Abstract
This paper explores the use of mobile gaming, specifically Clash Royale, as a pedagogical tool for teaching foundation-level economic concepts. Generation Z students, who dominate foundation-level university courses, have grown up immersed in social media, YouTube and digital gaming. This paper builds on the work of Clifford and Simon (2025) and Somerville and O'Roark (2025) integrating short social media clips focused on the digital gaming platform Clash Royale with classroom activities to encourage active learning.
| Original language | English |
|---|---|
| Publication status | E-pub ahead of print - 19 Jan 2026 |
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