Why study at TECH?

Upon completion of this program you will be able to successfully complete the development of a gamified video game" 

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The design of a good video game implies the involvement of several professionals and elements to consider. To be an integral professional, capable of developing successful projects is what is desired both in the business and individual sphere. An in-depth knowledge of the gamification area and the existing problems in its development and expansion, allows the creation of attractive video games for the target audience, knowing what their motivations, behaviors and needs are.
 
This is where the programmatic quality of this Professional master’s degree in Gamification in Video Games stands out; since the professional will master both the essential technical part for its development and the basic fundamentals of its good practices. It will be possible to master psychology to understand the user experience. The use of tools and techniques to generate creative ideas, in a world where everything seems to be already done, and to understand the keys to mastering the business when faced with the opportunity to present a prototype to the market.
 
A training that makes a difference in the student's professional experience, being able to adapt it to their current agenda with organization and little effort, since the distribution of the content is designed to provide comfort and agility in all processes. Thanks to the methodology implemented by TECH Global University, with a modern vision and using the most advanced system. 

It highlights the possibility for the professional to choose where, how and when to study, as it is a 100% online degree. It can be started from any type of device with an internet connection, but also offers the possibility of downloading all the didactic material for consultation. The students will have professional teachers who will accompany them throughout their learning process during the 12 months of programming. 

You will master storytelling and scripting for gamification, and you will be able to generate innovative ideas for your video games"  

This Professional master’s degree in Gamification in Video Games contains the most complete and up-to-date scientific program on the market. Its most notable features are:

  • The development of case studies presented by experts in video game development. 
  • The graphic, schematic, and eminently practical contents with which they are created, provide practical information on the disciplines that are essential for professional practice 
  • Practical exercises where self-assessment can be used to improve learning
  • Its special emphasis on innovative methodologies 
  • Theoretical lessons, questions for experts and individual reflection work 
  • Discussion forums, chat rooms, meeting rooms and expert community 
  • Content that is accessible from any fixed or portable device with an Internet connection  

With this Professional master’s degree, you will aunderstand the importance of psychology in the development of a memorable videogame" 

The program’s teaching staff includes professionals from the sector who contribute their work experience to this training program, as well as renowned specialists from leading societies and prestigious universities.
 
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment
that will provide immersive training programmed to train in real situations.
 
The design of this Program focuses on Problem-Based Learning, by means of which the professional will have to try to solve the different situations of Professional Practice, which will be posed throughout the Program. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.    

Designing video games that everyone wants to play is only possible by applying Gamification"

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You have the desire to achieve a better future. TECH has the tools. Study in a quality, 100% online and secure environment"

Syllabus

Following the quality parameters of the TECH Global University study system and making use of the most innovative methodology, this degree stands out in its structure and content development. The way it has been designed will make the student's experience more agile. There are 10 modules within which specific topics are developed for a better organization and understanding in a maximum of 12 months. Through a virtual campus, with the possibility of downloading the material to be consulted when the student requires it. 

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You will have a variety of formats, both theoretical and practical, to facilitate the study experience" 

Module 1 Gamification

1.1. Gamification

1.1.1. Gamification
1.1.2. Ludification
1.1.3. Games

1.2. Game Learning and Behaviour Design

1.2.1. Game-Based Learning
1.2.2. Human Focused Design
1.2.3. Behavioural Design

1.3. e-learning and Playful Learning

1.3.1. e-learning
1.3.2. Playful Learning
1.3.3. Edutainment

1.4. Types of Gamification

1.4.1. Serious Games
1.4.2. Entertainment Games
1.4.3. Transmedia Games

1.5. Social Contexts of Gamification

1.5.1. AED
1.5.2. DED
1.5.3. Obstacles

1.6. Professionalization of Gamification

1.6.1. Professional
1.6.2. Lack of Knowledge
1.6.3. Bridges

1.7. Problems in Gamification

1.7.1. Time
1.7.2. Money
1.7.3. Target Audience

1.8. Gamification Technologies

1.8.1. Technology
1.8.2. PBL
1.8.3. Rejection

1.9. Video Games, Games and Narrative

1.9.1. Video Games
1.9.2. Board Games
1.9.3. Narrative

1.10. Usability, Psychology and Business

1.10.1. Usability
1.10.2. Psychology
1.10.3. Business

Module 2 Gamification Applied to Video Games

2.1. Gamification in Video Games

2.1.1. Objectives
2.1.2. Assessments
2.1.3. Practices

2.2. Motivation in Video Games

2.2.1. Intrinsic
2.2.2. Extrinsic
2.2.3. Counterposition

2.3. Promotion of Gamification

2.3.1. Identity
2.3.2. Independence
2.3.3. Community

2.4. Failures and Competencies

2.4.1. Errors
2.4.2. Skills
2.4.3. Exploration

2.5. Maple: Motivation

2.5.1. Company
2.5.2. Power
2.5.3. Collaboration

2.6. Maple: Awareness

2.6.1. Ethics and Morals
2.6.2. Physical and Mental Health
2.6.3. Newsgames

2.7. Maple: Reality

2.7.1. Skills
2.7.2. Psychology
2.7.3. Difficulties

2.8. Maple: Persuasion

2.8.1. Product Placement
2.8.2. Advergaming
2.8.3. Ideologies and Stereotypes

2.9. Maple: Learning

2.9.1. Day-To-Day
2.9.2. Business Environment
2.9.3. Soft Skills

2.10. Maple: Assessment

2.10.1. Treatment
2.10.2. Educational
2.10.3. Self-Benefiting

Module 3 Gamified Game Design

3.1. Gamified Game Design

3.1.1. Games
3.1.2. Video Games
3.1.3. The Design

3.2. Profiles Involved

3.2.1. Programmer
3.2.2. Artist
3.2.3. Designer

3.3. Production and QA

3.3.1. Producer
3.3.2. QA
3.3.3. Screenwriter

3.4. Other Roles

3.4.1. Composer
3.4.2. Specialist Roles
3.4.3. Intermediaries

3.5. Mission

3.5.1. Role of the Designer
3.5.2. Valuable Knowledge
3.5.3. Solo Development

3.6. Vision

3.6.1. Possibilities
3.6.2. Ambition
3.6.3. Retrospective Vision

3.7. Values of Gamification

3.7.1. Constraints
3.7.2. Planning
3.7.3. Target

3.8. Specialities

3.8.1. Goals
3.8.2. Niche
3.8.3. Clone Wars

3.9. Prototyping

3.9.1. Paper Prototype
3.9.2. From Game to Video Game
3.9.3. Board Games

3.10. Structures

3.10.1. Structure and Elements
3.10.2. Brainstorming
3.10.3. The Five Questions

Module 4 Game Design and Gamification

4.1. Gameplay

4.1.1. Gameplay
4.1.2. Rules
4.1.3. Setting

4.2. Immersion

4.2.1. Coherence
4.2.2. Suspension of Disbelief
4.2.3. Dimensions

4.3. Tools and Techniques

4.3.1. Proof and Correction
4.3.2. Experience
4.3.3. MDA Framework

4.4. MDA Model

4.4.1. Mechanisms
4.4.2. Dynamics
4.4.3. Aesthetics

4.5. Design Elements

4.5.1. Genre
4.5.2. Game Modes
4.5.3. Core Dynamics

4.6. Types of Objectives

4.6.1. Short Term
4.6.2. Medium Term
4.6.3. Long Term

4.7. Rewards: Ludification

4.7.1. Play Structure
4.7.2. Challenges
4.7.3. Progression

4.8. Rewards: Stories

4.8.1. Stories
4.8.2. Secrets
4.8.3. System

4.9. Level Design

4.9.1. Paper Design
4.9.2. Difficulty Curve
4.9.3. Flow Theory

4.10. Economy

4.10.1. Components
4.10.2. Functions
4.10.3. Regulation

Module 5 Video Game Documentation

5.1. The Three Cs

5.1.1. Character
5.1.2. Camera
5.1.3. Control

5.2. Character

5.2.1. Physiology
5.2.2. Personality
5.2.3. Mechanisms

5.3. Camera

5.3.1. Viewpoints
5.3.2. Camera Control
5.3.3. Camera Guides

5.4. Control

5.4.1. Control Ergonomics
5.4.2. Related to the Character
5.4.3. Related to the Camera

5.5. General Documentation

5.5.1. Game Concept
5.5.2. Game Treatment
5.5.3. Game Document Design

5.6. Specific Documents

5.6.1. Design
5.6.2. Engineering
5.6.3. Drafting

5.7. Game Document Design

5.7.1. Documentation
5.7.2. Communication
5.7.3. General Rules

5.8. GDD: One Page

5.8.1. Uses
5.8.2. Structure
5.8.3. Design

5.9. GDD: Ten Pages

5.9.1. Uses
5.9.2. Structure
5.9.3. Design

5.10. Documentation Tools

5.10.1. Rule of Three
5.10.2. Game Progression
5.10.3. Victory Chart

Module 6. Player Psychology

6.1. Sociology in Video Games

6.1.1. Individual
6.1.2. Community
6.1.3. Society

6.2. Psychology in Video Games

6.2.1. Cognitive
6.2.2. Emotional
6.2.3. Behaviour

6.3. Entertainment Needs

6.3.1. Entertainment
6.3.2. Fun
6.3.3. Motivation

6.4. Feelings

6.4.1. Desire
6.4.2. Power
6.4.3. Need

6.5. Maslow's Pyramid

6.5.1. Survival
6.5.2. Existence
6.5.3. Assessment

6.6. Behavioral Design

6.6.1. Behavioral Psychology
6.6.2. Classical Conditioning
6.6.3. Operant Conditioning

6.7. Reinforcement Schedule

6.7.1. Instinct
6.7.2. Method
6.7.3. Intervals

6.8. Rewards Map

6.8.1. Rewards
6.8.2. Pauses
6.8.3. Compensators

6.9. Contrasts

6.9.1. Extinction
6.9.2. Levels
6.9.3. Avoidance

6.10. Players

6.10.1. Bartle
6.10.2. Ami Jo Kim
6.10.3. Marczewski

Module 7 User Experience for Gamification

7.1. Interface in Video Games

7.1.1. Usable Design Guide
7.1.2. UI: in the Game History
7.1.3. UI: in the Game World

7.2. Screen Flow

7.2.1. Aesthetic Appearance
7.2.2. Functional Aspect
7.2.3. Interaction

7.3. Perceptual Vision

7.3.1. Considerations
7.3.2. Gestalt Laws
7.3.3. Combination

7.4.    Usability: Efficiency and Effectiveness

7.4.1. Efficiency
7.4.2. Efficacy
7.4.3. Satisfaction

7.5. Usability: Perception and Intuition

7.5.1. Perception
7.5.2. Intuition
7.5.3. Retention

7.6. Gameplay

7.6.1. Intrinsic
7.6.2. Mechanics
7.6.3. Artistic

7.7. Interactive Gameplay

7.7.1. Interactive
7.7.2. Intrapersonal
7.7.3. Interpersonal

7.8. UI: Consistency

7.8.1. Consistency
7.8.2. ase of Use
7.8.3. User Control

7.9. UI: Positioning

7.9.1. Positioning
7.9.2. Visual Organization
7.9.3. Balance and Weight

7.10. UI: Points of Attention

7.10.1.Points of Attention
7.10.2.Eye Movement
7.10.3. Color

Module 8 Narrative and Scripting for Gamification

8.1. Ideas for Video Games

8.1.1. Rules
8.1.2. Blockages
8.1.3. Fun

8.2. Triangle of Rarity

8.2.1. Character
8.2.2. World
8.2.3. Activities

8.3. Characters

8.3.1. Types
8.3.2. Secondary
8.3.3. Jung's Archetypes

8.4. Worlds

8.4.1. World as a Character
8.4.2. Maps
8.4.3. Historical Line

8.5. Narratives

8.5.1. Narration and Narrative
8.5.2. Viewpoints
8.5.3. Voices and Dialogues

8.6. Times

8.6.1. Analepsis
8.6.2. Prolepsis
8.6.3. Paralipsis

8.7. Classic Structure

8.7.1. Structure
8.7.2. Pivot Points
8.7.3. The Playbill

8.8. The Hero's Path: Structure

8.8.1. Game Start
8.8.2. Initiation
8.8.3. Return

8.9. The Hero's Path: Tools

8.9.1. Character Arc
8.9.2. Monomite
8.9.3. Tools

8.10. Non-Linear Script

Module 9 Business Models and Sale of Gamified Video Games

9.1. Communication

9.1.1. Developers
9.1.2. Companies
9.1.3. Publishers

9.2. Promotion

9.2.1. Crowdfunding
9.2.2. Events
9.2.3. Incubators

9.3. Investors

9.3.1. Venture Capital
9.3.2. Seed Money
9.3.3. Angel Investor

9.4. Brand: Identification

9.4.1. Logo
9.4.2. Conceptual Art
9.4.3. Personal Cards

9.5. Brand: Exposure

9.5.1. Web Presence
9.5.2. Merchandising
9.5.3. Presskit

9.6. Marketing

9.6.1. Own
9.6.2. Delegate
9.6.3. Public

9.7. Sales Arguments

9.7.1. Numbers
9.7.2. Statistics
9.7.3. USP

9.8. Prototypes: Mechanics

9.8.1. Mechanics
9.8.2. Aesthetics
9.8.3. Technology

9.9. Other Prototypes

9.9.1. Emerging
9.9.2. Vertical
9.9.3. Horizontal

9.10. Pitch

9.10.1. Structure
9.10.2. Sales
9.10.3. Press

Module 10 Gamification Design and Other Models

10.1. Tools

10.1.1. Analysis
10.1.2. Metrics
10.1.3. Actors

10.2. Ggdd

10.2.1. Objective
10.2.2. Behaviour
10.2.3. Players

10.3. Ggdd: Motivators and Implications

10.3.1. Motivators
10.3.2. Implications
10.3.3. MDA

10.4. Ggdd: Entertainment

10.4.1. Fun
10.4.2. Tools
10.4.3.  AAI

10.5. Study Cases

10.5.1. Speed Camera
10.5.2. Amazon
10.5.3. Pain Squad

10.6. Serious Games

10.6.1. Uses
10.6.2. Obstacles
10.6.3. Study Case

10.7. Social Games

10.7.1. Connections
10.7.2. Viralization
10.7.3. Study Case

10.8. Educational Games

10.8.1. Problems
10.8.2. Learning as a Means
10.8.3. Study Case

10.9. Advertising Games

10.9.1. Differences
10.9.2. Advantages
10.9.3. Study Case

10.10. Transmedia Games

10.10.1. Inclusion
10.10.2. Creation
10.10.3. Cases

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Don't miss the opportunity to evolve in your professional field. Enroll now in this Professional master’s degree in Gamification in Video Games" 

Professional Master's Degree in Gamification in Video Games

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Dive into the exciting world of gamification and become an expert in creating innovative gaming experiences with the Professional Master's Degree in Gamification in Video Games offered by TECH Global University. Discover how gamification is revolutionizing the way we interact with technology and how you can apply it to create unique and engaging experiences. Our postgraduate course is taught through online classes, which gives you the flexibility to study from anywhere and adapt your schedule to your personal and professional life. You will be able to access the course content at any time and learn at your own pace, without geographical restrictions or time constraints. At TECH Global University, we are proud to offer a high quality online educational experience. You will have a team of professors who are experts in the video game industry, who will guide you in your learning and provide you with an updated view of the latest trends in gamification. In addition, you will have access to interactive teaching resources and advanced technological tools that will help you develop your skills in video game creation.

Power your professional profile through video games

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The Professional Master's Degree in Gamification in Video Games will provide you with the knowledge and skills necessary to design and develop engaging and addictive game experiences. You will learn the fundamental principles of gamification, including game mechanics, narrative, level design and technical aspects. In addition, you will explore how to apply gamification in different contexts, such as education, healthcare, marketing and corporate training. Gamification is a powerful tool to motivate, engage and retain users. With our Professional Master's Degree, you will be prepared to take full advantage of the potential of video games as an effective form of communication and participation. You will become a professional capable of creating immersive and memorable game experiences that generate impact on users and meet the objectives of your projects. If you are passionate about video games and want to turn that passion into a successful career, join TECH and acquire the skills you need to excel in this industry.