The Game
Playing the Game
- Each student needs access to a computer with an Internet connection and a Java enabled browser (running Java 2 v 1.43.x. or later.
- Game can be played during class time or at another time in which all students can commit an hour
- So far used with classes of up to 50 students; larger classes possible
- Game produces summary measures for posterior analysis and class discussion
Economic Model
Game simulates Ricardian model of trade with linear production technologies:
Where
= country c’s labor endowment,
= country c’s production of good g, and
= unit labor requirement of good g in country c.
Consumers in all countries have the same preferences, which we model with a CES utility function
Notice that this utility function includes the logarithmic and the Leontief as limiting cases (as approaches 0 and )
For Instructors
- Instructors can choose among the existing games or create a new one
- A game is defined by choosing country names, good names, and parameter values for ,, and
- Typical game has 2 countries and 2 goods
- Instructors schedule the time and duration of games
If you would like to use the program, please contact Manolis Kaparakis at mkaparakis@wesleyan.edu.
For Students
- Students are randomly assigned, as they log in, to one of the countries
- The game is divided in a number of rounds, typically 4
- In each round, students decide
- How much to produce of each good
- Whether to post a trade
- Whether to accept a posted trade, and
- How much to consume of each good
- During the round, students know
- The parameters and of their country
- How their score is computed
- Remaining time till the end of the round
- Remaining labor endowment
- Inventory of goods produced, offered for trade, or available to consume
- Cumulative and current score
- The score is computed as the utility of consumption during the round
- Utility is scaled so that a value of 1 is the optimal utility under autarky; values over 1 indicate gains from trade