FINANCE GAMES
Channel 1
                      
                GIOVANNI PALOMBA
                Lecturers' profile
              
            Program - Frequency - Exams
Course program
Module 1 – Gamification and experiential learning
Module 2 – The basic language of finance: time, risk, and value
Module 3 – The firm as a player
Module 4 – Markets as game environments
Module 5 – Building the “Finance Game” (design and development if skills allow)
Module 6 – Presentation and final tournament
Prerequisites
No specific prior knowledge of finance or programming is required.
The laboratory is designed as an introductory and experimental course intended for first-year students.
However, the following basic skills are recommended:
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1. Basic logical and mathematical skills
Ability to understand and apply simple algebraic and percentage formulas.
Basic notions of descriptive statistics (mean, variation, probability).
Understanding of the concept of a function and its graphical representation (e.g., return over time).
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2. Basic digital skills
Ability to use spreadsheets (Excel or Google Sheets) to calculate, represent, and compare data.
Familiarity with online navigation and searching for economic or financial data.
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3. Curiosity toward the language of finance
Interest in the economic behavior of firms, markets, and institutions.
Willingness to experiment and actively participate in simulation or game-based contexts.
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4. (Optional but useful) Introduction to programming
Basic knowledge of Python, or willingness to learn its fundamentals during the course.
Understanding of the concepts of variable, input/output, loop, and condition, which will be introduced through guided exercises.
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Note for the teaching plan:
The laboratory is structured so that even students with no background in computing or economics can understand the fundamental mechanisms through games, exercises, and simulations.
Books
Shiller, R. – Finance and the Good Society.
McGonigal, J. – Reality is Broken: Why Games Make Us Better.
Zichermann, G. & Cunningham, C. – Gamification by Design.
Frequency
In person.
Exam mode
Activities and relative weight
Active participation and reflections on the games: 30%
Group mini-project “Finance Game” (design + Python code): 40%
Individual reflective report discussion (economic analysis of one’s own game): 30%
Lesson mode
Interactive lectures, practical exercises, group work, and digital simulations. Simple tools (Excel, Python, Dash/Streamlit) will be used to promote experiential learning. Each module includes a debriefing session to connect experience with theory.
              - Lesson codeAAF2541
- Academic year2025/2026
- CourseBusiness sciences
- CurriculumGestione d'impresa
- Year1st year
- Semester2nd semester
- CFU3
 
        