Jonas Heide Smith

Dept. of Digital Aesthetics and Communication,
The IT University of Copenhagen

Rued Langgaards Vej 7
Office 2D27
DK-2300 Copenhagen

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smith@itu.dk

Last update
24-08-2004

 

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Infrequently updated musings vaguely inspired by my PhD project.

Wednesday, December 08, 2004  

Some reflections of The Package Game

At Danish Christmas get-togethers the package game is often played. Here are some reflections based on recent personal experience. Disclaimer: None of this is to say that my family does not consist of genuinely altruistic warm-hearted Christmas-spirited über-philanthropists.

Rules: Each player brings a package (of some pre-arranged monetary value, say $3) which is placed in a package pool of un-owned packages. In the game’s first phase players take turns rolling a dice, each 6 rolled enables the player to take one package from the pool. When the pool is empty the game shifts to phase two in which a 6 lets a player take any package owned by another player. Usually, one person sets an alarm clock to a setting within a certain announced interval (e.g. 15-25 minutes). When the alarm sounds, the game is over and everybody keeps his or her then-current presents.

Of course, if the clock-setter is also a player, this creates a slight unbalance as one player is privy to special information about the game state.

So, what can we say about the game dynamics etc.

  • Technically, this is a zero-sum game. The sum is fixed (number of packages).
  • There are (technically) incentives to cooperate. For instance, in a player group of 10, 5 might agree never to “steal” from one another. Unless the rest catch on, anyone on the ally side will then only be potentially victimized by 5 players, while any non-ally will have 9 enemies.
    Less than full-blown pre-game conspiracy will do. In the logic of Tit-for-Tat any player may (at a short-term cost) communicate his or her vengefulness by always reciprocating an attack – the message may be clearest if the person consistently steals the present that the other player stole from him or her most recently. However, this strategy works poorly against itself and the trick is of course when to quit if caught up in a disastrous series of mutual retaliation (hey, I take my package game seriously).
  • The game has negative feedback (there's a push towards an equality equilibrium) due to the norm (see below) that you should generally steal packages from those who have many.
A number of social norms seem to apply in the games I’ve participated in:
  • You don’t steal packages from small children (unless they have huge numbers of packages)
  • You should not steal packages from the very package-poor (players generally scan the table for the larger piles and steal from them)
  • 'You don’t steal from extremely close family (your own children, your spouse). Alternative phrasing: You don’t steal from those with whom you will be next to you on the car ride home. Alternative 2: You consider packages taken by members of your household as partly yours since they’ll be under your roof (i.e. the value of taking such a package is less than 1 since you’re partly stealing from yourself).

[More to come as field work progresses]



posted by Jonas Heide Smith  # 8.12.04  
Comments:
One interesting aspect of this game, and one that I have consistently encountered in the past few years, is that of the 'golden package'. Now, I've played this game in two ways - one with wrapped packages (Type A) where the content of eaxh package is unknown - and one with unwrapped packages (Type B) where one can see what is traded around the table.

Strategy-wise, I have noticed that certain packages in the Type A games quickly gather a special value, thus becoming golden packages. The reasons for this elevation in consumer value is usually unknown, although I must confess that it often revolves around nudity and or human sexuality. Anyway, I have noticed that it usually is possible to designate one package this 'golden status' and thus draw attention to it. Now, I've done it a few times with packages I did not want (this also works with the wrapped ones, if you can grope it enough to get a sense of the contant, but it's much harder) and the result usually is a tricking of the other players of the game. Suddenly the 'golden package' becomes very interesting and you are free to play the field more openly because people are less likely to take note of your favorites...
 
Ehm... Its basically just a social construction... 3 is the magic word... There is no reality, only perception...

What else is there...

Use condoms?
 
I mean... Speaking of the "golden package"...
 
I'm sure you Package Game afficianados have noticed the online version DR is running at http://dr.dk/pakkeleg/, right? Apparantly you can win big prizes, so prehaps it's time to see if these strategies actually work.

.: Tore :: vesterblog.dk :.
 
Ahh, the parcel game. When I was a kid and my parents were still communists, they (and I) used to play it at the annual friends/family gathering - but with that special trotskyist twist - you don't steal parcels, no no no - you SWAP them when you roll a sixer. In the end therefore, everyone had one (and only one) parcel. Again there were two versions - disclosed and undisclosed - both creating incentives for the players to cooperate in tight knit groups (families or friendship groups) - the problem was you HAD to swap when rolling a sixer, even if you had the beforementioned golden parcel- so swapping with your mom would be the only solution to keep the goods under the same roof. This I believe created greater incentives for full blown "familily feuds" rather than individual optimization.
 
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