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Is cash the only thing that gives that benefit?

Or was cash just a convenient low-risk mechanism because the pocket money parents give to their kids is in small enough units that they can afford for their kids to waste it or straight up lose it?

If the latter, I suspect even games with internal currencies would provide the same learning opportunities. And I don't mean micro-transactions here, I mean like the SimCity (2000 in particular) or Civilization games where your actions within the game are what makes or consumes the currency.

But it could also be, say, €$£5/week of vouchers for Steam or Amazon or whatever.

(I'm like you when it comes to having been in software too long, and therefore not wanting to install apps for everything).



I think digital money is just too abstract for kids, and even adults struggle with comparing amounts and truly grasping their significance. Handing over a stack of bills just feels a lot more significant than swiping your card, which is the same whether you’re buying a $5 coffee or a $5000 tranche of a home renovation. With cash, you have a lot of the stuff in your hand, and then you have less vs none.


> I think digital money is just too abstract for kids, and even adults struggle with comparing amounts and truly grasping their significance. Handing over a stack of bills just feels a lot more significant than swiping your card, which is the same whether you’re buying a $5 coffee or a $5000 tranche of a home renovation. With cash, you have a lot of the stuff in your hand, and then you have less vs none.

But, that's how the world works. What major bills are you paying that you pay c cash for in the last decade? All the more reason to teach kids to operate in this way.


Well, similar to how Montessori (and now most public schools, it seems) deal in manipulatives first, and then switch to abstract later, I think the same makes sense for money.

And I actually have been going back to cash more often, and I spend noticeably less when I do. And I’m an engineer who loves spreadsheets, so I’m guessing it causes most people bigger spending issues.


Games and such do not have the real-world consequences of cash. I've sent all my kids to go out and e.g. buy some groceries. They learn to count their change and deal with strangers who might not be trustworthy. They learn to protect their wallets and not lose it. They learn to look at price tags. All real world skills that games do not simulate.


> All real world skills that games do not simulate.

Learning to protect and not lose a wallet, or to count change… seems like exactly the kind of thing that no longer matters, as we move to more digital money everywhere. What change, what wallet?

Outside those points: multiplayer games with currencies in them simulate all of the rest, and even single player games simulate some of those things.


But not skills that translate to the biggest outgoings you will have as an adult. It doesn’t prepare you for having your salary appear as a number, and your rent or mortgage disappear as another line.

They’re good building blocks but they’re not enough.




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