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Student teams role-play as companies to compete. All teams (i.e. the classroom) constitute the entire market. Classroom competition games are initially conducted whereby students only choose prices. Then, student strategy space is relaxed to include more learning content: asymmetric information,...
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We consider a simple contest game with draws where with some probability none of the contestants is selected as winner. If such an outcome occurs, then the contest is repeated in the next period unless either one of the contestants wins the prize or until a final last period is reached. Allowing...
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