The Hubbert game: a board game designed to teach the dynamics of resource depletion (original) (raw)
Abstract
This paper describes a simulation of the dynamic process of resource depletion in the form of an operational game. It is designed as a simple boardgame, conceived in order to provide students with a hands-on experience that may help them to understand the basic features of the dynamic approach to depletion. The game requires no computers and no special equipment. It can be played by up to four teams for a game time of one-two hours.
Key takeaways
AI
- The Hubbert Game simulates resource depletion dynamics using a hands-on board game format.
- It accommodates up to four teams and lasts one to two hours, promoting experiential learning.
- The game illustrates the 'bell shaped curve' of resource depletion, based on Hubbert's original concept.
- Random draws of counters represent resource extraction, simulating diminishing returns in production.
- Testing indicates the game engages students, but further assessment on knowledge retention is needed.
Figures (4)
4.1 The simplest version 4. Testing the game
A manageable run of this version, that is one that doesn't last more than about one-two hours for about 10 turns, can be played with four teams, a total of 200 chips in the bag, of which about 50% are black. The strip on the production sheet is composed of four squares, that is, fields are assumed to run out after four cycles (20 years). In these conditions, the game runs out, that is there are no more black counters in play, after ca. 10-15 turns. The duration of the play may also be set before it Starts (e.g. ten turns). The winner is the one who has accumulated the largest capital, measured by the total number of black counters owned, summing up those present on the production sheet and it the discard pile. Typically, more than 4 teams slow down the game too much, whereas the duration of the game is also affected by the total number of chips. A higher black/white ratio accelerates the game. The same is true for a smaller total number of chips, but that may also increase the random noise and obscure the obtained curves.
In practice, the game leader keeps a table with the cost of green counters as a function of the game turn, and announces it to the players on request. Initially, green counters are very expensive and, hence, a bad deal. But, as the game progresses, the cost of black counters increases, while that of green counters diminishes. Players have to balance their resources in such a way to be able to move to renewables before they run out of oil resources. A possible table that describes the declining cos of green counters is the following. Note that the breakeven point (EROEI=1) occurs at turn 5, assuming a productive duration of four turns for each counter. In the last turn, renewables are assumed to have an EROEI = 4. Again, this value indicates only the fraction of energy which is actually re-invested in new plants; each one will produce a larger amount that is assumed to be reinvested in social capital.
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