Race to the Bottom
Jack
Hammond
jhammond@hunter.cuny.edu
Phase
1 of this game is modified from a game invented by Bill Bigelow described in
his books Rethinking Globalization
and The Line Between
Us, where it is called "Transnational Capital Auction." I have borrowed liberally from his
description in The Line Between Us while introducing modifications which I
believe make the game more playable.
Phase 2 is my own contribution.
Phase
1 simulates the processes of capital mobility and neoliberal restructuring
whereby third world elites attempt to make their country's laws more friendly to international capital so as to attract
investment. They compete with other
countries by relaxing environmental and labor regulations and lowering minimum
wages and corporate taxes. (This is the
"race to the bottom.")
Phase
2 suggests that ordinary people can organize to confront international capital
and their own elites by forming alliances and bargaining or resisting the
imposition of conditions which favor international capital but harm workers and
citizens.
Number
of players: flexible,
but ideally 20-40; there should be 4 to 7 teams, and each team should have 4 to
6 players.
Materials
needed:
Copies of two forms: points (1 copy per team) and bids
(3 forms per team; but note that each printed sheet can be cut up into eight
forms). These forms are bilingual
(English-Spanish) but can be modified according to the needs of the group
playing the game.
Optional
materials:
Prizes for the winning team (Bigelow
suggests candy bars)
Handout describing the game, one
for each player ("The Transnational Capital Auction Game," p. 106 of The Line Between Us, though the
procedure described there varies somewhat from the procedure I present.) I believe these are unnecessary and the
information can be conveyed just as well in the introductory briefing.
Playing
time: I have
played this game in two successive 75-minute classes, and in one two-hour block
of time. Some groups get into the
bargaining procedure very enthusiastically and want to take longer. The
debriefing can be as long as desired. If
time is short, it can be eliminated, though I think the game is more
satisfactory with at least some wrapup.
Procedure:
1. Write a chart for scores on a
blackboard or newsprint with three columns, headed "Round 1,"
"Round 2," "Round 3," and as many rows as there are teams.
2. Divide the players into teams
of 4-6 players, depending on the total number of players. Distribute the points
sheet, one to each player, and the bids sheet, three to each team.
Phase
1
1. Initial briefing: Explain that
each team represents the governing and financial elites of a country, and that
they are in competition for the investment of a multinational corporation
choosing where to locate a factory. They
must decide how friendly they want their business environment to be to
international capital. Ask players what
conditions a company might look for in deciding where to locate.
In
choosing specific financial and regulatory conditions, they will earn more
points by choosing conditions which are more friendly
to international capital (i.e. lower wages and corporate taxes, less
regulation). They will have three rounds
of bidding, and after the third round the country with the second highest number of points will be declared the winner and the
company will locate its factory there (because too stringent conditions might
increase the risk of a revolution, or damage the country's international image
too much).
In
the briefing the coordinator can choose to discuss multinational investment,
the conditions that attract it, and the debate over
whether sweatshops are a necessary prelude to greater development or a simple
mechanism of exploitation. The
coordinator can invent and supply some details about what kind of factory it
is, how many workers it will employ, etc.
(Clothing and textiles, one of the chief low-wage export industries, are
a good bet, since many players will be wearing clothes made in low-wage
offshore factories.) A discussion of role-playing
may be helpful to prepare people for what may be an unaccustomed experience.
Three
things should be emphasized: Players are playing a role and they should make
decisions not according to their personal preferences but as they think the
financial and governing elites of a country would make them; conditions more
favorable to capital earn more points; but the company will not choose the
country with the highest number of points, but the country with the second
highest number of points.
2. First round: each team meets
and discusses the conditions it will establish.
After debate and reaching agreement, the team fills out a Bid form.
The
first round will take some time because people will doubtless have questions
about the workings of the game and the team may disagree about the appropriate
strategy. The coordinator should
circulate among the teams and answer questions as necessary. The coordinator, while listening to a team's
discussion, can also remind them not to be too soft-hearted but to adopt the
conditions that will win the location of the factory.
The
team writes its decision on the Bid form.
The coordinator collects the forms and writes each team's scores on the
board. Depending on time, the specific
bids under each heading (minimum wage, child labor, etc.) can be discussed
briefly.
3. Second and third round: each
team has seen where it stands relative to the other teams. It discusses whether to change its bid. These rounds should go more quickly as players
are now familiar with the game. Again,
the coordinator collects the bids and writes the scores on the board.
After
the third round, the country with the second highest number of points is
declared the winner.
Phase
2:
1. The players now change
roles. They are all residents of the
winning country and most live in the city where the factory will be
located. The coordinator assigns to each
team one of the following roles (the coordinator can choose which of the roles
to include).
Nationwide trade union federation
Local manufacturing workers'
union
Local chamber of commerce
Women's organization
Human rights committee
Environmental protection
organization
Community organization of the
shantytown next to where the factory will be built
Political party (specify:
populist, social democratic, revolutionary)
Point out that, unlike in Phase 1, there is no clear outcome and no winner in phase 2.
2. Strategic planning: Each team
discusses its reaction to the new factory.
Will it accept, resist, bargain with the company, or something
else? In particular, does it want to
make alliances with any other team?
3. Meeting and negotiation: The
coordinator announces that each team can now meet with any of the other
teams. They discuss possible joint
strategies.
4. Action decisions: Each team
meets by itself and finalizes its strategy.
5. Each team makes a short
presentation of its conclusions to the whole group.
Phase 3: Debriefing
Participants discuss the play of
the game and their reaction. The
experience from "within the role": did the conflicts seem realistic;
how difficult was it to reach agreement; how much did each team insist on or
concede, etc. From the standpoint of
participants: did they get into their roles; did they have strong feelings;
especially for playing a role that did not coincide with their personal
feelings, did their attitude change; etc.
The discussion can be completely
open-ended; or the coordinator may want to discuss some of the following issues
if they do not come up spontaneously:
Did
you get into your role? How did it feel?
In
phase 1, did you concentrate on the substantive issues (value of the minimum
wage, importance of environmental protection etc.) or on the number of points?
Did
you become more aware of the pressures felt by developing countries to
accommodate international capital?
In
phase 2, did your attitude to your own role change?
Did
your potential alliance partners react the way you expected them to?
Overall:
Did your attitude toward sweatshops change as a result of playing the game?
How
did this game compare as a learning experience with reading about sweatshops
and transnational capital?
How
would you modify the game to make it more realistic, more playable, or more
enlightening to the players?
Resources:
Bigelow,
Rethinking Globalization
Bigelow,
The Line Between Us
Briggs
and Kernaghan, "The US Economic Agenda: A
Sweatshop Model of Development." NACLA Report on the Americas 27, No. 4
(Jan.-Feb. 1994), 37-40.
Krugman, In
Praise of Cheap Labor. http://www.slate.com/id/1918/
Levinson, "Economists and Sweatshops." Dissent
44 (Fall 1997) 11-13