Title: UBON RICE VARIETIES Ubon Ratchathani Province Lower northeast Thailand
1UBON RICE VARIETIESUbon Ratchathani
ProvinceLower northeast Thailand
- A role-playing game to understand how farmers
manage rice varieties, and select rice seed
suppliers - Chirawat VEJPAS, François Bousquet Guy Trébuil
- Faculty of agriculture, Ubon Ratchathani
University - CU-CIRAD ComMod Project, Chulalongkorn
University, Bangkok, Thaïlande
2The context
- The successful dissemination of few premium
quality aromatic rainfed lowland rice (RLR)
varieties (KDML 105, RD 6 RD 15 since 1959,
1977 1978 respectively) led to a loss of rice
biodiversity over the last 25 years. - But more recently released recommended varieties
are not being adopted by farmers. - A very centralized RLR seed supply system
controlled by public agencies provides only seed
of few recommended varieties. To grow other
cultivars, farmers depend on seed exchanges among
themselves.
3The context (2)
- There is an inadequate supply of quality seeds
leading to the recent emergence of several new
seed supply agents (private companies traders,
community seed centers, etc.) with government
support. - Three different types of RLR fields (upper,
medium lower paddies) can be distinguished in
the small rainfed catchments cropped by farmers. - The diversity of farmers strategies in RLR
production depends on ethnicity (Lao vs Khmer),
farm size (2-15 ha), labour availability,
location/accessibility, market integration, etc.
4Objectives
- To understand farmers decision-making processes
regarding - The choice of RLR varieties,
- The allocation of these various varieties to
different types of paddyfields along the
toposequence, - Their choice of seed sources / suppliers.
- To compare farmers decision-making processes
across a range of different agricultural
situations in Ubon Ratchathani Province according
to - Access to agricultural services,
- Ethnicity,
- Availability of specific / niche markets for
paddy.
5Conceptualisation of the game (1)
- A series of meetings was held among researchers
from concerned institutions (OARD, UBU, RRI) to
construct a shared conceptual model by using
Unified Modelling Language (UML) diagrams. - Knowledge gaps were filled by data from a
specific farm survey (258 farmers in 25
districts) interviews of key informants. - Model verification, calibration validation
implemented through - The construction and use of a role-playing game
(RPG), - Individual interviews with players and group
discussions after gaming sessions to analyze the
linkages between the game and farmers real
circumstances.
6Conceptualisation of the game (2)
- Conceptual model for the choice allocation of
RLR varieties
7Conceptualisation of the game (3)
- Conceptual model for the choice of seed sources /
suppliers
8Conceptualisation of the game (4) Translation of
the conceptual models into a RPG to facilitate
sharing, discussion, and their improvement
9Main features of the RPG to be described
- Players other participants
- The gaming room
- Game supporting features
- Duration / Time management
10The players other participants
- Around 12 growers with different farm size,
coming from villages with different access to ag.
services. Each player manages an amount of land
similar to what he has in reality. - The players were selected by the research team
based on farm survey data to represent
contrasting situations a balance between male
female players. Players received free transport
per diem (the official daily minimum wage). - Two gaming sessions were held at different
locations - September 2003 northern Ubon, 12 Thai-Lao
players from 2 villages close to the rice
research center (RRC) and 2 more distant ones - January 2004 southern Ubon, 13 Thai-Lao and
Thai-Khmer players from 3 villages far from
government seed production facilities. - Information on social relations among selected
players obtained during interviews before the
gaming sessions. - Researchers manage market desks paddy seed
sales. Other members of the research team played
the roles of moderators, assistants, and game
observers.
11The gaming room
- Two boards (6 players per board) representing
different agricultural settings / farm sizes are
played simultaneously - A public bulletin showing the list of available
varieties and sources of seeds - Two market desks (registration of transactions)
12The gaming room the 3D board
- Different farms on the board
- number and location of fields,
- 6 players/farms per board
13Game support features post it stickers
- Three different types of stickers were used
- One color per variety
- One color per source of seed
- One color per planting method (Transplanting or
Direct sown) - Stickers affixed to each cropped field, every
year/round of play.
14Game support features record keeping
- One note pad per farmer and per year to record
- Selected varieties per field,
- Choice of crop establishment technique
- Amount source of seed purchased,
- Amount of paddy sold on the market,
- Amount of paddy kept for consumption production
of own seed - Note pad given to the market desk at beginning
and at the end of each year/round of play - ? data entered in an Excel file to estimate
expenses incomes (close up of Excel file)
15Duration / Time management
At market desk Sell paddy
4 steps per round of play
At the board Harvest rice Keep own seed,
Consumption / sale
- One round of play one crop year 30 to 60
minutes. - 6 crop years played in succession in one day in
Sept 2003 4 years in Jan. 2004 to observe
trends rythm of seed renewal. - Gaming workshop over two days in Sept 03 D1
gaming session discussion after two
years/modifications of rules ½ D2 individual
interviews. Only one day for both activities in
Jan 2004.
16Role of the moderators rule management
- 2 Thai moderators they introduce the
participants, they spell out the objectives of
the session/workshop, and explain the game rules
proposed by the research team to the players in
the local language. - They assist the players at the board and at the
market desks and they make decisions in case of
unexpected behaviour - After two rounds of play/ two crop years they
encourage the players to express their opinions
about the game, its rules to propose suitable
modifications (modifications requested by the
players were dealing with the price of seed,
sales of glutinous rice, possibility to grow more
than one variety per field, etc.) - They assess the feasibility of the proposed
changes and insert them in the game if practical. - Following more rounds of play, they propose more
changes to test the players responses to factors
such an increase in family size, better
availability of RLR seed, the introduction of a
new variety.
17Role of assistants observers
- Assistants help the players
- 3 at each board to affix stickers to fields,
prepare the note pads bring them to the market
desks. - 2 at the market desks to register the players
decisions and to settle their accounts. - 4 observers monitor the individual behaviour of
the players their interactions (2 of them
record sequences by using digital cameras) - Only few interactions were recorded during the 2
gaming sessions. No exchange of seeds, no
counseling or imitation occurred.
18Indicators for the analysis of the game
- The analysis emphasizes the understanding of the
dynamics observed during the gaming session
less attention is paid to the explanation of
quantitative results. - Key indicators for the analysis of a gaming
sessions - Balance between glutinous and non glutinous RLR
varieties depending on ethnicity, family
size/needs, farm size farmer strategy - Rythm of seed renewal for each variety, depending
on access to suppliers, seed quality,
farmerstrategy - Location of the different varieties along the
slope depending on the availability of
upper/medium/lower paddies, family needs farmer
strategy - Changes in seed sources / suppliers during the
game.
19UML diagram after the game
20Participatory analysis of the game
- Collective debriefing after 2 or 3 rounds of
play/crop years at the end of the gaming
sessions - Comments from the players on the game structure,
features and propositions of new features and/or
rules to be introduced and tested. - Comments on the evolution and management of the
session at the end. - Individual interviews the day after the gaming
session (or just after it in January 2004)
focusing on - Similarities differences between the game (its
structure, features rules) and farmers actual
circumstances - Similarities differences between farmers
actions during the game and their actual
practices - Making farmers decisions during the game more
explicit, particularly in the case of unexpected
ones - The usefulness of the game for the players and
possibly other stakeholders.
21Validation
- Following the introduction of changes requested
by the players, they agreed that the game was
representing their actual cropping seed systems
at the farm level - The players introduce many aspects from their
actual farming context, strategies practices
into the game (more than requested by the game
rules and features) - But many players ignored that there was such an
extensive number of seed suppliers, information
sharing among farmers is poor - The game confirmed that individual decisions
dominates in the management of cropping seed
systems at farm level. - It also confirmed the priority given to the
production of glutinous rice to meet family needs
on the Thai-Lao farms - Major factors influencing the choice of seed
suppliers are seed quality and accessibility
(distance social network).
22Perspectives
- Associate this RPG with another one representing
the functionning of the RLR seed supply system at
the provincial level (see the description of the
Ubon rice seeds RPG). - Following their validations by stakeholders,
integrate both RPG into a single multi-agent
model to simulate possible scenarios of changes
in the provincial RLR seed system identified by
the concerned stakeholders. - Test the use of machine learning techniques to
analyse the results of the gaming sessions in a
more objective and rapid way (in collaboration
with the Social Simulation Laboratory at Kyoto
university).