A Java-based microworld environment for studying resource management is described. FISH 3 may be used in research or the classroom to investigate commons dilemmas and resource dilemmas. The program uses ocean fishing as its metaphor; participants ("fishers") experience the metaphor through both graphics ("fish" may be seen in an ocean) and text (e.g., resource replenishment is translated as "spawning"). In either stand-alone or networked modes, either with all human fishers or a mixture of human and computer fishers, 15 parameters such as the number of resource units (fish), participants (fishers), and trials (seasons), payoff values, the rate and period of resource regeneration (spawning), harvesting greed by computer fishers, awareness of other harvesters' actions, uncertainty in the amount of the resource, operating costs, and whether the resource is visible to harvesters may be varied.
CITATION STYLE
Gifford, J., & Gifford, R. (2000). FISH 3: A microworld for studying social dilemmas and resource management. Behavior Research Methods, Instruments, and Computers, 32(3), 417–422. https://doi.org/10.3758/bf03200810
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