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Fifteen chapters, 351 games

Every chapter below lists what a student will be able to do by the end of it, and every single game inside it. All of them are finished and ready to play.

Two things worth knowing. The games use the perpetual inventory method — the one almost every university teaches. The periodic method appears only where it helps you see the difference. And accounting theory has its own games inside chapter 2: work through them if your course covers theory, and skip them if it does not.

One course, or two — the same games either way

The fifteen chapters run as a full first-year accounting course, or split into two semesters. Nothing changes but where you draw the line. Each outline below lists every learning objective and every game that teaches it, on one page you can print or save as a PDF.

Pick a chapter

This is the order you would teach them in. Open any chapter to see every game inside it.

Chapter 1

Foundations & The Accounting Equation

Meet accounting: who uses it, the accounting equation, and the four reports every business prepares.

This is the chapter every student opens first, so it got the most careful review of all.

25 games7 things you will be able to do
Chapter 2

The Recording Process

How a business writes down what it does: debits and credits, journals, ledgers, and the trial balance that checks the work.

Includes the optional Accounting Theory module — 8 extra games you can use or leave out.

15 games6 things you will be able to do
Chapter 3

Adjusting Entries

Fixing the books at the end of the period so income and expenses land in the month they belong to.

27 games4 things you will be able to do
Chapter 4

Completing the Accounting Cycle

Closing the books at the end of the year and turning the numbers into finished financial statements.

21 games5 things you will be able to do
Chapter 5

Merchandising Operations

How a shop records buying goods, selling them, and reporting the profit it makes on those sales.

35 games7 things you will be able to do
Chapter 6

Inventory

Which goods really belong to the business, what they cost, and how that cost becomes cost of goods sold.

22 games6 things you will be able to do
Chapter 7

Internal Control & Cash

How a business protects its cash: control rules, checking the bank statement, and running a small cash fund.

21 games8 things you will be able to do
Chapter 8

Receivables

Money that customers owe the business: recording it, estimating what will never be paid, and earning interest.

22 games8 things you will be able to do
Chapter 9

Long-Term Assets

Buildings, machines, and patents: what they cost, how that cost is spread over the years, and how they are sold.

24 games8 things you will be able to do
Chapter 10

Current Liabilities

What a company owes and must pay within one year: short-term loans, sales tax, repair promises and staff pay.

25 games8 things you will be able to do
Chapter 11

Long-Term Liabilities

How companies borrow for many years: bonds, long-term loans, interest that changes over time, and paying debt off early.

22 games8 things you will be able to do
Chapter 12

Stockholders Equity & Corporations

How a corporation raises money by selling shares, shares profits with its owners, and reports what those owners own.

22 games8 things you will be able to do
Chapter 13

Statement of Cash Flows

Where a company's cash really came from and where it went during the year, sorted into three clear groups.

20 games8 things you will be able to do
Chapter 14

Financial Statement Analysis

Reading a company's finished financial statements and judging how strong, how profitable and how safe the business really is.

20 games8 things you will be able to do
Chapter 15

Managerial & Cost Accounting

How a factory turns materials into products, what each product really costs, and how managers use costs to plan profit and cash.

10 games7 things you will be able to do

This course teaches US GAAP

American rules, American terminology. If you teach somewhere else, read this before you decide — it probably matters less than you think.

At introductory level, almost all of the accounting is the same wherever in the world you teach it. A debit is a debit. The two things that genuinely differ are the words — receivables or debtors, inventory or stock, income statement or profit and loss — and how adjustments are presented. Underneath, the double entry is identical.

So these games use American terminology throughout, and where IFRS takes a different line on something we teach, the game says so on the spot rather than pretending the difference is not there.

The material is written to match the introductory texts most widely used on courses like yours.

Teaching to a different standard? Tell us which one. It helps us decide what to build next, and we will write back.

Ask us anything

Want to see more, use these with your own students, or tell us something is wrong? Write to us.

Or just email david@accountingarcade.org. We never pass your details to anyone.

Terms of Use

Effective Date: August 2026

1. Intellectual Property

All games, software, content, design, and materials on this website and within the Accounting Arcade SCORM game suite are the exclusive intellectual property of David van Brecht, trading as Accounting Arcade. All rights are reserved.

2. Demo Games

The demo games on this website are provided for evaluation. You may play them, and where we offer a sample package for download you may download it and load it into your own learning platform to try it with your class. That is what those packages are for.

You may not:

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The full Accounting Arcade game suite is available under a separate licence agreement. Licensed institutions may deploy the games on their own Learning Management System (LMS) for educational use by their students and staff. Full licence terms are provided upon purchase.

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5. SCORM Compliance

Accounting Arcade games are designed to be SCORM 1.2 compliant. While we make every effort to ensure compatibility with standard LMS platforms, we cannot guarantee compatibility with all systems. We offer installation support to help ensure smooth deployment.

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This website and its content are provided "as is." Accounting Arcade shall not be liable for any indirect, incidental, or consequential damages arising from the use of this website or its products.

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For licensing enquiries, support, or questions about these terms, please contact us at david@accountingarcade.org.

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Effective Date: August 2026

1. Information We Collect

You can read this website and play every game on it without signing up, without an account, and without giving us your name or your email address. Nothing you do inside a game is sent to us.

The one place this website sends us anything about you is the contact form. If you choose to fill it in, it sends us what you typed: your name and your email address, and — only if you fill them in — your institution, what you would like help with, and your message. If you never use the form, we hold nothing about you at all.

Your message reaches us through a third-party form service, so what you type passes through their servers on its way to us. If you would rather not use the form, email us directly instead — the address is at the foot of every page.

Our pages load their typefaces from an external font service, so that service sees your IP address when a page loads. Beyond that we use no analytics, no tracking and no advertising.

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We use what you send us, through the contact form or by email, only to reply to you and — if that is what you have asked about — to arrange licensing and support. We do not sell your personal information, and we do not pass it to anyone beyond the form service that delivers your message to us.

3. Demo Games

The demo games on this website do not collect or store any personal data. When deployed via SCORM on your institution's LMS, any data collection is governed by your institution's own privacy policies.

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5. Contact

For privacy-related questions, contact us at david@accountingarcade.org.

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