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