Durham University
Programme and Module Handbook
This is an archived handbook for a previous year. The current undergraduate and postgraduate handbooks can be viewed using the links above.

Undergraduate Handbook 2016-2017 (archived)

Module ECON3301: Game Theory and Applications

Department: Business School (Economics and Finance)

ECON3301: Game Theory and Applications

TypeLevelCreditsAvailabilityModule CapLocation
Tied 3 20 Available in 2016/2017 None. Durham

Tied To

Pre-requisites

  • Microeconomics (ECON2021)

Corequisites

  • None.

Excluded Combinations

  • None.

Aims

  • The aim of this module is to equip students with the advanced knowledge and analytical skills associated with game theory and its economic applications.

Content

  • Game Theory is the systematic study of strategic interactions that are present everywhere, not only in economics but in politics, sociology, law, computer science, and sports. This module will mainly cover an introduction to the tools of game theory with an emphasis on its application to real life problems. Topics will be drawn primarily from the following:
  • Introduction to game theory: The first part of the module will develop the necessary tools to resolve conflicts in real life problems where economic agents strategise to improve their prospects. The module will consider Nash equilibrium as a solution concept and elaborate on its refinements. Then, it will cover four types of fundamental games: games of perfect and incomplete information, static and dynamic games. Finally, we will introduce cooperative games.
  • Applications: After an introduction to fundamentals of game theory, the module will apply the tools acquired in the first part to propose a resolution in several real life problems: bargaining, auctions, market design, mechanism design and resource allocation.

Learning Outcomes

Subject-specific Knowledge
  • At the conclusion of the module students should:
  • be able to interpret scholarly articles that pursue a game theoretic approach;
  • have explored, understood and appreciated the complexity and contradictions of the relevant academic literature and be able to identify their own research questions.
Subject-specific Skills
  • At the end of this module, students should:
  • be able to conduct game theoretic analysis for the resolution of practical problems driven by strategic behaviour;
  • be able to comment on the design of markets and private and public policies at local, national and international level, informed by the knowledge of game theory acquired in the module.
Key Skills
  • Written Communication;
  • Planning, Organising and Time Management;
  • Problem Solving and analysis by applying game theory knowledge;
  • Using Initiative;
  • Numeracy.

Modes of Teaching, Learning and Assessment and how these contribute to the learning outcomes of the module

  • Teaching is by lectures and seminars. Learning takes place through attendance at lectures, preparation for and participation in seminars, and private study. Formative assessment is by means of a written assignment. Summative assessment is by means of a written examination and an assignment.

Teaching Methods and Learning Hours

ActivityNumberFrequencyDurationTotal HoursAttendance Monitored
Lectures 22 1 Per Week 1 Hour 22
Seminars 8 Fortnightly 1 Hour 8 Yes
Preparation and Reading 170
Total 200

Summative Assessment

ComponentComponent WeightingElementLength/DurationElement WeightingResit Opportunity
Examination 70% One written examination 2 hours 100%
Written Assignment 30% One summative assignment 1,500 words max 100%

Formative Assessment

One written piece of work of not more than 1,000 words


Students who do not attend monitored activities shown under Teaching Methods and Learning Hours, or who fail to complete the summative or formative assessment(s) specified above, may be subject to the Academic Progress procedures defined in the University's General Regulation V, and may be required to leave the University.