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E15. Design and plan quality assurance strategies, test and data analysis of video games and interactive products.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
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.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
The course introduces the student to the world of data analytics, with application to the analysis of video game data. Data analysis becomes a fundamental aspect of game development, in many ways:
The subject is contextualized in the area of Production and Business of the Degree in Design and Production of Video Games. The contents are based on a review of the most common metrics in video game design and monetization and make an introduction to inferential statistics and data analysis with machine learning methods. The R language is used throughout the course for the exercises and practical examples. The methodology combines master classes with exercises and practical activities. The evaluation activities are practical exercises and an analytical project that counts 60% of the mark and the remaining 40% corresponds to a final exam.
This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured. The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.
In general, this subject contributes to the following learning outcomes specified for the subject to which it belongs (Production and Business):
More specifically, at the end of the course, the student will be able to:
The course is divided into theoretical sessions and practical sessions, corresponding to 4 hours and 2 hours per week respectively.
The work methodology combines:
The content of the subject consists of the sections listed below:
The contents will be alternated with practical cases of application in order to see the usefulness of the contents that are treated throughout the subject.
The student will have to realize different activities along the asignatura:
The following details its focus and objectives.
A1. Exercises - Analytical cases
The aim of the practical exercises is that the student acquires the knowledge of the theoretical concepts seen in class and that he has agility in the use of the analytical tools that will be treated. These exercises aim to consolidate the work of the following skills:
These exercises are evidence for the achievement of the learning outcome E15.3 (plan and develop the game data analysis process).
A2. Laboratory practices: Video game data analysis project
The aim of the laboratory practices is that the student develops one or more cases of data analysis, where he will have to apply in an integral and grounded way the knowledge seen in class. The student will have to solve a simulation of a real case, limited in its complexity and volume of data, to make easier its management on the part of the student.
The following competencies will be developed in these projects:
and learning outcomes:
The student will carry out this team work (of two people, ideally) and will have to deliver a detailed report. This report shall contain an executive summary, a detailed report at the executive level, a technical report and an appendix with the data resulting from the analytical processes applied. The student will have the index of the work to deliver, as well as a rubric with the parameters of evaluation of the work.
A4. Final Exam
At the end of the course, each student will have to present to a final examination where will evaluate him of the contents seen along the asignatura. The exam is individual.
In this exam, the specific competences (E15), as well as the competences G5, G1, G2, G3 and part of G4, and the learning outcomes E15.2, E15.3 and E15.4 mentioned above will be assessed.
The evaluation of the subject is:
Continuous assessment activities must be delivered on time within the course specified. Beyond the specified deadlines, the student will not be able to deliver the activities of continuous evaluation, running the risk of suspending the subject for this reason. In the call for recovery it will not be possible to deliver the continuous assessment activities.
The following aspects must be carefully considered:
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