Mitchell, J. P. (2008). Social Cognition How the mind operates in social contexts.
Social Learning through Economic Games in the Field · behavior in different contexts of social...
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Social Learning through Economic Games in the Field
Adriana Bernal (*)
Juan-Camilo Cárdenas (*)
Laia Domenech (**)
Ruth Meinzen-Dick (**)
Paula J. Sarmiento (*)
(*) Facultad de Economia - Universidad de Los Andes
(**) IFPRI, Washington
PLEASE DO NOT CITE WITHOUT PERMISSION
Abstract:
Economic experiments have traditionally been used as a tool for measuring human
behavior in different contexts of social interaction. However, little has been discussed so
far on the role of experiments as tools for learning and social change. We conducted a
series of educational interventions in two municipal aqueducts in Guasca, Colombia
using an irrigation collective action game where five people must decide over
contributions to produce water and on the allocation of the resource over an irrigation
system. We used this setting as a pedagogical tool for understanding the effects of
learning over a series of repetitions of these experiments to explore changes in the
behaviors and attitudes of rural households in the sample. We ran two waves of games a
few months apart with most of the same sample of 200 participants. In one of these
aqueducts we held workshops with the community to provide feedback on the results of
the games. In both waves of the experiments we find a powerful effect of face-to-face
communication to improve both group efficiency in the provision of water and fairness
in its distribution. A rotation scheme did not seem to have an important effect in these
two dimensions. Our results suggest that there are processes of learning from one wave
to the next that could provide valuable lessons about the possibilities and difficulties
that collective action faces within communities. In particular we find that the workshop
for discussing the results may have an effect on creating a better climate for the next
wave of games, particularly with respect to average contributions and fair allocation
across players. A combination of the experiments and the workshop increased
individual cooperation levels, while also inducing upstream players to restrain
themselves in extracting water, allowing players downstream to acquire more of the
resource.
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1. Introduction
Economic experiments have traditionally been used to understand the determinants of
human behavior. These were initially performed under controlled laboratory conditions,
frequently using computers and college students (Ostrom et al. 1994) but they are
increasingly performed in the field to test hypotheses under conditions closer to reality
(Cardenas, 2000; Cardenas and Ostrom, 2004; Werthmann et al. 2010). As a result of
their field experience, some authors started to call attention to the effect that some of
these field experiments may have on people’s attitudes and behavior (Cardenas and
Carpenter, 2005; Carter, 2008; Hill and Viceisza, 2012; Salcedo Du Bois 2014).
In common pool resource (CPR) experiments, players make decisions about the natural
resources they depend on, which makes them reflect on their everyday choices. Players
mainly have to decide whether to appropriate from a common-pool resource for their
direct private gains or let the common-pool resource generate an interest to the whole
group (Ostrom and Gardner, 1993). By playing several rounds of the same game, players
can see the results of their own actions. As a result, CPR experiments can help explain
difficult concepts about resource dynamics and depletion as well as raise awareness
about the benefits of community cooperation and sustainable natural resource
management. Ultimately, they can help change attitudes and practices.
Common pool resources (CPR) such as fisheries, groundwater basins, irrigation systems
or forests are used by many individuals. CPRs face two main dilemmas: the provision
dilemma involving the need for inputs such as labor or cash to manage and maintain the
shared natural resource and the allocation dilemma involving the distribution of the
resource among users (Ostrom and Gardner, 1993). In water management, common
dilemmas often involve asymmetric relationships or positions among participants
(Janssen, Anderies and Cardenas, 2011). In surface irrigation schemes and gravity-fed
water supply systems, head-enders and tail-enders often have a differentiated access to
water. Users may also have different influence in coordination and maintenance
decisions depending on their position in the system. In many rural areas, users
contribute their time or cash to build and maintain the system and agree on a series of
rules and regulations to ensure the sustainable use of the resource (Gleitsmann et al.
2007; Meinzen-Dick et al. 2002). In such a context, collective action can become
essential to ensure water provision, equitable water distribution and quality for all.
Collective action has proven successful in avoiding the tragedy of the commons and
ensuring long-lasting socio-ecological systems (Ostrom, 1990). However, sometimes
cooperation and coordination mechanisms do not emerge spontaneously or cannot be
sustained over time. In that case, external support might be needed to stimulate
collective action. Several natural resource programs, mostly led by NGOs, have tried to
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stimulate collective action by using participatory approaches, education and the
redesign of institutions (Bruns and Bruns, 2004). However, these approaches are not
always effective and create dependencies on external cooperation.
In this paper, we explore whether experimental games can provide an additional tool for
strengthening collective action, by examining changes in experimental behavior when
water users have the opportunity of participating again, months after, in a series of field
experimental games involving dilemmas of water provision and appropriation under
different institutional treatments. In particular we analyze how the dimensions of social
efficiency and fairness are affected when players have had a previous experience with
the game within the same context. Our analysis will provide lights into the discussion
about using games as a social learning platform.
In the next section we survey the rather scarce literature on experiments where the
participants have returned to the lab with more experience in the particular game they
are playing. We then proceed to explore the more general literature on learning
processes from games and repetition exercises with a summary through a simple
framework to suggest the potential positive effects of learning through games on socially
desirable outcomes. With these in mind in the following section we provide a quick
overview the field setting in which we implemented such strategy of repeating in two
different waves a set of experimental games for 200 villagers in two aqueducts. The
subsequent section describes the experimental design and the particular game we used,
followed by a description of the data patterns found from these experiments and an
analysis of the data. The paper concludes with lessons learned.
2. Economic experiments and learning: past experience
The hypothesis that CRP experiments can be used as a pedagogical tool to strengthen
collective action was partially explored for first time in Cardenas and Carpenter (2005).
As a result of many years of field experience with experimental games, the authors noted
that experiments provided participants with useful metaphors for their daily lives. They
analyzed the learning effect of experimental games in three villages of Colombia by
conducting two rounds of experiments, several months apart. One or two days after the
first experiments, a workshop was held in each community to discuss the strategies that
participants followed during the games as well as other relevant issues related to the
management of common pool resources. The role of the workshop in providing
cooperation mechanisms and promoting pro-social behavior was believed to be high.
The results suggested that both new and experienced participants cooperated more in
the second round, although Cardenas and Carpenter (2005) acknowledge that a more-
systematic follow-up approach was needed to obtain more conclusive results.
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Similarly, Salcedo Du Bois (2014) conducted a series of lab and field CPR experiments
with students and groundwater users in Mexico. The farmers that participated in the
games expressed their gratitude to the researchers for having explained in “simple
terms” the groundwater problems they face. The games also prompted a spontaneous
discussion about groundwater depletion and strategies to improve the management of
the resource. Due to these anecdotal observations, the author concludes that CPR
experiments can play an important pedagogical role in the field.
Economic experiments have also been used in the classroom with pedagogical goals. The
educational benefits of using experiments in the classroom are explored to some extent
in Ball et al. (2006), Dickie (2006), Ehrhardt (2008), Burguillo (2010) and Frank (1997).
Ball et al. (2006) assessed the effectiveness of using the Wireless Interactive Teaching
System (WITS) in economics classes. As part of the WITS activities, students played
standard economic games. Experimental class students obtained on average 3.2 points
more than control class students. The experiments had a greater impact on groups that
usually have more difficulties learning economics, such as women and freshmen. The
main explanation for these positive results was that students and teachers enjoyed the
experimental classes more and as a result, they were more engaged with the materials
and the discussions. Frank (1997) compared the results of a group of students who
participated in a simple classroom experiment about the use of common pool resources
with the results of a control group of students. The students participating in the
experiment obtained higher grades than the control students in a test about the “tragedy
of the commons”. In his study, Burguillo (2010) used game theory tournaments to
support competition-based learning (CnBL). The results of the study also suggest that
the combination of game theory with other learning techniques provides strong
motivation to students and increases learning performance.
Learning processes within the same game have also been a matter of study. Within the
non-cooperative game theory literature, several studies analyze how people learn to
play economic experiments when they play the game repeatedly (Erev and Roth, 1998;
Fudenberg and Levine, 1998; Camerer et al. 2001). In contrast, the learning mechanisms
in cooperative game theory have been less explored and thus, literature is scarce on the
topic. Two main theories try to describe players learning behavior. In reinforcement
learning, learning is guided by the payoffs obtained from the previous chosen strategy,
while in belief learning players choose their strategies based on what they believe
others are likely to do. Camerer and Ho (1999) argue that reinforcement and belief
learning are actually related because they are both special kinds of reinforcement rules.
Test-retest procedures can be useful to explore the learning effects of experimental
games. Test-retest reliability procedures involve repeating the exercise at different
times and measuring the variation of a particular observation under similar conditions.
They have been used in the past to establish the validity of stated preference surveys
and the stability of preferences in choice experiments and willingness to pay surveys
(Bliem et al. 2012; Mørkbak and Olsen, 2014; Czajkowski, 2014). Czajkowski (2014)
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asked the same questions about conservation measures in a Czech forest twice in the
initial survey and one more time six months after the first survey. Preferences did not
appear to be stable. The within-sample differences in preference estimates for
individuals were greater than the between sample differences which suggests that
people learned their true preference by repetition or that they became bored and made
random choices in the second round of questions. In contrast, Mørkbak and Olsen
(2014) found that preferences in a choice experiment remained stable for a marketed
good within a time lag of two weeks, even when economic incentives were given.
With respect to learning and experience in experimental games that involve social
dilemmas, there is a track of studies where researchers compared the behavior of
inexperienced to experienced subjects in laboratory settings. Many of these studies are
based on competitive markets (Smith et.al 1998; Dufwenberg et.al, 2005; Hussam et.al.
2008). A branch of this research has focused on exploring whether experienced subjects
would be able to reduce the risks and likelihoods of bubbles and crashes in financial
markets, with still controversy and a lack of consensus. List (2004) also explored to
what extent experienced vs inexperienced subjects differ in terms of confirming the
neoclassical predictions of behavior to what prospect theory has as an alternative,
arguing that an intense market experience would make individuals approach the
neoclassical prediction better.
Closer to our question, lab experiments on voluntary public goods provision have
reported that experienced subjects tend to show lower levels of contributions compared
to first-time participants (Ledyard 1995). Zelmer (2003) confirms this result in her
meta-analysis from a large sample of public goods games in the laboratory literature.
Unfortunately, the experimental literature on this particular subject is rather silent
when it comes to bringing the lab to the field. Most likely because of the logistic costs to
recruit participants in the field, there are no studies that systematically explore what
happens when “experienced” subjects make decisions again in a context of social
dilemmas such as common-pool resources or public goods provision1.
3. Framework: The pedagogical power of games
The scarce literature on the analysis of behavior in a field-lab controlled economic
experiment where the participants return to the same game led us to explore from other
perspectives what can we learn from the more general literature on learning,
particularly when it comes to learning through games.
There are numerous learning theories and different definitions of learning in the
literature, some focusing on individual and some focusing on group learning (Armitage
1 An exception is reported in Carpenter and Cardenas (2005)
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et al. 2008; Keen and Mahanty, 2006). We will adopt here the definition of Knowles,
Holton and Swanson (2012) which defines learning as “the act or process by which
behavioral change, knowledge, skills, and attitudes are acquired”. According to Keen and
Mahanty (2006) effective learning should be iterative, reflective, and contextual, and
combine direct experience and abstract conceptualization following a learning circle.
Games can stimulate problem-solving skills and generation of new knowledge, especially
when they are engaging and interactive (Shute et al. 2011). Shute et al. (2011) describes
the main features of a good educational game: i) there is a problem to be solved which
may create conflict or challenge; ii) rules are established; iii) goals or outcomes are to be
achieved; iv) implicit or explicit feedback is provided; v) interaction with the
environment is sought and vi) a storyline is provided. Field experiments can provide all
these elements for a relevant learning experience, especially when communication
among the players is allowed and when a debriefing at the end of the session is
provided.
Contemporary learning theory argues that people primarily learn through direct
experience of the consequences of their own actions (Bandura, 1971). In cooperative
game theory a small number of players need to make cooperation and competition
decisions both independently and collectively. Games are also sometimes embedded in a
relevant socioecological context (framing) which can help reproduce real life situations
and make players think about their everyday decisions and the consequences of such
decisions. CPR experiments generally consist of several rounds where similar decisions
need to be made. Accordingly, players can change their behavior depending on their
experience in the previous round of the game. Thus, experimental games can become a
good platform to learn through direct experience and interaction.
Most of the recent literature about games and learning is about the use of digital or
computer games for learning, which goes hand in hand with the success of the
gamification phenomenon. Kapp (2012) defines gamification as “using game-based
mechanics, aesthetics and game thinking to engage people, motivate action, promote
learning, and solve problems”. Deterding (2011) adds that gamification involves using
game design elements in non-game contexts including educational and learning
contexts, and marketing and business contexts. Typical examples of gamification are the
accumulation of flyer miles to redeem prizes and the summer library reading programs
(Nicholson, 2012).
A review study about the effects of gamification concluded that the majority of 24
reviewed studies reported positive effects and benefits of gamification, but some of the
studies concluded that the positive effects of gamification may not be long-term, and
instead they could be attributed to a novelty effect (Hamari et al. 2014).
According to the conceptualization presented by Hamari et al. (2014), gamification can
be seen to have three main parts: 1) motivational affordance 2) the resulting
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psychological outcomes, and 3) the further behavioral outcomes. These three elements
can also be useful to analyze the learning effects of CPR experiments (Figuree 1). The
extrinsic (private) motivational affordance would be the accumulation of the maximum
number of tokens to be later exchanged for monetary incentives. Competition between
players arises in that case and if no one cooperates a Nash equilibrium that leads to the
tragedy of the commons occurs. However, profit maximization is rarely the only
motivation (Anderies et al. 2011). The intrinsic (public) motivational affordance
involves the contribution for the sustainable maintenance of a public or common good
that benefits all. In that case, cooperation between players arises and if everybody fully
cooperates, players can achieve the social optimum, with higher material rewards than if
everyone followed the selfish strategy in the game. Through this experience, players
may change their mental models or psychological outcomes as well as their attitudes
which may result in further behavioral changes in relation to natural resource
management. Some catalysts (such as new rules introduced in the game) may also help
in this learning process.
Figure 1. Learning effects of CPR experimental games
Source: adapted from Hamari et al. (2014)
When all these changes take place at the group level, social learning processes may
emerge. Social learning is a group process that involves the joint development of shared
meanings and values which are all essential for creating joint action or collective action
(Pahl-Wostl et al. 2007). In other words, social learning implies learning together to
manage together (Ridder et al. 2005). A series of capacities that need to be created
among actors to build up social learning for resource management are described in Pahl-
Wostl and Hare (2004) and include: shared problem identification; awareness of each
other’s goals and perspectives; understanding of the actors’ interdependence;
understanding of the complexity of the management system; learning to work together;
trust; the creation of informal as well as formal relationships.” A priori, experimental
SOCIAL LEARNING
PSYCHOLOGICAL
OUTCOMES
BEHAVIORAL
OUTCOMES
MOTIVATIONAL
AFFORDANCE
Competition Cooperation
experie
nce
COLLECTIVE
ACTION
Catalysts
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games have the basic elements to support the development of all these capabilities.
Given the reported pedagogical power of games and interactive decision-making
platforms educators and psychologists are increasingly looking at this as relevant tools
to promote changes in mental models and social practices. However, according to Van
Eck (2008) there is lack of good research on games and learning. Repeating the games
with the same players after a short period of time may allow studying more in detail the
learning processes associated with gamification. Drawing on a field experiment in the
rural areas of Colombia, we will test whether CPR games can be a good platform to
influence the dynamics of social learning for water resources management.
Within our research project we envision two levels in the learning process. One where
we study the impact of experience in the field-lab game and have the opportunity of
playing again under the same circumstances. The other when we evaluate whether such
participation in the games changes the attitudes and behavior, outside of the field-lab, in
their daily lives with respect to water use and conservation. This paper focuses on the
first as data for the second level is still in the making.
In this first level we explore how participants behave when first encountering the social
dilemma of our game that involves getting a group of individuals to contribute to a
common-pool that produces water, and then decide how to allocate such resource
among themselves. We then evaluate if these same people behave differently in a second
wave of the same games, months later.
4. The Guasca setting
The site for our field work is the rural surrounding of Guasca, a town about two hours
north-east from Bogotá, the capitol of Colombia. This is an important agricultural town
from the Cundinamarca Department, producing cut-flowers to export, as well as milk,
strawberries, potatoes and carrots for the domestic market. This town has increasingly
seen an interest by developers in expanding the offer of high end housing projects for
families from Bogota. With rising water demand, the collective action processes for the
conservation of the watershed that supply this resource for the aqueducts and
agricultural irrigation become even more critical.
Political division in Guasca is based on urban and rural areas. The town’s total area is
346 km2, of which 8.8 km2 (2.54% of total area) represents urban areas, formed by 8
neighborhoods. The rural area is defined by 14 rural districts or “veredas”. In terms of
water management this urban/rural division remains, with an urban aqueduct that
provides water for all 8 neighborhoods, while a total of 22 rural aqueducts are
distributed among the 14 rural districts.
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The urban aqueduct provides 100% coverage for the urban area of Guasca, with
approximately 1.500 users. This aqueduct takes water from two different sources and
later treats it in a treatment plant owned by the company.Each rural aqueduct provides
water for 1 to 4 different rural districts. Small rural aqueducts cover less than 20
households from the same rural district, with no water treatment. Large rural aqueducts
cover more than 200 households from different rural districts and provide some water
treatment, ranging from only filtration and sedimentation treatments to the inclusion of
a chemical treatment.
No irrigation districts have been established in Guasca, and while some ditches exist in
each rural district, large drought periods and waste water practices from the users in the
upper side of each ditch make difficult the use of these ditches for agricultural purposes.
As a result, most households are familiar with the challenges associated to having a
vertical flow of water in watersheds. Taking water from the aqueducts to supply
irrigation is also a common practice, even though in many cases this practice is illegal.
Two rural aqueducts with similar socioeconomic and environmental conditions were
selected for our analysis: Mariano Ospina and Pastor Ospina y Flores. Both take their
water sources from the same area in the upper watershed and distribute to a similar size
area and number of water users, offering a sufficient number of participants in each
location.
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Figure 2. Guasca map
5. Our experimental design: The water irrigation game.
Based on Cardenas et.al. (2011) and Janssen et.al. (2012), we implemented an irrigation
game where five players (A,B,C,D,E) make two decisions for the provision and
appropriation, respectively, of water resources. From an initial endowment of 10 tokens,
each player must decide simultaneously how many of her tokens to keep for a private
profit, and how many to invest in a fund that produces water for the group.
0: Centro Urbano
1: Santuario
2: Flores
3: Santa Ba rbara
4: Pastor Ospina
5: Floresta
6: San Jose 7: San Isidro
8: Mariano Ospina
9: Santa Lucí a
10: El Salitre 11: Santa Isabel de Potosí 12: La Trinidad
13: Santa Ana
14: Concepcio n
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Figure 3. Water production function and allocation along the irrigation system
The water produced will be later extracted by the five players for a profit as well. Figure
2., bottom panel, shows the production function of water from investment. At least 6
tokens must be invested by the group to obtain a positive amount of water. The
maximum amount of water for the group (100 units) can be obtained if the group
invests between 46-50 tokens. However, tokens kept privately by the players can be
exchanged for money as well. Once the decisions to invest, made simultaneously, are
collected, the experimenter announces the total investment and therefore the amount of
water produced for the group. The experimenter will then proceed to player A in the
sequence (See Figure 2, top panel) and asks her to decide how much of the available
water she wants to keep for her own gain and how much water to leave for the rest of
players downstream. With the available water after player A, the experimenter goes to
player B and asks the same question, which will in turn define the water available for C
and so on. All contributions and extraction decisions were to be kept private during and
after the conclusion of the experimental session and kept confidential by the
experimenter.
At the end of the round each player´s earnings would be composed of the tokens kept
(not invested in the group fund) plus the water tokens extracted. Both tokens kept and
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tokens extracted were converted to cash earnings that were paid in private and
confidentially at the end of each session. The average earnings for these participants
were around $15 USD. Each session took around 3 hours from each participant between
registration, instructions, experiment, payments and exit survey. This amount of cash
would more than compensate the opportunity cost of time for these villagers as average
minimum wage was $13 USD per day.
We invited five neighbors from the same aqueduct to participate in an entire session
made of 15 rounds in the following sequence:
Stage 1 (rounds 1-5): Players randomly assigned to positions in the ABCDE
sequence. They keep these same positions over the five rounds.
Stage 2 (rounds 6-10): Players randomly reassigned to new positions in the
ABCDE sequence for round 6 and then rotate through the rest of the positions
over rounds 7-10 in a sequential manner (e.g. a player in position C in round 6
will move to position D in round 7, then to position E (t=8), then A(t=9), then
B(t=10).
Stage 3 (rounds 11-15): Players randomly reassigned to new positions in the
ABCDE sequence. They keep these same positions over the rounds 11 to 15, but
in each round are allowed to have a face-to-face conversation regarding any
aspect of the game.
We visited the two aqueducts and invited as many as possible to participate by signing
up to different possible dates and times in groups of five. We randomly selected 100
participants (one per household) from each aqueduct, for a total of 200 participants for
the experimental games, in 40 sessions in the first wave of the study, conducted between
September and December of 2013. The two selected aqueducts were randomly assigned
to a games-only treatment in Mariano Ospina and a games+workshop treatment in Pstor
Ospina y Flores (table 1). In the latter, after concluding all 20 sessions for that aqueduct
we invited their members to participate in a workshop where the results of the games
were presented and discussed with the community to test whether workshops with
communities facilitate individual understanding of the game and raising awareness
about water conservation and cooperation. We also ran an individual survey for all
particpants to collect data on socioeconomic characteristics, the actual status and
changes in water supply, the effect and perception on climate variation, water use
practices, collective action perception on each community.
Table 1. Experimental design
Rural Aqueducts Treatment Description # participants
Aqueduct Pastor Ospina y Flores
Treatment-1 Surveys + Economic games + Workshop
100
Aqueduct Mariano Ospina Treatment-2 Surveys + Economic games 100
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Data collection of experiments, attitudes and behavior regarding water was divided in
two stages. During the first stage, September to December 2013, we ran 300 surveys, 40
experimental sessions and 1 workshop2. In he second stage, January to May 2014, we
ran another 40 experimental sessions, 1 workshop and 287 more surveys. As indicated
in Table 2, 85% of these were repeat participants who had experience with this same
game from the first wave. However, the group compositions changed as the recruitment
process would involve assigning people to times and dates that did not match the same
as the other people in their group in the previous wave.
Table 2. Experimental sample
Rural Aqueducts
1st Stage 2nd Stage % Repeating
Parti-cipants
Sur-veys
Ses-sions
Work-shops
Sur-veys
Ses-sions
Work-shops
Pastor Ospina y Flores 100 20 1 100 20 1 85% Mariano Ospina 100 20 0 100 20 0 87% Total 200 40 1 200 40 1 86%
Table 3. Socioeconomic features of the participants
Games only (Mariano Ospina)
Games + workshop (Pastor Ospina)
Primary education completed (%) 43.0 43.0 Female (%) 68.5 69.0 Age (years) 44.2 39.4 Years in community 25.0 30.6 Household members 4.1 4.3 Average income less than COP 800 00 (%) 61.5 62.6 Crop irrigation 6.5 12 Livestock trough 59.0 59.5
6. Data patterns and statistical tests:
In this section we will describe the patterns of the data from the experiments and
explore questions regarding the effect of the positions (ABCDE) on individual behavior;
the effects of the three treatments within a session (fixed position, rotation, group
communication), and the observed change between the first and second wave in terms
of the social and individual learning. We also compare the behavior and outcomes
between the control aqueduct where we ran the games only and the treatment aqueduct
2 The rural aqueduct Santa Barbara in the same town was randomly selected as a control group where no economic games were conducted, but we collected survey data from 100 more households. Because those surveyed households did not participate in the experiments, they are excluded from this paper
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where we had workshops after the games were conducted. We show the overall patterns
and effects of different treatments and waves, complemented with multivariate
regression analysis.
Overall, behavior is quite similar to the reported data with this particular experimental
game (Janssen et.al 2012; Cardenas et.al. 2011). Players contributed about half of their
endowment to the public fund that produces water, with no major difference between
upstream and downstream players. Regarding the allocation of water, we continue to
find that unequal allocation between those upstream capturing most of the water and
those downstream receiving a much lower fraction of the water produced for the group,
even to the point that at some point the last player E fails to recover back his investment.
Also consistent with previous studies using this game, face-to-face communication
achieves two main goals, increase the level of contributions to the level that more water
is produced for the group, and to improve the distribution of the resource so that those
downstream receive more water, increasing their earnings, although the inequality of
those upstream capturing more earnings remains.
Before we discuss the differences between the two waves, let us first describe in more
detail what happened within each wave and across the three stages (fixed location,
rotation, communication) during the 15 rounds of the game. The average contribution
during both waves in the first stage (rounds 1-5) was 5 units; in the second rotation
stage (rounds 6-10) 4.8 units; and in the communication stage (rounds 11-15), 6.9 units.
This is 50%, 48% and 69% of players’ endowment, respectively. Figure 1 clearly shows
the important increase in social efficiency when communication is allowed: average
earnings per person for the last stage increases from 16 units per round per player in
stages one and two to 20 units per round per player in the third communication stage
(Mann-Whitney two-sample test n1=4000, n2=2000, p-value=0.000). These general
patterns are observed in both waves, although the difference between the first and
second stage is more perceptible, as discussed further below. Although contributions
were similar in the first two stages, on average players contributed less in the second
stage rotation rule, which contradicts our initial expectation that experiencing the
different positions in the sequence for extracting water could improve the efficiency at
the group level.
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Figure 4: Average contributions to the public fund
These averages mask the fact that players are located asymmetrically in the watershed
or irrigation system, so their incentives to invest in the public fund are different. The
higher the position of the player in the irrigation system, the higher is the chance to
enjoy returns to his investment. In fact there is substantial inequality of extractions
across participants upstream and downstream, even though downstream participants D
and E contributed on average 50% of their endowment, while upstream participants A
and B contributed just a bit more, 60% of their endowment, as shown in Figure 5. During
the first stage (rounds 1-5) the average appropriation of player A was more than 7 times
than that number for player E illustrating the inequalities generated in this first stage. In
87 of the 200 total rounds in the first stage, players in position E did not extract all the
water left to them, despite being the last players in the watershed. In other words, they
left money on the table which extrapolated to their everyday life could mean that they
kept in mind the importance of the environmental services water provides and the
needs of other users downstream. In the whole game, this behavior happened in 229
rounds out of 600—38% of all rounds in all the games.
01
23
45
67
89
10
Un
its c
ontr
ibute
d
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15Round
Data for both aqueducts and waves
Average contributed units to the public fund
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Figure 5. Average contributions and extraction by position (Rounds 1-5)
To further explore the distribution problem, we analyze whether the level of fairness in
the behavior of Player A in round t would affect the subsequent decisions to invest in the
group by players BCDE in round t+1. If the participant located on position A took 20%
(1/5) or less of the common resource in round t=1 -which for us means that A is a fair
player- then the average contributions from all players but A in rounds 2 to 10 is 5.3
units. That average falls to 4.5 units if the share extracted by A is 50% or more (Mann-
Whitney two-sample test n1=252, n2=1008, p-value=0.000), confirming the importance
of behavior by player A in triggering strategies of reciprocal contributions. When
participant A is unfair in round 1, as just defined, the equity in water distribution
measured as the average extraction slope3 over the watershed almost doubled in value
compared to when the participant A took 20% or less of the available water in the first
round. This suggests a retaliation process in the rest of the game due to an unfair share
appropriated by participant A at the beginning of the round (Figure 6).
3 This slope (see Figure 5) describes how unequal is extraction among the five players. A perfectly fair extraction would have a horizontal line. The steeper the slope the more unequal is extraction.
05
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Average contribution Average extraction
Data for both aqueducts and waves in rounds 1-5.
Contribution and Extraction
17
Figure 6: Average contribution from players located in positions B, C, D, and E by
fiarness of player A in round 1
Accordingly, the unevenly water distribution leads to lower contributions of the less
favored participants in the water allocation. Whereas extraction diminishes
monotonically as the position lowers in the irrigation system, the same apply to
contributions over the watershed (Figure 5). Recall that although these locations are
assigned randomly, they do not remain unchanged during the game (see experimental
design).
Effect of the stages: fixed sequence, rotation, and face-to-face communication
Average contributions in the second stage (rotation rule) decrease in relation to the first
stage (fixed sequence), from 5 units to 4.8 units (Mann-Whitney two-sample test
n1=2000, n2=2000, p-value=0.040). In comparison to the first stage, players located in B,
C and D positions contributed less in the second stage while player A contributed more.
Likewise, extraction levels decrease for all participants, except for players located on A,
who increase appropriation in the second stage. On the other hand, as previously
mentioned, during the communication rounds there is an increase in the provision and
appropriation levels of all players. The higher appropriation levels are triggered in part
by the higher levels of contribution experienced during those rounds.
In the first stage the participant located farthest downstream (E), contributes on
average more to the public fund than he later extracts from the common resource
(average contribution=4, average extraction=3.2). The same happens during the rotation
stage, but player E’s average extraction drops is even lower (2.4). Hence, upstream
players take advantage of their location and proportionally extract more water than
player E downstream. However, during the communication stage a redistributive
transfer occurs that improves the earnings of player E. During this stage inequalities still
remain but in lower degree.
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Fair A Unfair A
Data for both aqueduct and waves, rounds 2-10 and players not locatedin position A on watershed. Fainess is defined as: if player A took 20%or less from the public fund in round 1, is a fair play. On the contrary, ifhe or she takes 50% or more, is un unfair play
Average contribution from players located on B, C, D and Eby fairness of player A in round 1
18
We constructed an extraction level slope indicator in order to analyze water distribution
patterns in the watershed, calculated as the coefficient estimated from a regression
where the dependent variable is the appropriation level and the only independent
variable is the location on watershed. As expected, the lowest inequality levels are found
in the communication stage. In contrast, the highest inequality levels are found in the
rotation stage.
Figure 7 and 8
We conducted a regression analysis to explore the effect of the different stages and the
experimental location in the provision and appropriation decisions of this asymmetric
common-pool resource game. We controlled for experimental conditions, contextual and
individual characteristics. Provision decisions are measured as the percentage of
individual endowment of 10 units contributed to the production of water, while
appropriation decisions are measured with the indicator fair extraction. This indicator
is defined in equation 1.
(1) 𝐹𝑎𝑖𝑟 𝑒𝑥𝑡𝑟𝑎𝑐𝑡𝑖𝑜𝑛𝑖𝑡 =𝑊𝑎𝑡𝑒𝑟 𝑟𝑒𝑐𝑒𝑖𝑣𝑒𝑑𝑖𝑡
𝑁− 𝑒𝑥𝑡𝑟𝑎𝑐𝑡𝑖𝑜𝑛𝑖𝑡
(2) 𝐹𝑎𝑖𝑟 𝑒𝑥𝑡𝑟𝑎𝑐𝑡𝑖𝑜𝑛 𝑝𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒 𝑝𝑖𝑡 = −𝑒𝑥𝑡𝑟𝑎𝑐𝑡𝑖𝑜𝑛𝑖𝑡
𝐹𝑎𝑖𝑟 𝑒𝑥𝑡𝑟𝑎𝑐𝑡𝑖𝑜𝑛𝑖𝑡∗ 100
Where N is the number of players who still need to receive water downstream, including
the player taking the decision. For example, for player A, N=5; for player C,N=3. The
subscript 𝑖𝑡 refers to the decision of player 𝑖 in round 𝑡. Another indicator of equity is the
percentage of water extracted as a fraction of what an equal share of the remaining
water would be for that player and those downstream, as shown in equation (2).
We run a fixed-effects model with robust standard errors, where the fixed effects
captured each of the particular 98 groups of five participants. We included socio-
demographic controls such as gender, age, education level, household size and some
dummies such as having a drinking trough and crop irrigation to account for the
heterogeneity of the participants. We also included indicators of community dynamics
such us the number of neighbors stored in the participants cell phone’s memory. As the
01
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Un
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ontr
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d
A B C D E
Base line Rotation rule Comunication rule
Data for both aqueducts and waves
Average contribution by ruleand position on watershed
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10
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25
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Wa
ter
Extr
acte
d
A B C D E
Base line Rotation rule Comunication rule
Data for both aqueducts and waves
Average extraction by ruleand position on watershed
19
location for each player changed during the game, we run separate regressions
according to the location assigned randomly in rounds 1 to 5, and then we control for
the change in positions in the second stage. Table 1 and 2 present the regression results
for both provision and appropriation decisions, respectively.
Table 3. Regression results for individual-level data analysis for contribution percentages, relative contribution to the total contributed by the group, share extracted, fair extraction and extraction proportional to contribution. Standard deviations are shown between brackets.
(1) (2) (3) (4) (5) (6) VARIABLES Contribution
percentage Relative
contribution (to group)
Share extracted
Fair extraction
Fair extraction percentage
Extraction proportional
to contribution
Lagged gini4 in contributions
-0.0049 0.1156 -9.6365 -1.0320* -0.1566 (0.0082) (0.0388) (3.5414) (0.1398) (0.5488)
Lagged gini in extractions
-0.0036** 0.1110 -3.0690 -0.5645 -0.3813 (0.0002) (0.0709) (5.1484) (0.3378) (0.1453)
Wave 0.0669*** -0.0086 -0.2201 4.4190 0.8919 0.6038 (0.0007) (0.0055) (0.0373) (1.8727) (0.1490) (0.7334)
Treatment 0.0316 -0.0068 -0.125** 1.9055 0.5144** 0.2923 (0.0503) (0.0099) (0.0054) (0.6178) (0.0395) (0.5042)
(Treatment X Wave)
-0.1728 0.0224 0.4821** -4.096*** -2.1059** -2.7964 (0.0436) (0.0098) (0.0260) (0.0228) (0.0442) (0.9771)
Workshop -0.0439** -0.0181** 0.0123 -0.5766 -0.0001 0.6325 (0.0010) (0.0009) (0.0025) (1.0486) (0.0463) (0.1496)
Round -0.0045 -0.0001 0.0068 0.0450 -0.0325 0.0137 (0.0007) (0.0001) (0.0049) (0.1508) (0.0139) (0.0417)
Stage 2 0.0116 -0.0010 0.0355 -1.8431 -0.1230 0.2832*** (0.0259) (0.0094) (0.0479) (0.8087) (0.1120) (0.0031)
Stage 3 0.1870* -0.0008 -0.0978 1.7812 0.6083* -1.5228 (0.0260) (0.0145) (0.0759) (0.8668) (0.0808) (0.4652)
Treatment * Stage 2
0.0041*** -0.0035*** 0.0107 -0.0426 -0.0173 0.0873 (0.0000) (0.0000) (0.0041) (0.0989) (0.0154) (0.0207)
Treatment * Stage 3
0.1098*** -0.0012 -0.048** 2.0541*** 0.2073* 0.0944 (0.0003) (0.0003) (0.0021) (0.0018) (0.0181) (0.0328)
Location in watershed
-0.0301*** -0.0159** 0.1050 3.0938* 0.2933* -1.0832* (0.0000) (0.0005) (0.0181) (0.4205) (0.0369) (0.1410)
Stage 2 * Location on watershed
-0.0032 0.0012 -0.0154 0.5475* 0.0599* -0.1365 (0.0074) (0.0029) (0.0070) (0.0623) (0.0081) (0.0741)
Stage 3 * Location on watershed
-0.0052 0.0010 0.0238 -0.5800 -0.1056 0.4270** (0.0111) (0.0049) (0.0087) (0.3202) (0.0205) (0.0313)
Initial resource -0.0016** -0.0571
4 A gini coefficient measures inequality in the distribution of a variable among the number of individuals, and ranges from 0 to 1. In our analysis we estimate the gini coefficient for the group of five players in terms of contributions, and of extraction. . A larger gini indicates greater inequality.
20
(0.0001) (0.0101) Relative contribution
-0.0542 -2.1224 (0.0757) (2.1756)
Constant 0.9679* 0.4795** 0.5096** -9.3315 -2.8675** 0.2435 (0.1026) (0.0321) (0.0091) (3.9961) (0.0622) (4.3307)
Observations 5,700 5,320 4,562 4,562 4,562 5,084 R-squared 0.2953 0.1426 0.3925 0.2505 0.4138 0.1739 Session fixed effects and errors clustered by aqueduct
YES YES YES YES YES YES
Socioeconomic and community controls
YES YES YES YES YES YES
Notes: Robust standard errors in parentheses *** p<0.01, ** p<0.05, * p<0.1
We observe the powerful effect of face-to-face communication, increasing contributions
in the provision stage and increasing extraction levels in the appropriation stage, in all
locations. However, the effectiveness of communication highly depends on the treatment
group (aqueduct), as discussed below. Players located downstream benefit most from
the communication rule, as face-to-face communication is seen to improve equity (see
appendix). In the rotation stage, an important determinant of fair extraction is the
players’ location in the watershed. As expected, players downstream extract less.
Comparing the two aqueducts
There were significant differences in behavior between the two aqueducts during the
first wave. Mariano Ospina (control) players contributed more in the first ten rounds but
the water produced was more unevenly distributed than in Pastor Ospina (workshop
treatment). However, in the last five rounds face-to-face communication seems to be
more effective in Pastor Ospina since the average contribution increased from 4.59 to
7.1 units compared to 5.1 to 6.2 units in Mariano Ospina. The extraction slope in Pastor
Ospina decreased from 4.8 in the first ten rounds to 3.6 in the communication rounds,
while in Mariano Ospina this indicator only falls by 0.5 units. Table 3 shows how the
communication rule in Pastor Ospina increases significantly provision levels and
fairness in extraction, in comparison to Mariano Ospina. In the first wave, the share
extracted was significantly lower in Pastor Ospina while the fair extraction percentage
was higher.
In the second wave, players’ behavior changed in the two aqueducts. In the control
group that did not receive a workshop; contributions to the public fund decreased in
relation to the first wave (Figure 9). By contrast, in Pastor Ospina where a workshop
was conducted after the first wave games, the average contribution increased in
21
comparison to the first wave and was higher than in the control group during the three
stages. In addition, equity in the extraction distribution -measured with the extraction
slope indicator- improved in Pastor Ospina, but worsened in Mariano Ospina.
Figures 9 and 10
We also used the gini coefficient5 in contributions and extrations calculated by round
and group as an additional measure of equity. We observed important differences
between aqueducts within waves. During the first ten rounds of wave 1 the gini in
contributions shows higher equity in Mariano Ospina, but in the last five rounds where
face-to-face communication was allowed, the indicator fell more in Pastor Ospina. In
other words, face-to-face communication was more effective in Pastor Ospina.In Pastor
Ospina the distribution of contributions during the first ten rounds was worse than in
Mariano Ospina and therefore, it was more feasible to improve the distribution of
investments in the water fund through communication. Furthermore, in wave 2 the
equity of contributions in the second wave is always better in Pastor Ospina (Figure 11).
A similar pattern is observed for the gini coefficient of group extractions in each round.
In the first ten rounds of wave 1 the distribution indicator is similar for both aqueducts,
but during the communication stage the extraction distribution improves much more in
Pastor Ospina. In the second wave, the extraction distribution remains more unequal
during the whole game in Mariano Ospina. This suggests that face-to-face
communication was more effective in Pastor Ospina. In wave 2, players’ behavior
changed in a different way in each aqueduct. In the group that received the workshop
the gini coefficient of group extraction reflects more fairness, while in the other group it
reflects more inequity, suggesting that the workshop may have had a positive effect in
the fairness behavior in game, but the games alone may have triggered unfair behavior
(Figure 12).
5 The gini index is a distribution measure widely used in economics to evaluate the distribution of income or consumption among individuals or households. A gini index equal to 1 represents perfect inequality and a gini index equal to 0 represent perfect equality. Thus, lower values are interpreted as a more equitable distribution and upper values are interpreted as a more unequal distribution.
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wave 1 wave 2
Mariano Ospina Pastor ospina
Data for rounds 1-10
Average contribution by aqueduct and waves
0.1
.2.3
.4.5
.6.7
.8.9
1
Wave 1 Wave 2
Mariano Ospina Pastor ospina
Data for rounds 1-10
Average percentage of extraction from the totalleft to each player
22
Figure 11 and 12. Gini coefficients over time for contributions and extraction levels for
both waves (ola 1 and ola 2).
We hypothesize that the differences mentioned above are attributable to the workshop
conducted in Pastor Ospina and Flores., but it is hard to disentangle the effects of the
workshop from pre-existing conditions or features that differ in each aqueduct since the
beginning. In fact, we find a negative effect of the workshop in individual provision
levels and provision levels relative to group (Table 3). Below we investigate these
differences between aqueducts and within waves in more detail.
The effect of returning (wave 1 vs wave 2): “experienced” vs “non-experienced”
players.
As described previously, we returned to the same communities a few months after the
first wave to repeat the games. We will try to answer the following question: did people
learn something during the games that made them play differently? Or did the feedback
make the difference in the learning? Game data show that people played differently in
the second wave. However, these changes depend on the aqueduct and on each of the
games stages.
Between waves 1 and 2, the contribution level increased in the second and third stages
of the game, but in rounds 1 to 5 it remained unchanged. On average, contributions to
the public fund within waves increased a small amount, from 5.5 to 5.7 units (Mann-
Whitney two-sample test n1=3000, n2=3000, p-value=0.022). All players except for
player D increased their contributions in the second wave (Figure 13), but average
extraction remained unchanged within waves. This was due to changes in different
directions depending on the player position in the watershed. Water extraction
increases in every position but in A, and decreases significantly in position A (Figure 14).
These changes in the way water is distributed lead to an improvement in the equity
indicators. The extraction slope went from 5.59 to 4.46 and the gini in extraction from
0.46 to 0.41.
0.1
.2.3
.4.5
.6.7
.8.9
1
Avera
ge g
ini o
n c
ontr
ibution
s b
y r
oun
d b
y g
roup
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15Round
ola 1
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15Round
ola 2
Average gini on contributions by round by group
Mariano Ospina Pastor ospina
0.1
.2.3
.4.5
.6.7
.8.9
1
Avera
ge g
ini o
n e
xtr
actio
ns b
y r
ou
nd
by g
rou
p
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15Round
ola 1
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15Round
ola 2
Average gini on extractions by round by group
Mariano Ospina Pastor ospina
23
Figures 13 and 14
In wave 1 during the rotation stage, we found no differences in relation to base line
(rounds 1-5), but in wave 2 we found a significant negative effect in terms of equity (a
higher extraction slope). To explore group efficiency and equity behaviors, we
conducted some additional regressions but this time we used group variables. As an
efficiency indicator we used total group contributions and as equity indicator we used
the gini coefficient for group contributions and extractions and the extraction slope
along the watershed. As before, we ran robust standard errors and included socio-
demographic, socio-economic and community dynamics controls.
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wave 1 wave 2
Data for both aqueducts in rounds 1-15.
Contribution
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wave 1 wave 2
Data for both aqueducts in rounds 1-15.
Extraction
24
Table 5. Regression results for group-level data analysis of group contribution and group extraction distribution, and gini indicators. Standard deviations are shown between brackets.
(1) (2) (3) (4)
VARIABLES Total group contribution
Gini in contributions
Extraction slope (absolute value)
Gini in extractions
Lagged gini in contributions
-31.590** 0.428* 12.725** 0.209** (1.828) (0.053) (0.351) (0.008)
Lagged extraction slope 0.434** (0.018) Lagged gini in extractions -7.660** 0.141 0.442**
(0.161) (0.029) (0.016) Treatment -0.909* 0.014** -0.357 0.008 (0.078) (0.000) (0.580) (0.037) Wave 2.360 0.033 -0.019 0.030 (2.666) (0.005) (0.283) (0.066) Treatment * Wave 1.303* -0.028** 0.990 -0.002 (0.106) (0.002) (0.371) (0.021) Round -0.402 0.015*** 0.064 0.006** (0.071) (0.000) (0.069) (0.000) Rule 2 (Rotation) 2.066 -0.073*** -0.067 -0.003 (0.612) (0.001) (0.293) (0.017) Rule 3 (Communication) 8.723* -0.189** -1.049 -0.069 (1.127) (0.003) (0.213) (0.034) Wave * Rule 2 0.430 0.001 0.247 -0.003 (0.503) (0.002) (0.042) (0.034) Wave * Rule 3 0.345 -0.005 -0.596 -0.050 (1.062) (0.006) (1.291) (0.073) Treatment * Rule 2 0.512*** -0.002* 0.042 -0.003** (0.003) (0.000) (0.018) (0.000) Treatment * Rule 3 3.716** -0.028** -0.853* 0.007* (0.085) (0.002) (0.130) (0.001) Workshop assistance -2.367 -0.035** 0.256** -0.046* (proportion in group) (0.440) (0.002) (0.005) (0.006) Repitent group -1.775 -0.013 -1.394 -0.036 (2.695) (0.002) (0.233) (0.019) Initial resource 0.056 -0.001** (0.010) (0.000) Constant 22.407 -0.028 -4.575 0.340 (10.083) (0.210) (3.137) (0.064) Observations 1,120 1,120 1,097 1,120 R-squared 0.527 0.481 0.417 0.502 Clustered errors by aqueduct
YES YES YES YES
Socioeconomic and community controls
YES YES YES YES
Notes: Robust standard errors in parentheses *** p<0.01, ** p<0.05, * p<0.1
25
Regression results show that there are pre-existent differences between aqueducts.
Learning processes in the second wave depend also on the aqueduct; that is on the
group receiving the workshop. The total group contributions in the second wave are
significantly higher in Pastor Ospina, while the gini coefficient in contributions is lower.
Thus the pre-existent differences that showed worse group provision levels and higher
contribution inequality in Pastor Ospina in the first wave reversed in the second wave.
Interestingly, we found that the higher the proportion of participants who assisted the
workshop in the game group, the lower the gini contributions indicator.
Regarding our experimental design, the gini in contributions, gini in extractions and
extraction slope in the previous round, play a significant role in predicting the total
group provisions, the gini in contributions, the extraction slope and the gini in
extractions in the next round, which reflects the importance of each group dynamics in
the individual behavior. Furthermore, there is a small but significant effect of the initial
resource produced each round. It seems that the more water produced, the higher the
space to improve equity in extraction distribution, as the gini in extractions lowers.
7. Concluding: What we have learned from returning to these aqueducts?
The experimental design we have used allows us to explore the role that contributions
and appropriation decisions have in determining the sustainability of administering
irrigation systems through collective action and self-governance. The interaction
between the goals of efficiency and equity in the provision of the public good and the
allocation of water, respectively, shows that face-to-face communication can have a
powerful effect in both accounts. This is no news as previous literature reports such
findings. However, we have taken the effort a step further by returning back to the same
communities and repeating these experiments with the same and other participants.
Our goal was to explore how a trial and error process, within stages in the games and
between waves, could provide lessons regarding the social and individual learning
through these games.
We tested the learning process both within sessions and between waves. Within a
particular session we have shown how the transition from the baseline to a second stage
where we rotated players across all five positions ABCDE had no major positive effects.
This is interesting as very frequently rotation systems are preferred by common-pool
resource as rules for allocating rights and duties. The transition from the baseline fixed
position stage (rounds 1-5) to the rotation stage (rounds 6-10) did not create
improvements in contributions nor fairness in the distribution of water, which suggests
that the rotation scheme induced a retaliation effect in those who had been in the
downstream positions in the first stage, who increased their extraction when allowed to
take the upstream positions. As shown in figures 11 and 12, the gini coefficients shows
26
slight increase from stage 1 to stage 2. Such increased inequality is stopped during the
third stage when players are allowed to talk to each other.
However, such patterns differ between the two aqueducts with interesting lessons for
our second level of analysis of the learning effects, that of comparing the two waves. Our
workshop treatment village, Pastor Ospina, improved significantly for the second wave
of games in terms of the distribution of contributions and extracted water (Figures 11
and 12), as well as in terms of efficiency (Figures 9 and 10). A plausible explanation for
such difference could relate to the workshop we conducted between waves for the
Pastor Ospina participants. Our regression analysis supports the claim, but we have only
two observations and results could be confounded by characteristics of Pastor Ospina
itself. Nevertheless, the pre-existing conditions –there were differences in the behavior
observed in the first rounds- did not support such claim as these differences would run
in the opposite direction, that is, the Pastor Ospina participants were showing lower
levels of contributions in wave 1.
Overall we find a series of conflictive learning processes overall that deserve attention.
The possibility of trial and error through participating in these games both within a
session and between waves shows that without a feedback and discussion process with
the groups, the potential for detrimental effects arising from a previous negative
experience could exacerbate the problems of free-riding and taking advantage of
privileged positions to derive rents given previous cases of having been taken advantage
of in a previous stage or wave. This was specially the case for those located in
downstream positions in their first experience. On the other hand, the possibility of
exchanging these experiences through the community workshop, and building a sense of
common good towards higher group contributions for the provision of more water for
all to distribute equally seems to have a powerful effect from the first to the second
wave.
Returning to the literature (Pahl-Wostl et al., 2007; Hamari et al. 2014) and framework
on gamification presented in Figure 1: triggered by the competition and cooperation
dynamics experienced in the game, players’ mental models and their psychological
outcomes changed, which resulted in the adoption of new strategies as the game
progressed. Comparing the way participants played during the different stages of the
game as well as during the first and second waves of the game, we observed significant
changes in players’ behavior. Public incentives (the intrinsic motivational affordance)
became progressively more salient in comparison to private incentives (extrinsic
motivational affordance). In the second wave overall contributions to the public fund
increased; as did equity indicators for water distribution also improved in the second
wave. Game results also show that face-to-face communication and the workshop hold
in one of the groups after the games became important catalysts of the psychological and
behavioral evolution. Communication was seen to increase cooperation and reduce
inequity significantly. Similarly, the group that participated in the workshop showed in
27
the second wave greater improvements in their distribution efficiency and higher
contributions in the communication rounds in comparison to the group that did not
participate in the workshop.
The results obtained also suggest that CPR experiments can help create the capacities
needed between players or by extension, natural resource users, to advance social
learning for CPR management (Pahl-Wost and Hare, 2004). The game helped in the
process of joined problem identification, as the game helped view a real life problem or
situation from a new perspective. We also saw that players became to some extent
aware of each other’s actions and goals. The behavior of some players influenced the
actions of the rest of the players. For example, the behavior of player A at the beginning
of the game had a major impact on the strategies adopted by the rest of the players. If
player A was fair during the first round of the game, the rest of the players contributed
more to the public fund in the subsequent rounds of the game and there was more
equity in water distribution in comparison to when player A was unfair in round 1.
Similarly, players upstream restrained themselves to a certain extent in extracting water
allowing players downstream to acquire more water.
Throughout the second stage of the game, players had to experience every position on
the watershed with the aim of helping players understand the complexity of the CPR
system and how the resource availability fluctuates depending on the player’s location
in the system and the rest of the players’ actions. As a result of these dynamics, the
actors (players) mutual interdependence became explicit during the game. Contrary to
expectations, the rotation rule did not seem to affect either group efficiency in the
provision of water nor the fairness in its distribution.
Face-to-face communication and the workshop proved key in helping players (users)
understand the mutual benefits of cooperation. These two catalysts were critical
elements for building trust among participants. They favored the creation of informal as
well as formal relationships which are all very much needed for building confidence
among players or in a real setting, for the creation of formal and informal institutions
that can monitor and guide water or other natural resources management. Face-to-face
communication proved indeed very effective in improving cooperation and reducing
inequity. Similarly, the power of CPR experiments seems to increase when a workshop
was provided at the end of the game. Overall, CPR experiments seem to be a promising
tool to stimulate group learning and the development of shared meanings and values, all
so important for advancing social learning and fostering joint action or collective action.
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Appendices
Table xx. Regression results for analyses for individual level data for contribution percentages by each position assigned in base line. Between brackets are the standard deviations.
(1) (2) (3) (4) (5) VARIABLES A B C D E Wave -5.6275*** -39.1541*** 2.0057** 0.0573 -0.8557** (0.0033) (0.5860) (0.0454) (0.0221) (0.0391) Treatment -2.5236** -40.3539*** -9.6616** -0.2235* -2.9043** (0.1177) (0.5610) (0.2043) (0.0276) (0.0574) Treatment * Wave 1.7805* 23.9539*** 8.6908** 0.3277** 2.1555** (0.1487) (0.3243) (0.2344) (0.0113) (0.0481) Workshop -4.9514** 16.7729** 3.7789*** -0.2365 -
0.6021*** (0.1039) (0.2662) (0.0412) (0.0550) (0.0044) Round -0.0010 0.0029* -0.0007 -0.0094 -0.0133 (0.0036) (0.0002) (0.0022) (0.0026) (0.0026) Rule 2 0.0068 0.0740** 0.0385 0.2132*** 0.2294 (0.0288) (0.0035) (0.0502) (0.0013) (0.0490) Rule 3 0.1294 0.0903 0.0699 0.3411 0.5889* (0.1801) (0.0246) (0.0362) (0.0948) (0.0639) Treatment * Rule 2 -0.0107** 0.0212*** 0.0456** 0.0060* -
0.0368*** (0.0005) (0.0003) (0.0008) (0.0007) (0.0004) Treatment * Rule 3 0.0773 0.1243** 0.1911*** 0.0545*** 0.0420* (0.0258) (0.0070) (0.0004) (0.0008) (0.0038) Rule 2 * Location in watershed
-0.0145* -0.0391*** -0.0302 -0.0510* -0.0471
(A=1; B=2; C=3; D=4; E=5)
(0.0014) (0.0005) (0.0195) (0.0070) (0.0118)
Rule 3 * Location in watershed
0.0053 -0.0042 0.0015 -0.0375 -0.0800*
(A=1; B=2; C=3; D=4; E=5)
(0.0447) (0.0088) (0.0064) (0.0188) (0.0109)
Lagged share resource left
0.0330 0.0699 0.0983 0.0718 0.0535
(0.0183) (0.0214) (0.0368) (0.0411) (0.0085) Age 0.0711** -0.1228*** -0.1031*** -0.0258** -0.0100** (0.0020) (0.0015) (0.0010) (0.0017) (0.0002) Gender -5.0575** 12.3466*** 0.5028* 0.7344** -0.2772** (0.1245) (0.1827) (0.0424) (0.0365) (0.0061) Constant 14.4742*** 111.1027*** 9.0779** 0.9905** 9.1488** (0.0323) (1.5411) (0.2950) (0.0757) (0.2712) Observations 1,067 1,097 1,067 1,011 1,025
32
R-squared 0.4794 0.5231 0.4855 0.5324 0.5478 Session fixed effects and errors clustered by aqueduct
YES YES YES YES YES
Socioeconomic and community controls
YES YES YES YES YES
Notes: Robust standard errors in parentheses *** p<0.01, ** p<0.05, * p<0.1
33
Table xx. Regression results for analyses for individual level data for fair extraction
indicator by each position assigned in base line. Between brackets are the standard
deviations.
(1) (2) (3) (4) (5) VARIABLES A B C D E (dep. Variable : fair extraction)
Wave 53.2578*** 100.7242** -58.0212** 18.1885 -651.1453** (0.7908) (4.9031) (1.6317) (4.1685) (33.6475) Treatment 40.2415* 319.9390* -62.3216* 30.3884* -688.7098** (5.6406) (34.4383) (9.1444) (4.6837) (33.9141) Treatment * Wave -33.1151 -203.48** 66.6076* -31.078* 645.9914** (5.5950) (14.0923) (8.6509) (4.8526) (32.9007) Workshop 25.8159* -186.8166 -67.0247** -0.7686 -116.1460** (3.1706) (34.4688) (3.0253) (0.1888) (8.2057) Round 0.4278 0.3312 0.1219 -0.1357 -0.0135 (0.2233) (0.1937) (0.1308) (0.3669) (0.6442) Rule 2 1.3475 -2.9120 -2.5827 0.3067 1.0137 (3.6604) (1.3334) (0.5431) (2.7689) (5.5004) Rule 3 0.5972 -2.7681 -0.4727 1.3715 0.9416 (4.7182) (1.5369) (1.2567) (4.2189) (8.1506) Treatment * Rule 2 -1.3170** -1.0548* 0.4308** 1.1838** 0.6075* (0.0575) (0.1043) (0.0071) (0.0800) (0.0882) Treatment * Rule 3 1.5787 1.3745 -0.3094 1.7894 5.2022** (0.8522) (0.5467) (0.0500) (0.2921) (0.1121) Location in watershed 3.0218 3.3141* 3.2003* 3.9177* 3.5353 (A=1; B=2; C=3; D=4; E=5)
(1.3657) (0.4149) (0.2901) (0.5461) (0.9353)
Initial resource -0.0769* -0.0439 -0.0326** -0.0163 -0.0100 (0.0096) (0.0309) (0.0008) (0.0109) (0.0087) Relative contribution -0.8289 -2.6724 -5.8934*** -7.4281 -1.4733 (13.2631) (1.3532) (0.0638) (7.5840) (4.1017) Gender 38.4541* -71.7636 3.4887 -13.03* -140.6131** (3.8436) (14.9815) (1.0172) (1.3981) (7.3871) Constant -183.387** -190.3599* 228.5063** -40.8572 2,744.5515** (8.3269) (29.8909) (5.8715) (7.6464) (132.5059) Observations 1,034 1,075 999 913 886 R-squared 0.4823 0.3849 0.5075 0.4378 0.3029 Session Fixed effects and errors clustered by aqueduct
YES YES YES YES YES
Socioeconomic and community controls
YES YES YES YES YES
Robust standard errors in parentheses *** p<0.01, ** p<0.05, * p<0.1