In my quest to re-develop my curriculum I have created a micro-economics game. I am going to beta test it Wednesday, Thursday, and Friday of this week with my senior economics class. Here is what I have so far, and I am wondering if you all could trouble shoot or provide any sort of feedback for me as I finish up the final details in preparation for Wednesday.
1: The purpose of this game is to illustrate a variety of micro-economic concepts, such as supply and demand, the role of prices, the impact of competition, scarcity, opportunity costs and trade offs, etc.
2: The game will consist of 10 teams of two people. Each team will represent a fictitious nation. Each nation will have 2-3 natural resources within their borders.
3: The natural resources are wood, wheat, coal, iron, and oil.
4: Game play will occur in real time following a prescribed sequence. Each sequence will be timed in order to ensure game pace stays high.
- Technology Auction: Each resource has three levels of technological development that may be purchased, however, each level of tech development occurs only once in the game; once a nation has purchased it, no one else may acquire it. (more on the technologies below)
- Investment: Teams can spend their money on infrastructure in order to improve their resource collection and 'fire' the technology they may have purchased.
- Collection: Teams collect resources and record those numbers on a ledger sheet
- Market: Teams gather together in a commodities market in which they bring their resources for sale and seek out the resources they need. This will be a cash market only, as bartering gets to be cumbersome and inefficient, plus I want to be able to track prices for each resource.
- Reaccounting: Teams will be given a few minutes to retally their ledgers and strategize for the next round.
5: Technologies will be auctioned one at a time, once per round. They will appear in order but there may be a number of other technologies auctioned before the next tech level in a specific resource. For example: Wheat #1, coal #1, coal #2, iron #1, wheat #2, wood #1, oil #1, wood #2, wheat #3, oil #2 etc. A nation does not need to have tech level #1 in order to purchase/use tech level #2 of a resource. It is possible for a nation without a specific resource to purchase a technology in that resource in order to then try and sell it at the market.
Each technology will need to be purchased and then 'fired,' my term for implementing the resource. Firing a technology needs to happen only once, but will require cash and a certain amount of other resources to be paid (this will help ensure that students are active in the market, purchasing resources not found in their nation)
Each technology level will also provide extra incentives for the nation that acquires it and fires it.
6: The board, as of right now, is on large sheets of butcher paper and will be pinned up on the white board in my classroom. White boards are magnetic so my students will be using different colored magnets on the board as opposed to a traditional game board on tables, allowing me to leave the board up for the full three days.
Each nation has specified boundaries and each nation will have a capital city that they will have to connect to their resources via the building of infrastructure. Once an initial investment has been made for a resource, a colored magnet will be placed in that resource zone and a minimum amount of that resource can be collected. If a nation purchases a tech development an additional magnet of the same color will be stacked atop the first, making it clear where the tech development has occurred.
7: The winning team will be the one that has the most money at the end of the three days.
I think I may have left out some details, but for now that should suffice. Here are the questions I have right away:
1. What other ideas do you all have concerning benefits gained from the technologies? There is the obvious 'increase in resource output' but I would like to add other things.
2. One of the primary economic concepts is scarcity. How could I reflect scarcity in the resources? How would I be able to demonstrate that a resource has run out? I do have ten, 20-sided die if that helps.
3. What if a certain technological level is not purchased at the tech auction? Should there be some sort of game penalty for all nations involved? (I nabbed this 'tech auction' idea from Power Grid, but it has been a very long time since I have played and do not remember if there was a mechanism for that situation)
4. Other than a total amount of money, how else could I determine a winner?
I hope this makes sense. Getting ideas from head to paper is often difficult, as all of you are all too familiar, I am sure. This game idea could easily be adjusted to reflect macro-economic concepts and globalization, but that is for another day.
Cheers,
Jeremy
Kos,
Thank you so much! The earning money element isn't something I had really thought about apart from the selling of resources at an auction. In terms of demand, I had toyed with a few possibilities similar to the idea you brought up about cities or some sort of labor force that would in turn be demanding consumer products. I also like the idea of keeping the technology upgrades simple for this first go-round; I tend to have the problem of going too big/complex too fast.
What are your thoughts on creating that consumer demand? My initial brainstorming notes reflect a 'product market' in which nations can create one of five different products (one from each of the five resources) but I started to feel that that would be a lot to keep track of. How could I do that simply and efficiently without my students getting bogged down in the details?
Cheers,
Jeremy