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The subject is taught in Catalan, but both class contributions and assignments can be done in Catalan or Spanish.
The materials can be provided in Catalan as well as in Spanish or English.
V3. Identify the type of player and design the game experience according to its psychological characteristics.
T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources
The main objective of this subject is for students to have general knowledge about the psychological processes that impact the design of video games in order to be able to design with a focus on the optimal experience of the player.
It is necessary to know the cognitive processes that occur when we play and what the people who play are like, what their psychological characteristics are, the different motivations for playing and the profiles of gamers.
It is important to develop a critical vision in our students, which allows them to identify the risks of the sector and how to minimize them by designing inclusive and ethical recreational experiences. And also to be aware of the full social and educational potential of video games.
The classroom (physical or virtual) is a safe space, free of sexist, racist, homophobic, transphobic and discriminatory attitudes, either towards students or teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer the prejudices of others.
A 1: Group work: Analysis of the psychological aspects of a traditional game and its application to video game design (Evidence of learning outcome E2.1 and E3.3)
Analyze a game activity and propose 1 video game that they consider related to the chosen classic game. Then, a critical written comment must be made relating it to the psychological aspects worked on.
A.2: Exercises in class:
10% - Theoretical questions in class about the content of the subject (Evidence of the learning outcome) Several assessable activities will be carried out throughout the course.
10% - Analyze a game from the point of view of the industry, the community and the game (narrative, mechanics and characters) with a gender perspective.
A.3: Final Exam: Development Questions (Evidence of learning outcome All) Final exam, integrating all the knowledge learned in class and put into practice.
General criteria of the activities:
A statement will be presented for each activity and the evaluation criteria.
You will be informed of the dates and format of the delivery of the activity.
Each student's grade will be calculated according to the following percentages:
To pass the subject, it is necessary that learning activity A.3, at least, obtain a minimum grade of 4, therefore:
If the exam grade (A3) is > or equal to 4 Final grade = A1 0,4 + A2 0,2 + A3 0,4
If the exam grade (A3) is < 4 Final grade = Exam Grade
Considerations:
An activity not delivered or delivered late is a 0. The grades of the activities will take into account the correct follow-up of the requirements. Misspellings, writing errors and formal and technical problems specific to the subject will be penalized with 0,10 points, up to a maximum of 2 points, in all assessable activities and tests
To pass the subject, it is necessary that the learning activity A.3, at least, obtains a minimum grade of 4.
In the event of detecting plagiarism, copying or fraud in any assessable activity or test, it will automatically obtain a final grade of 0. Additionally, in cases of copying or fraud, both the person copying and the person allowing copying are responsible for the conduct, and the consequences of the conduct affect all students involved in the irregular action. Regardless of the suspension caused by plagiarism, copying or fraud, the teacher will communicate the situation to the Department Management so that the applicable measures can be taken in terms of the sanctioning regime and the initiation of the relevant disciplinary proceedings.
Any form of academic fraud will be sanctioned in accordance with the center's assessment regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.
Recovery:
If the exam grade (A3) is > or equal to 4 Final grade = A1 0,4 + A2 0,2 + A3 0,4
If the exam grade (A3) is < 4 Final grade = Exam Grade
Balsameda, Raquel and Calvo, Ana (2022) Applied neuropsychology Expanding horizons
Barrecheguren, Pablo (2021) Neurogamer. paid
Boyano, José T. (2022). That was not in my psychology history book. Editorial Almuzara.
Hodent, Celia (2017) The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. CRC Press
Kahneman, Daniel (2012) Think Fast, Think Slow. debate
Leahey, Thomas Hardy (2013). History of psychology (7th ed.). Pearson Education.
McGonigal, Jane (2013). Why video games can improve your life and change the world?: An encounter between the virtual and the real world in which people are favored. Siglo XXI Publishers.
Sánchez-Elvira Paniagua, Ángeles (ed.) (2023). Introduction to the study of individual differences. UNITED.