Small-Scale Fisheries and Institutional Reform in Rural Tanzania - - PowerPoint PPT Presentation

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Small-Scale Fisheries and Institutional Reform in Rural Tanzania - - PowerPoint PPT Presentation

Overview Context Game and Experimental Design Data Collection Preliminary Results Small-Scale Fisheries and Institutional Reform in Rural Tanzania Paul Onyango 1 Matthew Reimer 2 Yaniv Stopnitzky 3 1 University of Dar Es Salaam 2 University of


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Overview Context Game and Experimental Design Data Collection Preliminary Results

Small-Scale Fisheries and Institutional Reform in Rural Tanzania

Paul Onyango1 Matthew Reimer2 Yaniv Stopnitzky3

1University of Dar Es Salaam 2University of Alaska–Anchorage 3University of San Francisco

November 2014

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Fisheries in Developing Countries

  • Small-scale fisheries employ the majority of world fishers, providing

food and livelihoods to 100s of millions of fishers and their families (FAO).

  • In these institutional settings, “top-down” approaches from

developed countries, which have successfully generated billions of dollars in new wealth, are not viable.

◮ Physical and information infrastructure required for effective

implementation and monitoring is absent.

  • So understanding mechanisms that foster strong local institutions

for small-scale fisheries management is of critical importance.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Fisheries in Developing Countries

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Importance of Institutions in Development

  • Growing interest in the role that institutions play in fostering

development.

◮ A new and growing body of work on this, such as, e.g. Acemoglu,

Johnson, Robinson (2005); Casey, Glennester & Miguel (2011); Dell (2013); Sheely (2014).

  • Despite their importance for economic development, little is known

about how to design, reinforce, or reform institutions.

◮ Too many contextual, endogenous factors (environment, culture,

(in)formality, etc.)

◮ Difficult to identify exogenous sources of variation in institutional

quality.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Our Project

  • General research question: Can institutional performance be

improved “endogenously” following an “exogenous” structured learning experience?

◮ In particular, is it possible to induce endogenous improvements in

institutional quality of local fishery management institutions in Tanzania?

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Our Project

  • We use repeated game-based experiments to focus players/fishers’

attention on critical aspects of how they affect (and are affected by) institutional performance.

◮ Hypothesis: these games can alter real-world behaviors—such as

cooperation, monitoring, patience—conducive to effective local resource management.

  • We hope to evaluate this hypothesis with an RCT that plays these

experimental games in a subset of existing Beach Management Units (BMUs) in rural Tanzania.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Beach Management Units (BMUs)

  • Many governments and civil society groups around the world are

engaging small-scale fishery users in co-management systems with a critical role for local institutions.

◮ But evidence on effectiveness of this is (predictably) mixed.

  • In Tanzania as well: for more than a decade, government and donors

have been promoting co-management strategies based on community associations known as beach management units (BMUs).

  • These are small elected councils of approximately 10 members from

a particular village/landing site.

◮ Duties include: endorsing a fisher so they can get a permit from

district office, patrols, impose fines, gather data on catches and prices.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Dynamic Common Pool Resource Game

  • Groups of 5 fishers, who play multiple rounds (mean number of

rounds per cycle: 10). Do this 3 times.

  • Individuals informed game will end randomly between 8 and 15
  • rounds. Avoids terminal stage effects.
  • Individuals harvest beans (fish) from the common pool (bucket) for

30 seconds per round.

  • Between rounds, fish stock grows (logistic); observed by individuals.
  • In each round, weight of individual harvests is measured by scale,

recorded by enumerator.

  • After each cycle, players paid 1000 tz shillings per kg of beans.
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Overview Context Game and Experimental Design Data Collection Preliminary Results

Action Shot of Game Play

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Dynamic CPR Game: Variations

  • With cheating.

◮ Each round players can opt to secretly “use illegal gear”, which

doubles their harvest for that round.

◮ The group only finds out that at least one person cheated when

extra beans are removed from the common pool between rounds.

  • With cheating and enforcement.

◮ Same as the cheating game, but each round there is a patrol, which

reveals the cheating status of one fisher.

◮ Group has the chance to punish them by missing rounds, verbal

sanction, or fine beans.

  • Individual vs. Social Learning

◮ Treatment arm in which groups are re-randomized between cycles.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Experimental Design

  • We selected two districts: Ukewere Island on Lake Victoria and

Mafia Island, a marine setting.

  • We obtained the universe of BMUs from the district fisheries
  • fficers, then randomly selected BMUs to play our game.
  • We played each game simultaneously in each of the selected BMUs

(i.e. block randomized at the BMU level) with a random sample of fishers who were present when we showed up.

  • We also played an additional game to study whether any observed

learning was happening via individual learning effects or social learning as a group.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

T1 ¡ T2 ¡ T4 ¡ T3 ¡ Ukerewe ¡

Experimental ¡Design ¡

¡ ¡ ¡ ¡T1: ¡Dynamic ¡CPR ¡Game ¡ ¡ ¡T2: ¡Dynamic ¡CPR ¡Game ¡w/ ¡CheaAng ¡ ¡ ¡T3: ¡CheaAng ¡and ¡Enforcement ¡ ¡ ¡T4: ¡Individual ¡vs ¡Social ¡Learning ¡ ¡ ¡T5: ¡Scarcity ¡ ¡

Cycle ¡2 ¡ Cycle ¡1 ¡ Cycle ¡3 ¡ 85 ¡

¡ ¡ ¡ ¡ ¡ ¡ ¡Actual ¡Sample ¡

BMUs: ¡17 ¡ N ¡= ¡298 ¡ Total ¡obs ¡“cycles”= ¡894 ¡

¡

425 ¡ 425 ¡

Individuals ¡

Mafia ¡ 20 ¡BMUs ¡Randomly ¡Selected ¡

425 ¡ 85 ¡ 85 ¡

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Types of Data Collected

  • BMU-level data: size, permits issued, revenues (including from

fines), expenditures, patrols, punishments imposed, data collection.

  • Fisher characteristics: household demographics, wealth, food

security, migration, life evaluation/welfare, fishing experience, effort, gear type, etc.

  • Fish market characteristics: types of fish caught, boat crew
  • rganization, experience with patrols, prices, etc.
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Overview Context Game and Experimental Design Data Collection Preliminary Results

Types of Data Collected

  • Game data: harvest decisions for each of average of 10 rounds, 3

cycles per game; round-specific decisions to cheat; whether player caught by “patrol”.

  • Learning and knowledge: attitudes about fish catches, overfishing,

externalities, limiting access to the fishery, illegal gear, etc.

◮ These questions were asked both before and after the game was

played.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Preliminary Results

.7 .75 .8 .85 .5 1 1.5 2 2.5 Does overfishing by others negatively affect me? mean 95% CI post .94 .96 .98 1 .5 1 1.5 2 2.5 Illegal fishing negatively affects me mean of variable 95% CI post

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Preliminary Results

4.65 4.7 4.75 4.8 .5 1 1.5 2 2.5 If fishers cooperated to reduce illegal fishing, we would all be better off. mean of variable 95% CI post 4.3 4.4 4.5 4.6 .5 1 1.5 2 2.5 If fishers cooperated to reduce fishing effort, we would be better off mean of variable 95% CI post

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Preliminary Results

.01 .02 .03 .04 .5 1 1.5 2 2.5 Is it OK to use monofilament nets? mean of variable upper bound on 95% CI/lower bound on 95% CI post

Graphs by learning outcomes grouped

.1 .15 .2 .5 1 1.5 2 2.5 Is it OK to use (illegal) mesh size? mean of variable upper bound on 95% CI/lower bound on 95% CI post

Graphs by learning outcomes grouped

.01 .02 .03 .04 .05 .06 .5 1 1.5 2 2.5 Is it OK to beach seine? mean 95% CI post

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Preliminary Results

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Next Steps

  • This summer we return to the field to play the game:

◮ In the same BMUs as last year, with the same players. ◮ In the same BMUs as last year, but with new players. ◮ In new BMUs. ◮ Focused on BMU members only?

  • Will likely implement a version in which group sizes grow across

cycles.

  • In this pilot we are trying to find evidence that playing the game can

affect learning and behavior as a first step to improving institutions.

  • But the larger goal is improving BMU performance. We are using

the pilot study to get first evidence on this in order to seek funding for the full project.

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Overview Context Game and Experimental Design Data Collection Preliminary Results

Feedback

  • Any additional game variations to consider, with a focus on the

effect of the game on behavior outside the game?

  • Ideas for measuring institutional quality?
  • Ideas for data collection?
  • Suggestions for analysis? We have many interesting sources of

variation: across BMUs, across games/treatments within BMUs, time-based variation within game type and across cycles, comparisons between coastal and lake resources...