Teaching Economics with Games

Whenever I taught Principles of Micro or Macro, there would be days that I brought candy to class. Also iced tea, cookies, dice, monopoly money – you get the picture. All of the above and other props were to play little games in class. Not because you need props to teach teach economics, but learning concepts through games, through simplified models often help explain in a few minutes what a whole class and a chapter may not do as well. A student who has just turned down a fourth Kit Kat bar that is free does not need diminishing marginal utility explained to them because they experienced it when the sweet treat became way too much for a single class.

These games are some of the online versions of those same in-class game sessions. Each one runs the same way the classroom games did, with a little tweaks made so anyone can play it: you play first, and the concept is explained after you’ve already lived it. The games are simple enough – no real instructions needed. And instead of real classmates, you will have a few simulated ones instead — (and some of them may seem familiar if you’ve been around this site) — and every game ends with your own choices plotted back at you, plus a short quiz.

You don’t need any accounts, and there are no downloads. Each takes five to ten minutes. Play them in any order. If you teach, each game has instructor settings tucked into its start screen, and the write-up behind the whole collection is in Useful and easy games to play in class.

The first five · Foundations

scarcity, choice, and what a market actually does
GAME 01

The Candy Game

Eat candy until it stops being fun. That turns out to be the whole theory of consumer choice.

marginal utilitydiminishing returnsrational stopping

~10 minPlay
GAME 02

Mixers or Butter

Run an economy that can’t have everything, and draw your own production possibilities frontier from the choices you make.

PPFopportunity costgrowth

~15 minPlay
GAME 03

The Iced Tea Experiment

A reverse auction on a hot day reveals the demand curve that was hiding in the classroom all along.

willingness to paydemandconsumer surplus

~10 minPlay
GAME 04

The Tragedy of the Commons

Fish a shared lake with your neighbors. Try not to empty it. (You’ll probably empty it.)

common resourcesquotas & taxesOstrom

~15 minPlay
GAME 05

The Voting Game

Same voters, same preferences, three different winners — depending only on how you count.

plurality vs. IRVCondorcetmedian voter

~15 minPlay

Markets, information, and trade

what happens when somebody knows something you don’t
GAME 06

The Grade Game

Design a syllabus. Watch ten students optimize it into something you never intended.

principal–agentGoodhart’s lawmultitasking

~15 minPlay
GAME 07

The Lemon Lot

Twelve used cars, twelve sellers who all say theirs runs great. Some of them are even telling the truth.

adverse selectionsignalingscreening

~12 minPlay
GAME 08

Two Islands

Your island is worse at producing everything. Trade anyway — and end up consuming beyond your own frontier.

comparative advantagespecializationterms of trade

~12 minPlay
GAME 09

The Dorm Party

Your music, their exam, and a cost that lands on someone who never chose it. Then: let them bargain.

externalitiesPigouvian finesCoase

~12 minComing soonPlay

Panic, beliefs, and (ir)rationality

markets made of minds
GAME 10

The Bank Run

The bank is perfectly fine. Unless everyone believes it isn’t — in which case it isn’t.

Diamond–Dybvigself-fulfilling beliefsdeposit insurance

~12 minComing soonPlay
GAME 11

The Beauty Contest

Guess two-thirds of the class average. Everyone else is guessing what you’ll guess about their guess.

higher-order beliefsiterated reasoningKeynes

~10 minComing soonPlay
GAME 12

The Ticket Problem

You already paid for the tickets. The sleet outside doesn’t care. Should you?

sunk costmarginal thinkingloss aversion

~10 minComing soonPlay
For instructors: every game runs in the browser with nothing to install, and each start screen hides an “Instructor settings” panel — class sizes, round counts, difficulty. They pair well with the classroom versions described in the original post: play live with real candy first, then send students here.