Playing Games To Save Water: Collective Action Games For Groundwater .

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Center for Behavior, Institutions and the EnvironmentCBIE Working Paper Series#CBIE-2017-001Playing Games to Save Water: Collective Action Games for GroundwaterManagement in IndiaRuth Meinzen-Dick2033 K Street, NW, Washington, D.C. 20006-1002, USAMarco A. JanssenArizona State University, PO Box 875502, AZ 85287-5502Sandeep KandikuppaThe Graduate School, 200 Bynum Hall, University of North Carolina, Chapel Hill NC, 27599-4010Rahul ChaturvedPost Box No. 29, Jahangirpura, PO - Gopalpura, Vadod- 388 370, Hadgud, District - Anand, Gujarat, INDIAR. Kaushalendra RaoPost Box No. 29, Jahangirpura, PO - Gopalpura, Vadod- 388 370, Hadgud, District - Anand, Gujarat, INDIASophie Theis2033 K Street, NW, Washington, D.C. 20006-1002, USAJanuary 25, 2017The Center for Behavior, Institutions and the Environment is a research center located within the Biosocial ComplexityInititive at ASU. CBIE can be found on the internet at: http://cbie.asu.edu. CBIE can be reached via email atcbie@asu.edu.c 2015 R. Meinzen-Dick. All rights reserved.

Playing Games to Save Water: Collective Action Games for Groundwater Managementin IndiaRuth Meinzen-Dicka , Marco A. Janssenb , Sandeep Kandikuppac Rahul Chaturvedd R. KaushalendraRaoe Sophie Theisea 2033K Street, NW, Washington, D.C. 20006-1002, USA;State University, PO Box 875502, AZ 85287-5502;c The Graduate School, 200 Bynum Hall, University of North Carolina, Chapel Hill NC, 27599-4010;d Post Box No. 29, Jahangirpura, PO - Gopalpura, Vadod- 388 370, Hadgud, District - Anand, Gujarat,INDIA;e Post Box No. 29, Jahangirpura, PO - Gopalpura, Vadod- 388 370, Hadgud, District - Anand, Gujarat,INDIA;f 2033 K Street, NW, Washington, D.C. 20006-1002, USA;b ArizonaCorresponding author:Ruth Meinzen-DickInternational Food Policy Research Institute, 2033 K Street, NW, Washington, D.C. 20006-1002, USAr.meinzen-dick@cgiar.orgAbstract:Groundwater is one of the most challenging common pool resources to govern, resulting in resourcedepletion in many areas. We present an innovative use of collective action games to not only measurepropensity for collective action, but to improve local understanding of groundwater interrelationshipsand stimulate collective governance of groundwater, based on a pilot study with NGOs in AndhraPradesh, India. The games simulate crop choice and consequences for the aquifer. These were followedby a community debriefing, which provided an entry point for discussing the interconnectedness ofgroundwater use, to affect mental models about groundwater. A slightly modified game was played inthe same communities, one year later. Communication within the game increased the likelihood ofgroups reaching sustainable extraction levels in the second year, but not the first. Individual paymentsto participants based on how they played in the game had no effect on crop choice. Either repeatedexperience with the games or the revised structure of the game evoked more cooperation in the secondyear, outweighing other factors such as education, gender, and trust index scores. After the gameswere played, a significantly higher proportion of communities have adopted water registers and rules togovern groundwater, compared to other communities in the same NGO water commons program.Because groundwater levels are affected by many factors, games alone will not end groundwaterdepletion, but can contribute to understanding of the role of crop choice and collective action, tomotivate behavior change toward more sustainable groundwater extraction.Keywords:Experimental Games; Groundwater; Collective Action; India; Stakeholder Engagement; WaterManagement

Playing Games to Save Water:Collective Action Games for Groundwater Management in India11. IntroductionThe research on the governance of common pool resources such as groundwater, hasdemonstrated that self-governance by communities can be very effective (Ostrom, 1990).Exemplar communities have created rules who can appropriate the common resources when,where and how, and enforce those rules. Yet effective collective action does not alwaysemerge. If self-governance can lead to effective and sustainable outcomes, how can westimulate such solutions? Imposing social optimal solutions can lead to perverse outcomes,because of concerns of procedural justice (DeCaro et al. 2015) or crowding out of moralsentiments (Bowles, 2008; Cardenas et al., 2000). Programs in irrigation and forestmanagement have used community organizers to stimulate collective action, but this isexpensive and creates dependencies on external programs and funding (Bruns and Bruns 2004);in many cases the cooperation is not sustained after the program ends.In this paper we present the use of behavioral games on common pool resources as aninstrument to facilitate self-governance. Those games create an action situation in whichparticipants have a salient collective experience which will be discussed at the community level1Acknowledgements: This work was undertaken as part of the CGIAR Research Program on Water, Land andEcosystems (WLE), Colombo, Sri Lanka. We would like to thank all donors who supported this research throughtheir contributions to the CGIAR Fund. We thank the men and women from the participating communities in thevillages of NP Kunta and Tanakallu Mandals, the field staff of the Foundation for Ecological Security, in particularMs. Hemalatha, Mr. Noor Jaan and a special word of gratitude to the management and staff of Jana Jagriti,Tanakallu Office; in particular Mr. D. P. Balaram, CEO, Mr. S. Srinivas Reddy, Project Coordinator and Mr.Lakshmana Murthy, Social Mobilizer. Bryan Bruns assisted with training in 2014 and provided valuable suggestions.We also thank Jagdeesh Puppala Rao, Juan Camilo Cardenas, Claudia Ringler, Bryan Bruns, and Andrew Bell fortheir advice and comments. Responsibility for any errors rests with the authors.1

and stimulate co-discovery of new solutions. We present our results from a pilot study ongroundwater governance in Andhra Pradesh, India and discuss the potential for such games tobecome an intervention tool.to affect mental models of a resource and highlight theimportance of collective action.Although water, as a mobile common pool resource, is challenging to govern, there aremany examples of effective collective action to manage surface water (Tang 1992; Schlager etal. 1994). However, groundwater poses additional challenges, owing to difficulties in observinguse and understanding resource dynamics (Schlager, 2007; Verma et al. 2012). Consequencesare seen in rapid groundwater depletion in many countries, including notably hard rock areas ofIndia. Community groundwater budgeting programs show promise in limiting irrigationwithdrawals, but such cooperation often ends when the project ends (Garduño et al. 2009;Wani et al. 2008).Behavioral experiments have been used extensively to study factors affecting collectiveaction, including for resource governance (Poteete et al., 2010). Anecdotal observationssuggest that doing experimental games in communities can also lead to changes in practices(Cardenas & Carpenter 2005). Framed field experiments provide opportunities for dialogue withcommunity members regarding collective action, and the exercises and discussions may offer asafe environment to experience a shared challenge so they can discuss and ponder thesignificance of the situation. This may lead to changes in community members’ views on thevaluation and management of the resource. Studying these effects can indicate whether suchgames can become a tool for strengthening collective action.2

This paper presents results of a pilot study to examine whether games can stimulatelocal collective action for groundwater management in hard rock areas of Andhra Pradesh,India. Those games contain elements of role playing games (RPGs) (Barreteau et al. 2007) andexperimental economics (Ostrom et al. 1994; Bousquet 2003). We begin with a theoreticalreview of how experimental games can contribute to collective resource management,followed by an overview of the groundwater situation in Andhra Pradesh and the potentialcontribution of the games in improving local understanding of groundwater dynamics and rulesfor its governance. We then describe the methodology of our study and the results in terms offactors affecting how people played in the games, the influence on local mental models, andthe indications of broader impact of the games. The discussion and conclusions deal with thepotential of games as a facilitation tool for social learning and as a way of strengtheningcollective resource governance.2. Theoretical Prospects on the use of Behavioral Experiments and Role Playing GamesThe use of groundwater games has two effects that can explain the potential beneficialimpact. First, humans have difficulty understanding causal relationships in dynamic systems.Even highly educated graduate students in engineering fail to correctly describe the dynamicsof simple systems like filling a bathtub (Booth Sweeney and Sterman, 2000; Cronin et al., 2009).Moxnes (2000) found that the lack of understanding of dynamic systems can explainoverharvesting of dynamic resources. Hence, when communities in rural India get access topowerful pumps with free electricity, the consequences of the resulting increased water use onthe groundwater level is not evident to them. Especially in hard-rock areas where the aquifer3

boundaries are complex and where the groundwater levels change rapidly due to monsoonrainfall, we found from surveys that people’s mental model of groundwater levels did includerainfall, but not crop choice.Mental models are peoples’ internal representation of external reality (Hoffman et al.2014) and are assumed to influence decision making of resource users (Jones et al., 2011).There is increased attention to the role of mental models in natural resource management, butone of the key challenges remain the elicitation of those mental models (Jones et al., 2011).Vuillot et al. (2016) study the relationship between mental models and the actions of resourceusers. Differences in farmer practices can be explained partly by differences in mental models.The biophysical and social contexts, including policies, constrain actions of resource users andexplain why they may not make actions in line with their mental models.As discussed below, the participants in our games have a limited understanding aboutthe nature of the groundwater problem. By demonstrating the inter-relationships between cropchoice and water levels, the games may reveal the mismatch between the mental model andthe actual dynamics of the system, and may improve the understanding of the dynamics of thesystem. A better understanding of the system dynamics will enable the resource users todevelop better governance.The second effect is pedagogical. NGOs have been teaching the use of water budgets incommunities, but the changes have been limited after the intervention ends (Garduño et al.2009). This might be caused by the way information was transmitted. In pedagogical researchthere is a debate on the effectiveness of teaching (Lujan and DiCarlo, 2006). A passivedissemination of facts does not stimulate a deep understanding of the problem and a life-long4

learning. More active and collaborative learning activities such as educational games have beenfound to stimulate a deeper understanding of complex educational material (Lujan and DiCarlo,2006).The use of economic experiments in the classroom has been shown to increase theunderstanding of economic concepts (Dickie, 2006; Durham et al. 2007; Ball et al. 2006; Frank,1997). The performance is measured by test scores compared to control classes who do not useexperiments. Ball et al. (2006) assessed the effectiveness of using the Wireless InteractiveTeaching System (WITS) in economics classes. Experimental class students obtained on average3.2 points more than control class students. The experiments had a greater impact on groupsthat usually have more difficulties learning economics, such as women and freshmen. The mainexplanation found for these positive results was that students and teachers enjoyed theexperimental classes more and as a result, they were more engaged with the materials and thediscussions. Frank (1997) compared the results of a group of students who participated in asimple classroom experiment about the use of common-property resources with the results ofa control group of students. The students participating in the experiment obtained highergrades than the control students in a test about the “tragedy of the commons”.The way the experiments are implemented has an impact on the outcome. Cartwrightand Stepanova (2012) find that reflection on the experience with experiments by writing areport increase the effectiveness. Rousu et al. (2015) show that providing monetary incentivesincrease the performance in student exams. In a meta-review of serious games in education,Wouters et al. (2013) found that learning effects were greatest when games were repeated,supplemented with other methods, and players worked in groups. These studies suggest that5

effectiveness of the use of experiments, at least in education, is increased if the educators cancreate ways to enhance the engagement of the students.The hypothesis that experiments can be used as a pedagogical tool to strengthencollective action in practice was partially explored for first time in Cardenas and Carpenter(2005). As a result of many years of field experience with experimental games, the authorsnoted that experiments provided participants with useful metaphors for their daily lives. Theyanalyzed the learning effect of experimental games in three villages of Colombia by conductingtwo rounds of experiments. The second round was conducted several months after the first.One or two days after the first experiments, a workshop was held in each community to discussthe strategies that participants followed during the games as well as other relevant issuesrelated with the management of common pool resources. The role of the workshop in providingcooperation mechanisms and promoting pro-social behavior was believed to be high. Theresults of the second round of experiments suggest that both new and experienced participantscooperated more in the second round, although Cardenas and Carpenter (2005) alsoacknowledge that a more-systematic follow-up approach would be needed to obtain moreconclusive results.The present study provides such systematic testing of the effect of collective actiongames on collective action for natural resource management. Most experimental studies lack acollective debriefing session and can thus contribute to individual learning, but not sociallearning. To address this shortcoming, our approach includes community-level debriefing todiscuss the outcomes of the games and their relevance to the local situation.6

There are similarities between the use of such behavioral experiments as a tool forlearning and role-playing games (RPGs) used for natural resource management. Many RPGsinvolve complex interactions, where players are asked to take on different roles, either actingthem out or using board games or computer simulations. Shah, Verma and Krishnan (2013)report on the use of a detailed RPG to simulate groundwater irrigated production dynamics andpossible reform options in India. Although RPGs are often used as a research tool to understandlocal ecological knowledge and strategies or to validate models, they are also now being used ininterventions to improve management of resources such as irrigation systems, biodiversity, orlandscape planning (Barreteau et al. 2007, Bousquet et al. 2003). Villamor and Badmos (2015)report on a recent use of an RPG on grazing management in Ghana, which was replicated across23 sites, and found that the game did elicit local goals and understanding of their situation, butwas limited in facilitating social learning. Dionnet et al. (2008) used RPGs as part of aparticipatory process for farmers developing collective drip irrigation systems in Morocco, andfound that the RPGs could be very useful for the learning process, but there is a challenge inidentifying the appropriate level of abstraction that allows farmers to consider different optionsbut also relate this to their own real-life situations (see also Kuper et al. 2009). Althoughsimplified RPGs and complex behavioral experiments are very similar, the latter are generallysimpler and more generic, with fewer roles or positions and more predefined outcomes. Thismakes them easier to replicate across sites, while leaving space for participants to identify thelinks between the games and their own situations, especially in the context of facilitatedcommunity debriefings.7

Another difference between RPGs and behavioral experiments is the use of monetarypayments in behavioral experiments as salient incentives for decision making. The practice ineconomics is to provide individual (monetary) rewards so that actions have motivationalrelevance (Smith, 1982). In RPGs there is no practice of individual financial incentives. Providingdifferent individual payments to participants in behavioral experiments as an activity of NGOsto strengthen collective action is a concern. Differential individual payments are in contrast tocommon practices of the NGOs. Therefore, we review the practice of monetary rewards inbehavioral experiments.Does the use of monetary rewards in behavioral experiments affect the outcomes?Psychologists and economists have done similar experiments, but psychologists do not usemonetary rewards and argue that such monetary rewards will not affect the decisions (Smithand Walker, 1993). Experimental evidence indicates that payments can have an effect. Ifparticipants perceive the rewards as a fair contribution for the effort, the results will not beaffected by different levels (Gneezy and Rustichini, 2000; Amir et al. 2012). However, if themonetary reward is very low, this can backfire and participants will put in less effort (Gneezyand Rustichini, 2000). Gneezy and Rustichini (2000) found that it could be more effective toappeal to moral incentives (such as contributing to an important activity) rather than providinga monetary reward. If collective action games are to be part of interventions in communities forresource management, there are legitimate concerns not only about the cost of makingsignificant enough payments, but also that individual payments may cause resentment by thosewho lose out or are not invited to play. It is therefore important to test whether paymentmethod affects either performance in games or the learning from the games.8

In sum, the use of games--an activity that includes elements of role playing games andexperimental economics--in communities has potential to increase their understanding of therelationships between their actions and groundwater levels, to frame the problem as acollective action problem, and provide ways to address the collective action problem.3. Context and Potential Contribution of Groundwater Games in Andhra PradeshOver 60% of the irrigation and 85% of domestic water in India comes from groundwater(World Bank 2010). As demand for both water uses grows, it has led to falling water tablelevels in many areas. This is particularly the case in the state of Andhra Pradesh, which haspredominantly hard rock aquifers with patchy areas of groundwater and low storage (WorldBank 2010). During the last three decades, the number of wells and the land undergroundwater irrigation has almost tripled (Directorate of Groundwater 2011). In 2008, of thestate’s 1,227 groundwater blocks (sub-district administrative units), 300 were at critical oroverexploited levels and 208 were at semi-critical levels (World Bank 2010).2Many factors affect groundwater levels, including natural processes, state policies, localrules, and individual choices that affect the balance of groundwater recharge and extraction(use), as illustrated in Figure 1. Environmental factors such as rainfall patterns and the type ofsubstrate determine groundwater recharge rates. Groundwater recharge rates can also beimproved with the implementation of watershed management programs and other2In 2014 Andhra Pradesh was divided into two states: Andhra Pradesh and Telangana. State-levelfigures in this paper refer to the undivided state. All study areas are in the portion that remainedAndhra Pradesh.9

participatory programs that focus on enhancing the management of groundwater and othernatural resources (Gray and Srinidhi 2013; Kerr 2007).On the groundwater use side of the equation, state regulations can have an effect.There are policies regulating the spacing of wells in areas designated as over-exploited, but theimplementation of these policies is often weak (Kemper 2007; Shah et al. 2012). State policy onenergy can influence groundwater use, but electricity tariffs in Andhra Pradesh follow a flatrate system under which electricity is either free (for pumpsets under 10 horsepower) or asmall monthly fee per horsepower for larger pumps, regardless of pumping hours. Thisencourages inefficient groundwater pumping practices like the operation of borewell pumpswith low groundwater levels or leaving pumps switched-on to get supply when the poweractivates (World Bank, 2009). Crop prices, which are affected by state policy as well as marketforces, also influence groundwater use via economic incentives to grow water-consumptive orother types of crops.Ultimately, groundwater use for irrigation (which is the largest source of groundwaterextraction) hinges on the decisions of millions of individual farmers. These decisions arecertainly affected by these state policies, but can also be influenced by communitygroundwater rules. But whereas there are many longstanding customary institutions governingsurface water in Andhra (c.f. Wade 1994), these are less common for groundwater irrigation.Part of the reason for this is that surface irrigation has a history of hundreds of years in thisarea, and it is relatively easy to see the water flows. By contrast, groundwater use hasdeveloped rapidly over the last 40 years with the introduction of motorized pumping. Thecomplex hydrology, especially in hard rock aquifers, combined with the lack of visibility of10

groundwater flows, has limited the emergence of local custom about groundwater.Furthermore, surface irrigation has required collective or state investment to build andmaintain, whereas groundwater is tapped through individual investment, so that rules forsharing the water have not been called for.There have been a number of programs to stimulate community groundwatermanagement (see Das and Burke 2013; Garduño et al. 2009; Reddy, Reddy, and Rout 2014).NGOs play a key role as community mobilizers and facilitators of these programs by raisingawareness among community members about the fragility of the resource and the importanceof cooperating on provision (e.g. watershed management to enhance recharge) or onexpropriation (e.g. limiting groundwater extraction). NGOs use a variety of tools to mobilizecommunity and encourage collective action such as meetings with community members,trainings, Participatory Rural Appraisal (PRA) tools and focus group discussions. Ideally, as aresult of these meetings, community groundwater budgets and other sort of rules andagreements are developed among community members to regulate groundwater extraction.Even though the results of these programs have been encouraging in many locations, the longterm sustainability of these programs after the external support is removed is still a majorchallenge (Wani et al. 2008). Thus, the interventions need to lead to community understandingof groundwater and the role of crop choice and extraction on groundwater depletion. As PahlWostl et al. (2007, 2008) notes, social learning that bring stakeholders together to developcapacity and trust needed for collaboration is increasingly important for water management.Based on a review of factors affecting collective action in other aspects of water andnatural resource management (e.g. Agrawal 2001; Bardhan 1993), we can anticipate that11

biophysical factors such as water scarcity and road access and characteristics of the users,including social capital, trust, and reciprocity among community members may determinewhether the community groundwater budgets and other rules developed by the communityare enforced (Bouma et al. 2008; Poteete et al. 2010).Experimental games offer an instrument for better understanding how groundwaterusers make decisions about groundwater use and which drivers favor community mobilizationand collective action (Meinzen-Dick et al. 2016). The present study goes beyond using suchframed field experiments as an extractive data collection exercise for understanding farmers’decisions, to using them as an input to NGO facilitation processes, to help farmers understandgroundwater dynamics and potentially contribute to the formation and application of rulesgoverning groundwater extraction.Based on the findings of Cartwright and Stepanova (2012) and Rousu et al. (2015) thatengagement with players increases effectiveness of the games in education, the gamesdeveloped for this project relate to the critical problems of groundwater depletion, to raiseawareness about the benefits of community cooperation and sustainable groundwatermanagement. The game focuses on crop choice, because growing water-consumptive crops hasan important effect on water consumption, and rules governing the crops grown undergroundwater are relatively easy to understand and monitor. In his review of local managementof groundwater, van Steenbergen (2006) underscores the importance of simple rules with lowtransaction in providing the basis for community action.Allowing communication during the game can help community members to realize theimportance of establishing norms for a rational exploitation of the resource. The game can12

change mental models and improve understanding of the effect of individual crop choice andwell use on collective groundwater levels. It also delivers the message that the total benefitsand costs for the group are more important than the benefits and costs for the individual. Toreinforce the social learning, community wide debriefing sessions after the game discuss therelevance of experimental game to the challenges the community is facing. The game used inthis study was designed with these factors in mind.4. MethodologyThis study was a collaboration between two research organizations and two NGOsworking to improve natural resource management in rural Andhra Pradesh. The games wereframed field experiments that simulated crop choice and groundwater levels. Crop choice wasselected as the key decision because it plays a critical role in net water extraction, and is alsoreadily visible, so local rules on crop choice are a viable way to limit groundwater extraction.The games were repeated in the same communities in 2013 and 2014, with modifications of thegame, as explained below, and the NGOs have monitored the communities to note whetherthere have been changes in patterns of groundwater use in the communities where gameswere played. Factors affecting cooperative choices in the game were identified through logisticregression analysis using results in the game and information about the players from a postgame survey. The effects of the games on mental models are assessed based on a survey ofcommunity members who did not play the game, with additional qualitative data from notes onthe discussions during the game and debriefing sessions and NGO observations on the outcomeof the games in the communities.13

For each habitation (local community), the local watershed association was asked toinvite a group of 5 men and a group of 5 women from households using groundwater toparticipate. Each group began with 50 units of groundwater, and players were asked to choosebetween “Crop A” which took 1 unit of groundwater and gave 2 units of money, and “Crop B”which took 3 units of groundwater and gave 5 units of money.The game was explained to participants using a large graphic poster and discussion ofhow these abstract crops related to local crops with different levels of water consumption andreturns (see Figure 2 for an English version; the one used was in Telugu). Each player chosetheir crop, showed their choice in private to the game facilitator. At the end of each round, thetotal water consumption was announced and shown by lowering the water table on thegraphic. Then a fixed amount of recharge was provided (5 units when the games were playedin 2013), and a new water table level was announced for the start of the second round. After 23 practice rounds, this was repeated for up to 10 rounds, but if the water table went below 10units, the game was over (see Annex A for full protocol used in 2014).The game was designed to simulate a real-life collective action dilemma in crop choice:if all players chose the less water-consuming crop, the water table would be fully replenishedeach round, but if all chose Crop B, the game would be finished after 4 rounds. Thus, Crop Bwould give higher initial earnings but less for the total game. Players were not told how manyrounds the game would be played, but were shown on the graphic that if they all chose B, thegame would be over in 4 rounds and if all chose A, the game could be repeated indefinitely. 33See [xxxxx] et al. 2016 and Supplemental Material for the detailed experiment protocol.14

During the first set of up to 10 rounds, players were asked not to communicate. Thiswas followed by a discussion of their experience, and a second set of up to 10 rounds withcommunication of up to 1 minute per round, followed by individual (secret) crop choice.Based on experience in 2013, two important modifications to the game were made in2014. The

Playing Games to Save Water: Collective Action Games for Groundwater Management in India Ruth Meinzen-Dicka, Marco A. Janssenb, Sandeep Kandikuppac Rahul Chaturvedd R. Kaushalendra Rao eSophie Theis a2033 K Street, NW, Washington, D.C. 20006-1002, USA; bArizona State University, PO Box 875502, AZ 85287-5502; cThe Graduate School, 200 Bynum Hall, University of North Carolina, Chapel Hill NC .

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