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What is covered, week by week, and which topics each lecture draws on.

Every lecture the course claims to run gets a dated page and a teaching-team reference. A course decides how many lectures it needs; one of them carries a real deck. related: connects lectures to the sessions and assessments they feed.

Week 1: Economies as Designed Systems

Why a virtual economy is not a metaphor for a real one --- it's a system someone wrote code for, with all the same failure modes a bad API has.

Week 1 · 22 February 2027

Week 2: Faucets and Sinks

The two pipes every game economy runs on — where currency comes from, and where it has to go, or inflation eats everything else you designed.

Week 2 · 1 March 2027

Week 3: Market Design and Price Discovery

Order books, guide prices, and why Old School RuneScape's Grand Exchange and a stock exchange are closer cousins than either fandom would like.

Week 3 · 8 March 2027

Week 4: Case Study — The EVE Online Economy

A decade of Monthly Economic Reports, read as what they are — one of the largest publicly available datasets on a virtual economy anywhere.

Week 4 · 15 March 2027

Week 5: Numerical Balancing — The Ship-Fitting Problem

Why "make it better" is not a balance patch, and how DPS-per-ISK and effective-hitpoints-per-ISK turn a vibe into a number you can compare.

Week 5 · 22 March 2027

Week 6: Skill- and Time-Gating as Economic Design

Why "you have to wait" and "you have to grind" are pricing mechanisms, not just pacing decisions — and what happens when a real-money option lets players buy their way past them.

Week 6 · 29 March 2027

Week 7: Logistics and Frontier Economics

Why the most valuable resources in a game are often the ones furthest from safety, and why moving goods there is itself part of the economy.

Week 7 · 12 April 2027

Week 8: Market Manipulation and Real Scandals

The Guiding Hand Social Club heist, and what a decades-old player scandal still teaches about the difference between a bug and a working system.

Week 8 · 19 April 2027

Week 9: Cross-Game Comparative Economics

Putting EVE Online, World of Warcraft and RuneScape's markets side by side — same underlying problem, three genuinely different mechanical answers.

Week 9 · 26 April 2027

Week 10: Agent-Based Economic Modeling

Guest lecture — thousands of simple trading agents, none of them smart, still manage to reproduce the bubbles and crashes a real market produces.

Week 10 · 3 May 2027

Week 11: Mechanism Design and Game Theory Crossover

Auction theory shows up in every market this course has studied — this is the week we name it properly and ask what it would mean to design one on purpose.

Week 11 · 10 May 2027

Week 12: Capstone Studio — The Intervention Clinic

The last lecture is a clinic, not new material — bring your in-progress Economic Intervention Report and get it stress-tested before it's due.

Week 12 · 17 May 2027