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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.
E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.
E3. Identify the type of player and design the game experience according to its psychological characteristics.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
Serious video games and gamification are new lines of work that have great potential. In addition, it deepens the knowledge of the game mechanics applied to the field of health, education, training, communication and virtually any industry. That is why having a knowledge of this type of program is an opportunity for students to expand their possible career.
The aim of this subject is to get students to acquire the skills and tools necessary for the creation of gamified structures, as well as sufficient analytical ability to apply what they have learned in the subjects on entertainment video game in the 'serious area.
To achieve knowledge, the subject is assessed with individual and group work. Different activities will be carried out and synergies will be sought with other degrees and sectors so that they learn to work with profiles not related to the video game industry.
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.
SUBJECT 1: Introduction and definition
1.1 Serious video games
1. 2 Gamification
1.3 Areas of application
1.4. Classification and Type
SUBJECT 2: Psychological Aspects
2.1. Motivation
2.2. Types of Rewards
2.3 Types of Players
SUBJECT 3: Design
3.1. The Jesse Schell Tetrad
3.2. MDA
3.3. Gamification Frameworks
SUBJECT 4: Design centered on people
4.1. Preliminary considerations
4.2. Game Thinking
4.3 Ethical aspects of Gamification
SUBJECT 5: Serious Game
5.1. Classification
5.2. Analysis
5.3. Design Canvas
5.4. Educational gameplay
A 1: Work: Game Proposal: Gamification Structure (Evidence of learning outcome All) An investigation will be carried out on the application of gamification in an area. Once all contributions have been collected, a gamification proposal will be created
A.2: Exercise in class: Theoretical questions in class about the content of the subject (Evidence of the learning result All) Throughout the classes, various evaluative activities will be carried out in the form of questions to encourage participation and attendance.
A.3: Work Game Proposal: Design of a Serious Video Game (Evidence of learning outcome All) An investigation will be carried out on the application of video games in the serious field. Once all input is collected, a GP will be created on a possible serious video game
Each student's grade will be calculated based on the following percentages:
Final grade = A1 0,4 + A2 0,2 + A3 0,4
Considerations:
An activity not handed in or handed in late is a 0. Spelling mistakes, 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 to present activities A1 and A3
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:
The recovery will involve the improvement of the submitted work or the completion of a final work
Bogost, Ian (2007). Persuasive games. The expressive power of videogames. Cambridge: The MIT Press.
Callois, Roger (1958). Game Theory. Barcelona: Seix Barral.
Flanagan, Mary (2024) Critical Play: A radical way to design games. Sugaar Editorail
Huizinga, Johan (2008). Homo Ludens Madrid: Alianza Editorial.
Kim, Amy Jo (2018). Game Thinking. Gamethinking.io
Marczewski, Andrzej (2018) Even Ninja Monkeys Like to Play: Unicorn Edition. Gamified UK
Morales, Joan (2015) Serious games: Video game design with an educational and social agenda. UOC Publishing
Schell, Jesse (2024) The art of designing games. A book of prisms. Sugaar Editorial
Sicart, Miguel (2014). Play matters: MIT Press.