“…The use of game elements in economics has not been as prevalent as other innovative teaching methods such as hands-on and role-based learning (Settlage & Wollscheid, 2019), or extracting economic concepts from movies (Wooten & White, 2018), TV shows (Wooten & Lynch, 2022;Klein & Klein, 2023), music (Jaeger & Wooten, 2022), or comic books (O'Roark, 2017). Based on a categorization by Ulicsak and Williamson (2010), most of the games used in economics courses are classified as either educational (i.e., designed only for the classroom, such as those proposed by Lawson and Lawson (2010) and Fabian (2021)) or educational leisure games (i.e., can be played in the classroom and at home, such as those proposed by Lewis, Wardrip-Fruin, & Whitehead, 2012).…”