Undergraduate Programme and Module Handbook 2023-2024 (archived)
Module ECON3301: Game Theory and Applications
Department: Economics
ECON3301: Game Theory and Applications
Type | Tied | Level | 3 | Credits | 20 | Availability | Available in 2023/24 | Module Cap | Location | Durham |
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Tied to | L100 |
---|---|
Tied to | L106 |
Tied to | L109 |
Tied to | LL12 |
Tied to | LL02 |
Tied to | LL01 |
Tied to | L1R1 |
Tied to | L103 |
Tied to | L104 |
Tied to | L105 |
Tied to | VL52 |
Tied to | VLL6 |
Tied to | VLLA |
Tied to | CFG0 |
Tied to | CFG1 |
Tied to | FGC0 |
Tied to | CFG2 |
Prerequisites
- Microeconomics (ECON2021) OR Economic Theory (ECON2291)
Corequisites
- None.
Excluded Combination of Modules
- 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:
- Perfect and incomplete information games,
- Static and dynamic games.
- Cooperative games.
- Bargaining
- Auctions
- Market design
- Mechanism design
- 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 to help prepare for in-person exam. Summative assessment is by means of in-person examination.
Teaching Methods and Learning Hours
Activity | Number | Frequency | Duration | Total/Hours | |
---|---|---|---|---|---|
Lectures | 20 | 1 Per Week | 1 Hour | 20 | |
Seminars | 8 | 4 in term 1, 4 in term 2 | 1 Hour | 8 | ■ |
Revision Lectures | 2 | 2 in term 3 | 1 Hour | 2 | |
Preparation and Reading | 170 | ||||
Total | 200 |
Summative Assessment
Component: Examination | Component Weighting: 70% | ||
---|---|---|---|
Element | Length / duration | Element Weighting | Resit Opportunity |
One in-person written examination | 2 hours | 100% | Same |
Component: Written Assignment | Component Weighting: 30% | ||
Element | Length / duration | Element Weighting | Resit Opportunity |
One written assignment | 1,500 words | 100% | Same |
Formative Assessment:
One written piece of work to prepare students for the summative exam.
■ Attendance at all activities marked with this symbol will be monitored. Students who fail to attend these activities, or to complete the summative or formative assessment specified above, will be subject to the procedures defined in the University's General Regulation V, and may be required to leave the University