Financial Teaching Gaming Maps

Blockworks and Ally Financial Launched 'Fintropolis'

Blockworks, a world-leading Minecraft design collective, and Ally Financial have launched a massive new Minecraft dubbed Fintropolis. Made from more than 20,416,204 blocks, Fintropolis is a new free world within the Minecraft marketplace also offering EDU versions as a resource for parents and educators to teach middle-school-aged kids money concepts. Fintropolis is one of only 22 free, educational worlds on the Minecraft Marketplace, which boasts 1,000+ paid worlds.

Fintropolis began as the brainchild of four Ally Financial interns, who came up with the idea as a solution to combat declining financial literacy rates. The consumer version of Fintropolis weaves financial lessons into regular game-play, allowing players to passively learn as they navigate the world. Marking a first for a major financial institution within the Minecraft platform, the EDU version offers a broad educational resource for teachers to engage with students meeting them on common ground.

Image Credit: Blockworks / Ally Financial

Financial Gaming Education
With the success of Fintropolis, there is a growing trend of using gaming for financial education and literacy.
Innovative Educational Content
Fintropolis is part of a larger trend towards using innovative content and technology to engage students with educational concepts.
Gamification of Learning
The gamification of learning, specifically with a focus on financial literacy, is a trend that is gaining traction across multiple industries.

Where This Applies

Financial Services
With declining financial literacy rates, Fintropolis demonstrates an opportunity for innovative educational solutions by financial institutions.
Education
As technology continues to play a larger role in education, Fintropolis represents a shift towards using gaming to engage students and promote learning.
Gaming
The success of Fintropolis showcases the potential for gaming companies to create educational content that simultaneously teaches and entertains players.
SCORE
4.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 48%
Activity 62%
Freshness 10%