequence of a competitor or learn from them by
comparing their sequence to their own.
In the
beginning a certain sequence is set as the optimal sequence that is most sustainable,
but due to market demand, policy (cards, more on that later) and other
developments (technology) the money which can be made by this varies. The
optimum set of characteristics is not static and therefore could change over
the course of the game. For instance one scenario could be that urban electric
organic cars would be the optimal set in the end of the game, but that in the
beginning due to the premature battery techniques or dirty electricity diesel
actually is the more environmental friendly option. Another scenario could be
that SUVs all of the sudden become very popular until policy appears that favors
urban cars. Urban cars however bring smaller profits, but when done in big
numbers could become more profitable than the SUVs that had a big profit
margin.
After each round a random policy card will be placed central on the
table for all players to see and adjust their strategy too. This policy is
geared towards the most sustainable option and therefore players can learn from
it. As the optimum outcome is said the game plays a bit like mastermind and in
the end when the game is over the secret meaning of the abstract
characteristics will be revealed and things will make more sense.
We choose to go for abstract characteristics in order to not have any relation with more earthly things that lead to a more predictable behaviour, as we all know instinctively that a small car is probably more sustainable than a big one.
Let the games begin!


