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* ''Series/BlackSails'': [[DefiedTrope Defied.]] When Flint and Silver are captured by the Spanish, the watch commander attempts to use this to learn who Flint and Silver are, what their objective is and how many more of them there are. Silver immediately confesses all of the above, is cut free...and then knocks the commander out as soon as his back is turned.
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* ''WebVideo/MinecraftSOS'': The fourth server event plays on this concept, revolving around a "King of the Hill Totem": if the Totem is in a designated chest at Spawn by the end of the 48-hour challenge, everyone receives a Fate Coin, but if someone has it in their inventory by the end, they receive 10 Fate Coins and an otherwise unobtainable [[OneUp totem of undying]] while everyone else gets nothing. True to form, a few server-members try to keep the Totem at Spawn while others try to seize it for themselves; [[spoiler:by the end of the challenge, the sentiments have inverted, with two members of the "Everyone Gets a Coin" alliance making a secret deal with a member of the "Take Totem for Oneself" alliance to split the Fate Coins among themselves out of dissatisfaction that the rest of the server isn't participating in the event to the fullest and not trying to actively keep the Totem at Spawn themselves, upsetting everyone else trying to have them return the Totem to Spawn.]]

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* ''WebVideo/MinecraftSOS'': The fourth server event plays on this concept, revolving around a "King of the Hill Totem": if the Totem is in a designated chest at Spawn by the end of the 48-hour challenge, everyone receives a Fate Coin, but if someone has it in their inventory by the end, they receive 10 Fate Coins and an otherwise unobtainable [[OneUp totem of undying]] while everyone else gets nothing. True to form, a few server-members try to keep the Totem at Spawn while others try to seize it for themselves; [[spoiler:by the end of the challenge, the sentiments have inverted, with two members of the "Everyone Gets a Coin" alliance making a secret deal with a member of the "Take Totem for Oneself" alliance to split the Fate Coins among themselves out of dissatisfaction that the rest of the server isn't participating in the event to the fullest and not trying to actively keep the Totem at Spawn themselves, upsetting everyone else trying to have them return the Totem to Spawn.]]

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* [[Podcast/TheAdventureZoneBalance The Adventure Zone]] has Trust or Forsake in The Suffering Game arc, which is this trope. [[spoiler:But even when the heroes get the best outcome, they end up forsaking friendly people they had met earlier.]]



* [[https://ncase.me/trust/ The Evolution of Trust]] is an interactive version of this puzzle, with different '[=AIs=] and the potential for miscommunication added to the mix.
* WebVideo/JubileeMedia's video series ''Human Theory'' presents a version of this, in which two groups of people agree to choose a colour (red or blue), revealing their choices simultaneously. Each group receives a small cash prize if both choose blue, and nothing if both choose red, but should only one group choose red, that group receives a large cash prize and the other group nothing at all. This series tends to zigzag between HobbesWasRight and RousseauWasRight in the outcomes, although the latter less frequently, as it often only takes one selfish/distrustful participant to thwart a mutually beneficial result.
* ''WebVideo/MinecraftSOS'': The fourth server event plays on this concept, revolving around a "King of the Hill Totem": if the Totem is in a designated chest at Spawn by the end of the 48-hour challenge, everyone receives a Fate Coin, but if someone has it in their inventory by the end, they receive 10 Fate Coins and an otherwise unobtainable [[OneUp totem of undying]] while everyone else gets nothing. True to form, a few server-members try to keep the Totem at Spawn while others try to seize it for themselves; [[spoiler:by the end of the challenge, the sentiments have inverted, with two members of the "Everyone Gets a Coin" alliance making a secret deal with a member of the "Take Totem for Oneself" alliance to split the Fate Coins among themselves out of dissatisfaction that the rest of the server isn't participating in the event to the fullest and not trying to actively keep the Totem at Spawn themselves, upsetting everyone else trying to have them return the Totem to Spawn.]]



* [[https://ncase.me/trust/ The Evolution of Trust]] is an interactive version of this puzzle, with different '[=AIs=]' and the potential for miscommunication added to the mix.



* [[Podcast/TheAdventureZoneBalance The Adventure Zone]] has Trust or Forsake in The Suffering Game arc, which is this trope. [[spoiler:But even when the heroes get the best outcome, they end up forsaking friendly people they had met earlier.]]



--> '''Gavin:''' We all want to go home, but nobody wants to lose!
* WebVideo/JubileeMedia's video series ''Human Theory'' presents a version of this, in which two groups of people agree to choose a colour (red or blue), revealing their choices simultaneously. Each group receives a small cash prize if both choose blue, and nothing if both choose red, but should only one group choose red, that group receives a large cash prize and the other group nothing at all. This series tends to zigzag between HobbesWasRight and RousseauWasRight in the outcomes, although the latter less frequently, as it often only takes one selfish/distrustful participant to thwart a mutually beneficial result.

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--> '''Gavin:''' -->'''Gavin:''' We all want to go home, but nobody wants to lose!
* WebVideo/JubileeMedia's video series ''Human Theory'' presents a version of this, in which two groups of people agree to choose a colour (red or blue), revealing their choices simultaneously. Each group receives a small cash prize if both choose blue, and nothing if both choose red, but should only one group choose red, that group receives a large cash prize and the other group nothing at all. This series tends to zigzag between HobbesWasRight and RousseauWasRight in the outcomes, although the latter less frequently, as it often only takes one selfish/distrustful participant to thwart a mutually beneficial result.
lose!
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* ''Literature/CradleSeries'': [[spoiler: This is part of the reason why Cradle's Monarchs haven't ascended the way they were supposed to. Every Monarch knows that the spiritual stress from their refusal to ascend is what generates the hunger aura that powers the Dreadgods and that if they all ascended the Dreadgods would weaken and die. The problem is that if any single Monarch ascended it would do very little to reduce the Dreadgod threat and would leave their family, friends, and nation unable to defend themselves from other, rival Monarchs. As such, even the more benevolent Monarchs are reluctant to ascend unless they can guarantee that all their peers will ascend at the same time]].

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* ''Literature/TheScholomance'': As revealed in the third book, the existence of [[MageHuntingMonster mals]] is a planet-wide karmic response to the use of malia by wizards. If every wizard went completely pure-mana (not even using the kill-bugs-and-rot-wood level of malia that most wizards can get away with without going nuts), new mals would stop being born and wizards would be safe. The problem is that going pure-mana is ''hard'', and the consequences in the form of mals are spread out over the entirety of wizard-kind.



* Shows up (and is referred to by name) in the climax of ''Literature/StarTrekFederation''. The two ''Enterprise''s are trapped inside the multisingularity. Neither has enough power to escape on their own. Either could maneuver so as to steal spatial distortion from the other, which would enable their ship to escape while dooming the other. Alternately, they could maneuver so as to essentially bounce a distortion wave between them, which if they get the timing perfect will enable both ships to steal spatial distortion from the singularity itself, but will destroy both ships if the timing is off. But neither ''Enterprise'' has working comms, so they have no way of knowing what the other is going to do.

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* Shows up (and is referred to by name) in the climax of ''Literature/StarTrekFederation''. The two ''Enterprise''s are trapped inside the multisingularity. Neither has enough power to escape on their own. Either could maneuver so as to steal spatial distortion from the other, which would enable their ship to escape while dooming the other. Alternately, they could maneuver so as to essentially bounce a distortion wave between them, which if they get the timing perfect will enable both ships to steal spatial distortion from the singularity itself, itself and escape, but will destroy both ships if the timing is off. But neither ''Enterprise'' has working comms, so they have no way of knowing what the other is going to do.
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* ''Fanfic/DanganronpaKommSusserTod'': At the beginning of Chapter 1, [[CardCarryingVillain Sasuke Akechi]] refers to the prisoner's dilemma when explaining the [[DeadlyGame Killing Game]] -- first describing how it's based around trusting someone to not betray you even when it's advantageous for you to betray them, and then pointing out that all of the 16 participants have to trust the other 15 with their very lives.
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* PlayedForLaughs when the titular ''WesternAnimation/{{Dilbert}}'' is accused of a crime and offered a chance to confess for a lighter sentence. He cites The Prisoner's Dilemma by name and taunts the interrogator, pointing out that since he and all his co-workers are aware of it none of them will talk and they'll all go free. The interrogator just shrugs and opens the curtains, showing ''every single one of his co-workers'' all gleefully ratting on Dilbert. For bonus points, none of them actually committed a crime and they all know it; they just ratted out Dilbert because [[RuleOfFunny it's just that kind of show]].

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* PlayedForLaughs when the titular ''WesternAnimation/{{Dilbert}}'' is accused of a crime and offered a chance to confess for a lighter sentence. He cites The Prisoner's Dilemma by name and taunts the interrogator, pointing out that since he and all his co-workers are aware of it it, none of them will talk and they'll all go free. The interrogator just shrugs and opens the curtains, showing ''every single one of his co-workers'' all gleefully ratting on Dilbert. For bonus points, none of them actually committed a crime and they all know it; they just ratted out Dilbert because [[RuleOfFunny it's just that kind of show]].



* Some cases of SiblingRivalry could be considered a variant of this: while, logically, if two or more people are stuck with each other all the time, it would make the most sense for everyone to be nice to each other, as that makes it the most pleasant for everyone involved. That said, you can't really expect a 5-year-old to figure this out.

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* Some cases of SiblingRivalry could be considered a variant of this: while, logically, if two or more people are stuck with each other all the time, it would make the most sense for everyone to be nice to each other, as that makes it the most pleasant for everyone involved. That said, you can't really expect a 5-year-old to figure this out.
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* A minor character in ''VideoGame/BaldursGateII'' will ask the PlayerCharacter how they would respond to a modified version where a pair of siblings are captured by a sadistic wizard in individual cells and each given the option of pressing a button in their cell or not. If only one person presses the button, the other goes free, but if both or neither presses the button both die. Depending on your answer, the character will 'reward' you with a challenging but rewarding battle or a zero effort battle with no reward. Alternatively...

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* A minor character in ''VideoGame/BaldursGateII'' will ask the PlayerCharacter how they would respond to a modified version where a pair of siblings are captured by a sadistic wizard in individual cells and each given the option of pressing a button in their cell or not. If only one person presses the button, the other goes free, but if both or neither presses the button button, both die. Depending on your answer, the character will 'reward' you with a challenging but rewarding battle or a zero effort battle with no reward. Alternatively...
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* The ''Series/RizzoliAndIsles'' episode "All For One" involves three suspects involved in a hit-and-run of a teacher at their high school. The three suspects were all best friends along with another girl whom had attempted suicide after the teacher had pressured her into sex and tried to get her expelled, leaving her in a coma. Since Massachusetts law only allows for the prosecution of the driver, the three suspects are interrogated separately to admit who was driving the car. [[spoiler:Despite knowing they faced prison for murder, all three suspects claimed to be the driver to protect the other two when interrogated. This left the detectives unable to identify the driver and forced to let the girls go free, resulting in the three of them beating the Dilemma.]]

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* The ''Series/RizzoliAndIsles'' episode "All For One" involves three suspects involved in a hit-and-run of a teacher at their high school. The three suspects were all best friends along with another girl whom who had attempted suicide after the teacher had pressured her into sex and tried to get her expelled, leaving her in a coma. Since Massachusetts law only allows for the prosecution of the driver, the three suspects are interrogated separately to admit who was driving the car. [[spoiler:Despite knowing they faced prison for murder, all three suspects claimed to be the driver to protect the other two when interrogated. This left the detectives unable to identify the driver and forced to let the girls go free, resulting in the three of them beating the Dilemma.]]
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* The ''Series/{{Castle}}'' episode "The Double Down" unusually presents the dilemma from the ''[=interrogators'=]'' perspective. The team realizes that two seemingly unconnected murders were prearranged to be done by the person who had motive for the ''other'' murder, in order to provide airtight alibis for the one they would be suspected of. Unfortunately they don't have any hard evidence, so if both suspects keep mum they can't prove the theory. To solve it, Ryan and Esposito tell the weaker link while Castle and Beckett are interrogating him that his partner has ''already'' given him up to save his own skin, which convinces the bluffed suspect to confess.

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* The ''Series/{{Castle}}'' ''Series/{{Castle|2009}}'' episode "The Double Down" unusually presents the dilemma from the ''[=interrogators'=]'' perspective. The team realizes that two seemingly unconnected murders were prearranged to be done by the person who had motive for the ''other'' murder, in order to provide airtight alibis for the one they would be suspected of. Unfortunately they don't have any hard evidence, so if both suspects keep mum they can't prove the theory. To solve it, Ryan and Esposito tell the weaker link while Castle and Beckett are interrogating him that his partner has ''already'' given him up to save his own skin, which convinces the bluffed suspect to confess.
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* In ''VisualNovel/DanganronpaTriggerHappyHavoc'', Celestia Ludenberg references the concept and uses the example of two countries building their military strength under fear of betrayal from the other to explain the [[DeadlyGame School Life of Mutual Killing]] that the 15 students have been forced into (in which uniting together against The Mastermind would be ideal, but none can escape the possibility of someone cracking under the pressure of wanting to escape the school by choosing to kill someone else).

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* In ''VisualNovel/DanganronpaTriggerHappyHavoc'', Celestia Ludenberg references explains the concept behind the DeadlyGame using the Prisoner's Dilemma. In this case, the 'correct' answer is that all students refuse to commit murder and uses instead dedicate their energy to defeating the Mastermind, so all of them escape together. However, no student can ever be completely sure that any particular other student will remain committed to opposing the Mastermind instead of taking the easy way out by playing the game, so they will instead distrust each other and spend their energy guarding against other students instead of breaking the game. And with fewer people attempting to break the game, the Mastermind will look even more unstoppable, so more students are going to get desperate and opt to betray their fellows, thus eventually leading to the worst result where the students kill each other off via murder or class trial executions, and so ''nobody'' who wants to escape gets to do so while Monokuma remains untouchable.[[spoiler: Ironically, Celestia would become a perfect example of two countries building their military strength under fear of betrayal from this herself when she becomes the other to explain the [[DeadlyGame School Life culprit of Mutual Killing]] chapter 3. She admits after she's exposed that she couldn't trust that the 15 students have been forced into (in which uniting together against The Mastermind others would be ideal, but none can escape defeat Monokuma, so she tried playing the possibility of someone cracking under the pressure of wanting game in her desperation to escape and got caught. Her, Hifumi, and Kiyotaka's deaths are then posthumously rendered pointless as the school by choosing game starts to kill someone else).go off the rails in the very next chapter; if she'd held steady for a few more days, she would have escaped with the rest.]]
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* The Joker's "social experiment" in ''Film/TheDarkKnight'' is an explicit, but a little more sadistic Prisoner's Dilemma with actual prisoners. There are two ferries, one full of prisoners the other full of civilians, each with a bomb on it, and each has a detonator to the bomb on the other boat. If one blows up the other, the Joker lets them live. If neither one acts within the time limit, the Joker blows them both up. In this case, the Joker is trying to prove that HumansAreBastards. [[spoiler:[[RousseauWasRight Not only do both boats ultimately refuse to kill the other, its the convicts who refuse first]].[[EvilCannotComprehendGood The Joker can only stare in disbelief and disappointment.]]]]

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* The Joker's "social experiment" in ''Film/TheDarkKnight'' is an explicit, but a little more sadistic Prisoner's Dilemma with actual prisoners. There are two ferries, one full of prisoners the other full of civilians, each with a bomb on it, and each has a detonator to the bomb on the other boat. If one blows up the other, the Joker lets them live. If neither one acts within the time limit, the Joker blows them both up. In this case, the Joker is trying to prove that HumansAreBastards. [[spoiler:[[RousseauWasRight Not only do both boats ultimately refuse to kill the other, its it's the convicts who refuse first]].first.]] [[EvilCannotComprehendGood The Joker can only stare in disbelief and disappointment.]]]]

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