A Java-based microworld environment for studying resource management is des
cribed. FISH 3 may be used in research or the classroom to investigate comm
ons dilemmas and resource dilemmas. The program uses ocean fishing as its m
etaphor; participants ("fishers") experience the metaphor through both grap
hics ("fish" may be seen in an ocean) and text (e.g., resource replenishmen
t is translated as "spawning"). In either stand-alone or networked modes, e
ither with all human fishers or a mixture of human and computer fishers, 15
parameters such as the number of resource units (fish), participants (fish
ers), and trials (seasons), payoff values, the rate and period of resource
regeneration (spawning), harvesting greed by computer fishers, awareness of
other harvesters' actions, uncertainty in the amount of the resource, oper
ating costs, and whether the resource is visible to harvesters may be varie
d.