Evolution in production and consumption systems – The Car Game
The game presented below was developed together with the people who attended the November 20th class. We started the game with a couple of very basic rules and improved it while we played it.
The game is supposed to show how consumer choices shape the cars’ characteristics and the frequencies of different variations of car’s characteristics. In this way, it intends to imitate the evolutionary dynamics of the car industry production and consumption system.
Rules of the game:
1 – There are three car companies, which produce 3 different cars: A, B, C.
2 – Each car company starts the each round with 10 allocatable points, to be distributed at will between four different car characteristics: sustainability, reliability, price and attractiveness.
3 – Every round, each member of the public decides which car they would like to buy. Each car company gets 1 extra allocatable point for every 2 cars it sells.
4 – (optional) Every 4 rounds, a dice is thrown which determines external conditions, such as incentives to buy cars with different characteristics.
An excel file can be found below with the game and rules as it was played in class. We arranged the excel sheet in such a way that as the game is played and you type in the results, a graph with the market share of each car company is made.
The game can still be much improved and I think the best way of doing this is by playing and seeing how changes in the rules lead to different dynamics. For the time being the only winners and losers are the car companies, and not the consumers. This makes the game much simpler and still remains relatively fun (even for the consumers), but some rules could be added so that consumers are also in some sort of competition.
The game was aimed at showing how evolutionary mechanisms shape the characteristics of cars. It was not entirely successful in doing this, and here are some positive and negative aspects of the game:
Positive points
In order for there to be evolution, there has to variation and selection. Individuals of a population present different characteristics (variation), some of which result in the selection of the individuals who possess them. Selection, in biological terms means either higher reproduction rate or lower death rate (before and during the reproduction period). For production and consumption systems, such as the car industry, “selection operates whenever a firm with a certain characteristic has a larger chance to outperform firms that do not possess that characteristic” (F.A. Boons, 2009).
One of the positive aspects of our game is that it incorporated both variation and selection, which operated whenever a certain company decided on a certain distribution of its available points that resulted in it selling more cars than the other companies.
Another positive aspect of the game was that it showed how good outcomes are auto-correlated. That is, good results increase the chance of further good results. The companies that had a good start and sold more cars had more allocatable points available, which made it more likely that their cars would be selected in future rounds, and that meant that they would have even more allocatable points in the future. While the richer got richer, the poorer got poorer. In the few rounds we played, the company that had a bad start could never recuperate. Whether this characteristic is really present in production and consumption system was debated among us and we didn’t reach a conclusion. In my opinion, to some extent it is, as when companies do well they have more resources to invest to make their product better. Nevertheless, new companies sometimes do appear, with much fewer resources than older ones, and our game wasn’t capable of reproducing this. At the same time, I don’t think you can really expect a game such as this one to reproduce even a fraction of the complexities of production and consumption systems but only some of the main characteristics.
Negative points
Our game had no real mechanisms of inheritance. Mechanisms of inheritance consist of transmission and retention mechanisms, as presented by F. Boons, 2009 (1). Even though there was some interaction between the companies, I don’t think this game provides any insight into how one company’s strategy in regard to the environment, for example, can affect how one of the other companies acts. Nevertheless, during the game we observed some companies trying to imitate the point allocation of another company in order to obtain a similar measure of success.
Another aspect this game failed in addressing was that companies cannot completely change the products they make from year to year. It takes time to develop the technology, and investing in a certain strategy, such reliability, will probably not produce immediate results. Nevertheless, in our game companies could change the characteristics of their cars radically from round to round.
Even though we aimed at showing the evolution of traits of cars, the game really shows evolution of car companies. This is an aspect of the game which should be worked upon, as we are not interested in the companies themselves, but in the characteristics of cars.
(1) Boons, F.A. 2009. An evolutionary approach towards the strategic perspectives of firms, chapter 8 in: Creating ecological value. Cheltenham: Edward Elgar.
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