Car game 2.0:
In this game, we attempt to show the process of evolution and its mechanisms of variation, reproduction & selection.
Aim of game: show how industrial evolution occurs
Aim of game: show how industrial evolution occurs
-Players can follow their own
strategy, create a niche and therefore create variation
-Multiplication
can occur by players following and copying successful strategies of other
players
-Natural
selection occurs because the players that are not good enough in relation to
the others are eliminated from the game
Number of Players: 6
Items needed: 1 Die, pen and paper
Length: 12 rounds
Start: Every player gets 10 points that he can allocate to
the different categories.
Status
|
Speed
|
Maintenance costs
|
Fuel efficiency
|
Sustainability
|
Design
|
|
Player 1
|
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Player 2
|
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Player 3
|
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Player 4
|
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Player 5
|
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Player 6
|
The die is rolled.
-If 1 is
rolled…. Status is valued most by customers
-If 2 is
rolled…. Speed is valued most by customers
-If 3 is
rolled…. Maintenance costs is valued most by customers
-If 4 is rolled…. Fuel efficiency
is valued most by customers
-If 5 is
rolled…. Sustainability is valued most by customers
-If 6 is
rolled…. Design is valued most by customers
The success of
companies is based on their relative advantage in the category (number of points in given category).
Best 2 companies =
get +2 points that they can re-allocate as they wish
Next company = gets
+1 points that they can re-allocate as they wish
Next company = get -1
points that they can re-allocate as they wish
Last two companies = have to take off -2 points.
Every 3 rounds players count their total points.
1st interval = need 11 points to advance,
otherwise they will be eliminated
2nd interval = need 13 points to advance,
otherwise they will be eliminated
3rd interval = need 15 points to advance,
otherwise they will be eliminated
4th interval = player with most points will win
(if 2 winners, there will be an extra interval of 3 rounds).
Evolution is a process of change that occurs through variation, reproduction, and selection. Variation exists in this game, because there are different categories (sustainability, speed, etc.), which firms can focus on. For example, different players can set different goals and develop their categories accordingly.
Reproduction is also present in limited ways. In this game design, it is mostly present in form of transmission (imitation), since players can copy each others' strategies. An idea for further game exploration is to introduce certain coercive pressures. For example, cards could be introduced that "order" players to suddenly only develop sustainability features.
In terms of selection, I tried to include it by kicking players out of the game. The problem in my current game design is that the selection pressure only has one outcome (in or out). This part therefore needs to be better developed to fully mimic technological evolution in social systems.
Evolution is a process of change that occurs through variation, reproduction, and selection. Variation exists in this game, because there are different categories (sustainability, speed, etc.), which firms can focus on. For example, different players can set different goals and develop their categories accordingly.
Reproduction is also present in limited ways. In this game design, it is mostly present in form of transmission (imitation), since players can copy each others' strategies. An idea for further game exploration is to introduce certain coercive pressures. For example, cards could be introduced that "order" players to suddenly only develop sustainability features.
In terms of selection, I tried to include it by kicking players out of the game. The problem in my current game design is that the selection pressure only has one outcome (in or out). This part therefore needs to be better developed to fully mimic technological evolution in social systems.
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