A new approach in educational science promotes student involvement to replace frontal lectures. The objective is to create a cooperative environment in class applying the new educational techniques. Gamification is one effective solution to the problem. I used the stock market game described here to introduce my students to the world of trading systems and the basic rules of financial behaviour in a playful but challenging environment. After the introduction and a description of the literature used, this paper describes how the game is played. I have been playing the game in the same order for years, which has had a dual advantage. On the one hand, based on practical experience, introducing new skills and knowledge is best done in an established order both for the fluency of the game and the effective processing of the new knowledge. On the other hand, the identical order of playing the games is important for subsequent statistical analysis and drawing the conclusions. The analysis in the paper has been made using a simple statistical descriptive methodology. By their multiplicity, the 136 teams in the sample would have been sufficient to use deductive methodology, however, the participating students belonged to different groups (undergraduate and post-graduate, reading economics, reading other subjects), so the number of the individual teams has become lower. Also, if you look at the number of individual games, i.e. the 34-component sample, deductive statistics will produce more limited results. It has become clear from the results so far that post-graduate students, particularly those reading non-economics subjects, were more prone to making emotional rather than rational decisions during the course of the game. Psychological elements had a more emphatic impact on their decisions compared to their peers who had a profound knowledge of economics.