Classroom

Game theory your class plays, not reads.

Every activity on this shelf is a strategic structure, not a skin: the dilemma has a dominant strategy and one bad equilibrium, chicken inverts it, the stag hunt turns the choice into a question about belief, and the battle of the sexes has two good answers that disagree. Students choose privately on their phones, the payoffs resolve on the projector, and the debrief happens while the room's own results are still on the board.

Prisoner's dilemma — two suspects, separate rooms

A practice run with fictional students. No real classroom or join code is created.

Try an answer on the phone. Lead the lesson from the screen.

On their phone

You are presenting

Setting up the room…

  • YOUR CHOICES AND THEIR PAYOFFSPull into the…Hold the midd…Pull into t…Hold the mi…416-10points

    Two cars closing on a lane with no passing place. Pull into the verge and the whole depot hears about it in the morning; hold the middle and hope they don't. Backing down is the worst thing that can happen to you — right up until neither of you does, which is the worst thing that can happen to either. Played twice, the second time with somebody in the passenger seat.

    In pairs · About 30 min · 2 acts

    Anti-coordinationNash equilibriumMixed strategies

  • YOUR CHOICES AND THEIR PAYOFFSHold the ridg…Go after the…Hold the ri…Go after th…5033points

    A stag needs both of you on the ridge all day and the share that comes home is five suppers. A hare is three, it is yours alone, and you can take one at any point in the day. Neither choice is right by itself: what you should do depends entirely on what you think the person beside you is about to do. Played twice, the second time when being the one who stayed actually costs you four suppers out of an empty larder.

    In pairs · About 30 min · 2 acts

    Coordination problemsRisk dominanceNash equilibrium

  • YOUR CHOICES AND THEIR PAYOFFSHold out for…Go to theirsHold out fo…Go to theirs0530points

    One free evening, two plans, and no way to reach each other before you set off. You would both rather be at the other's thing together than at your own alone — so there are two ways tonight works, you each prefer a different one, and the two of you politely deferring ends exactly as badly as both of you digging in.

    In pairs · About 30 min · 2 acts

    Coordination problemsNash equilibrium

  • YOUR CHOICES AND THEIR PAYOFFSRockPaperScissorsRockPaperScissors0-1110-1-110points

    Two rivals, twelve weeks of work. There is nothing safe to throw: whatever you would always play, the person opposite can beat. The board shows what this room actually threw, and then the room throws again having read it — which is the lesson, because a pattern anybody can see is a pattern anybody can beat.

    In pairs · About 30 min · 2 acts

    Zero-sum gamesMixed strategiesNash equilibrium

  • Ten tokens, ten times. A token you keep is worth one to you; a token in the pot is worth half a token to every single person in the room. The pot is better off the more goes in and you are better off the less you put in, both at once — and the board builds the room's own curve as it plays, round by round, which is the thing a final number cannot show you.

    Up to 600 people · About 11 min

    Free ridingDominant strategiesRepeated games

  • HOW THE ROOM PLAYED ITSplit itTake it all

    Three rounds, three partners

    Split ten coins or take them all, three times, against somebody you have not played yet.

    In pairs · About 40 min

    Repeated games

  • What the room offered, and what itrefused—coins

    One of you divides twenty coins; the other takes the split or refuses it — and refusing leaves BOTH of you with nothing. Three rounds against three people you will never play again. The room sees every offer it made, which ones died, and how many coins it destroyed to say no.

    In pairs · About 45 min · 3 acts

    Fairness normsCostly punishment

  • What the room sent, and what came back—coins

    Whatever you send your partner is multiplied on the way over, and then it is entirely theirs — nothing makes them send any of it back. Round one is trust with nothing behind it: nobody knows a thing about the person opposite. Round two changes three things at once — the sides, the multiplier, and the fact that you now know them — and the debrief says so, because a board that moved for three reasons cannot be read for one.

    In pairs · About 30 min · 2 acts

    Trust and reciprocityRepeated games

  • What the room produced, and what it gotfor it—pounds

    You and one rival make the identical crate and sell into the same demand, so the price is not yours to set — it is whatever the two of you produce between you. Make a lot and you sell a lot cheaply. The room sees where every market landed between what one seller alone would have made and what a price war would have, and what each of them earned for it.

    In pairs · About 20 min · 2 acts

    Imperfect competitionNash equilibrium

  • What the room produced, and what it gotfor it—pounds

    One firm commits to its production and cannot take it back; the other sees that number and then decides. Nobody forced anybody — but committing to a large run leaves the follower nothing better than a small one, and the theory says that is worth exactly double. Played twice, with the sides swapped, so everybody gets to go first.

    In pairs · About 25 min · 2 acts

    First-mover advantageImperfect competition

  • HOW THE FLEET WORKED THE BAYWork two strings, the way the bay has alway…Work five strings and land what you can

    Four skippers work one bay, which stands about twelve strings of pots before it stops coming back. Shooting five strings beats shooting two every single time, whatever the other three do — and if all four shoot two, every boat lands twice what it lands when all four shoot five. One boat hauling costs the others nothing; the second takes it off every other boat, the two who worked steady included. Then it is played again, the year the bay does not come back.

    Groups of 4 · About 19 min · 2 acts

    Common-pool resourcesExternalitiesDominant strategies

  • WHAT THE ROOM PUT ON ITS FORECOURTSPut the GOOD car on it — the one you would…Put the FAIR car on it — nothing wrong, not…Put the BANGER on it — it starts, and that…

    You hold a good car, a fair one and a banger, and room on the forecourt for exactly one. The buyer is not being cheated — they genuinely value any car at half again what its owner does. They just cannot tell which is which, so they pay one price for the average of what is out there. Putting out your worst car beats putting out your best, every time, and an honest seller is paid an average that other people's bangers dragged down. Then the cars are inspected.

    Groups of 3 · About 19 min · 2 acts

    Adverse selectionAsymmetric informationDominant strategies

  • EVERY CALL THIS ROOM MADEHeadsTails

    One penny each, one call each, at the same moment. One of you takes the pair when the two calls agree and the other takes it when they differ — so for the first time in this catalog the person opposite you is not playing your game, they are playing its mirror. There is nothing safe to call: whatever you would always say, they can price. Called twice, the second time with the room's own record of how it called.

    In pairs · About 30 min · 2 acts

    Zero-sum gamesMixed strategiesNash equilibrium

Every activity here ships with Decka — sign up free and add any of them to your library from the built-in classroom catalog.

How it works

  1. 01

    Add it to your library

    Sign up free and pull the activity from Decka's built-in classroom catalog — one click copies it into your own library, ready to run from Decka or inside PowerPoint.

  2. 02

    Students join by QR

    Everyone scans from the projector and plays in their phone's browser. No app, no account, nothing to install.

  3. 03

    You run the room

    You move the activity phase by phase: collection closes, the boards resolve on the big screen, and the debrief happens while the results are still up.

Ready to make your
presentations interactive?

Start free. No credit card required.