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SSRN Id3990316
SSRN Id3990316
Wayne Geerling 1 Kristofer Nagy 2 Elaine Rhee 3 Nicola Thomas 4 Jadrian Wooten 5
Abstract
This paper uses Netflix’s dystopian Korean-language drama series Squid Game (2021) to
illustrate an active-learning technique to support the teaching of game theory in
undergraduate courses. The series is chosen as it uses different games which the characters
have to engage with as part of the narrative. Geerling, Mateer and Addler (2020) show that
using popular films in class is an effective way to introduce and motivate the deeper
learning of core game theory concepts. We build on this work by providing instructors with
a menu of short scenarios and fully developed teaching guides, from which they can freely
select and adapt to their particular needs. These resources provide summaries of the
scenes, links to the clips, key concepts, and assessment questions. This teaching material is
suitable for use in both principles-level courses, where game theory is first introduced, and
advanced-level courses.
JEL Codes: A20, A22
Keywords: active learning, game theory, inclusive teaching, media, popular culture, teaching
economics, technology
1
Corresponding author: Associate Professor, Department of Economics, Room E970, Monash University, VIC
3800, Australia. Email: wayne.geerling@monash.edu
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Educational Designer, Faculty of Business and Economics, Room 4.04, Monash University, VIC 3145, Australia.
Email: kristofer.nagy@monash.edu
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PhD Candidate, Department of Economics, University of Arizona, America. Email: rhee@email.arizona.edu
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PhD Candidate, Department of Economics, Monash University, Australia. Email: nicola.thomas@monash.edu
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Associate Teaching Professor, Department of Economics, 315 Kern Graduate Building, Penn State University,
America. Email: jjw27@psu.edu
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https://www.votepca.com/tv/the-bingeworthy-show-of-2021
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The series has also been nominated for a Golden Globe Award in the Best Television Series category.
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The first season consists of 9 episodes, ranging from 32 to 63 minutes; see
https://www.nydailynews.com/snyde/ny-k-pop-bts-korean-popular-culture-20211101-
agwoda3sj5dxhjgbui4ia26ifq-story.html
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https://variety.com/2021/digital/news/squid-game-all-time-most-popular-show-netflix-1235113196/
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https://www.bbc.co.uk/sounds/play/p09zsls9
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https://www.oscars.org/oscars/ceremonies/2020
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https://www.ceicdata.com/en/indicator/korea/household-debt--of-nominal-gdp
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https://www.news9live.com/art-culture/netflix-squid-game-korean-behavioural-economics-psychology-
characters-decisions-125504
4. Short Scenarios
There are a variety of low-cost methods of introducing Squid Game into the game theory
curriculum, including as questions used in conjunction with classroom response systems or
posted to a learning management system as part of a formal or informal assessment (Calhoun
and Mateer, 2011). Each scene identified below includes a brief moment from the series that
can be used to highlight a key game theory concept that is often covered at the principles
level. These particular scenes do not require as much class time as the teaching guides
outlined in the following section.
Each scene below includes a link to a brief segment of an episode from the series, the
associated topic, the length of the scene, a summary, and an appropriate multiple-choice
question. The answer to the question has been bolded.
Scene #1: Rules of the Game
Scene Link: https://criticalcommons.org/view?m=1lgWnd1w3
Topic: Game theory, interdependence
Length: 2 minutes and 46 seconds
Summary: One of the rules that the players agreed to follow was that if the majority of
remaining players voted to end the games, then they could go home. This particular scene
occurs right before all of the players cast their vote, but it’s helpful in framing
interdependent decision making by recognizing there are players, actions, and payoffs in
every interdependent decision. The people in the detention hall represent the players. Their
actions are whether they should continue playing or quit the game. The payoffs to the
decision depend on the collective results of the player’s actions.
Follow-up question:
In game theory:
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https://blogs.cornell.edu/info2040/2021/09/23/netflix-squid-game-and-game-theory/
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Depending on the size of your class, you may be able to play the game in your classroom.
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A detailed reasoning is provided in the appendix.
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3. For each cell in the payoff matrix, the summation of the payoffs equals zero. The
gains in the payoff matrix are opposite for each player (-2, +2) and sum to zero.
4. In the next round, Player #199 will guess the number of marbles in Player #218’s
hand. He knows Player #218 only has 1 marble left, so calling odd is now a dominant
strategy. Notice that Player #218 knows this and tricks Player #199 into giving up his
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Hypothetically, it is possible to see a negative-sum game: if neither player wins the game by securing the
other’s marbles, they are both eliminated, but we don’t observe this in Squid Game.
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C. Matching Pennies
The Marbles Game is like the Matching Pennies Game. It is played between two players who
are named Even and Odd. Each player has a penny and must secretly turn the penny to
heads or tails. The two players then reveal their choices simultaneously. If the pennies
match (both heads or tails), then the Even player keeps both pennies, which means they
have won a penny from the Odd player (+1 for Even, -1 for Odd). If the pennies do not
match (one heads and one tails), the Odd player keeps both pennies and so receives one
from the Even player (-1 for Even, +1 for Odd).
We model the possible strategies and payoffs in the payoff matrix below with Even as the
row player and Odd as the column player.
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Pure Nash Equilibrium is not taught in most principles-level courses so this question could be dropped.
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A detailed reasoning is provided in the appendix.
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7. Appendix
Game 1: Red Light, Green Light
C. Strategic Behavior
Q1. Do either of the players have a dominant strategy? If so, what is their dominant
strategy?
Suggested Answers: Both players have a dominant strategy to cooperate.
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