Durham University
Programme and Module Handbook

Undergraduate Programme and Module Handbook 2026-2027

Module ECON3301: Game Theory and Applications

Department: Economics

ECON3301: Game Theory and Applications

Type Tied Level 3 Credits 20 Availability Available in 2026/2027 Module Cap Location Durham
Tied to L100
Tied to L106
Tied to L109
Tied to L103
Tied to L104
Tied to L105
Tied to L130
Tied to L131
Tied to L132
Tied to L133
Tied to L134
Tied to L135
Tied to L125
Tied to L126
Tied to L127
Tied to LL12
Tied to LL02
Tied to LL01
Tied to L1R1
Tied to VL52
Tied to VLL6
Tied to VLLA
Tied to CFG0
Tied to CFC0
Tied to FGC0
Tied to CFG1
Tied to CFC1
Tied to FGC1
Tied to CFG2
Tied to CFC2
Tied to LMVA
Tied to LMV0
Tied to LMVP

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 complete information games,
  • Static and dynamic games.
  • Finitely and infinitely repeated games.
  • Imperfect and/or incomplete information games.
  • Auctions
  • Signalling games.
  • Market design and matching markets.
  • School choice and mechanism design

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 tutorials. Learning takes place through attendance at lectures, preparation for and participation in tutorials, 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 Attendance Monitored
Lectures 20 1 per week 1 Hour 20
Tutorials 8 4 in term 1, 4 in term 2 1 Hour 8 Yes
Revision Classes 2 2 in term 3 1 Hour 2
Preparation and Reading 170
Total 200

Summative Assessment

Component: Examination Component Weighting: 100%
Element Length / duration Element Weighting Resit Opportunity
On Campus Written Examination 2 hours 100%

Formative Assessment:

One written piece of work to prepare students for the summative examination.


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.