The paper considers how students learn commodity production and circulation via gaming experiments. We review two of them.In the first, players run into reproduction on a decreasing scale aggravated if not caused by their non-cooperative behavior. In this economy social and private benefits and costs diverge. Undertaking an investment a capitalist firm chooses typically that technique which maximizes profitability, while the society is interested in that which requires the minimum input of labor.In the second, players bring up extended reproduction receiving incompatible norms and setting new priorities with associated strategies of cooperative behavior. Social and individual interests draw together consequently.