{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,6]],"date-time":"2026-01-06T05:18:05Z","timestamp":1767676685754,"version":"build-2065373602"},"reference-count":31,"publisher":"MDPI AG","issue":"3","license":[{"start":{"date-parts":[[2019,9,19]],"date-time":"2019-09-19T00:00:00Z","timestamp":1568851200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Informatics"],"abstract":"<jats:p>Incorporating gamification into training\u2013learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017\u20132018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company\u2013university collaboration serves as a trial and refinement of innovative tools for game-based learning.<\/jats:p>","DOI":"10.3390\/informatics6030042","type":"journal-article","created":{"date-parts":[[2019,9,19]],"date-time":"2019-09-19T03:40:06Z","timestamp":1568864406000},"page":"42","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":8,"title":["Company\u2013University Collaboration in Applying Gamification to Learning about Insurance"],"prefix":"10.3390","volume":"6","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6220-4242","authenticated-orcid":false,"given":"Teresa","family":"Rojo","sequence":"first","affiliation":[{"name":"Departamento de Sociolog\u00eda, Universidad de Sevilla, 41001 Sevilla, Spain"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6569-7545","authenticated-orcid":false,"given":"Myriam","family":"Gonz\u00e1lez-Lim\u00f3n","sequence":"additional","affiliation":[{"name":"Departamento de An\u00e1lisis Econ\u00f3mico y Econom\u00eda Pol\u00edtica, Universidad de Sevilla, 41001 Sevilla, Spain"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2761-9236","authenticated-orcid":false,"given":"Asunci\u00f3n","family":"Rodr\u00edguez-Ramos","sequence":"additional","affiliation":[{"name":"Departamento de Econom\u00eda e Historia Econ\u00f3mica, Universidad de Sevilla, 41001 Sevilla, Spain"}]}],"member":"1968","published-online":{"date-parts":[[2019,9,19]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Hamari, J., Koivisto, J., and Sarsa, H. (2014, January 6\u20139). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International conference on System Science, Hilton Waikoloa, HI, USA.","DOI":"10.1109\/HICSS.2014.377"},{"key":"ref_2","first-page":"99","article-title":"Gamification of Education using Computer Games","volume":"Volume 8018","author":"Yamamoto","year":"2013","journal-title":"HCI 2013, Part III. LNCS"},{"key":"ref_3","unstructured":"Newzoo Consultancy (2019). Global Games Report 2018, Newzoo Europe. Short Free Version."},{"key":"ref_4","doi-asserted-by":"crossref","unstructured":"Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2010, January 6\u20138). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland.","DOI":"10.1145\/2181037.2181040"},{"key":"ref_5","doi-asserted-by":"crossref","first-page":"469","DOI":"10.1016\/j.chb.2015.03.036","article-title":"Do badges increase user activity? A field experiment on the effects of gamification","volume":"71","author":"Hamari","year":"2017","journal-title":"Comput. Hum. Behav."},{"key":"ref_6","first-page":"75","article-title":"Gamification in Education. A systematic Mapping Study","volume":"18","author":"Dicheva","year":"2015","journal-title":"Educ. Technol. Soc."},{"key":"ref_7","unstructured":"Desarrollo Espa\u00f1ol de Videojuegos (2018). Libro Blanco del Desarrollo Espa\u00f1ol de Videojuegos 2017, Desarrollo Espa\u00f1ol de Videojuegos (DEV)."},{"key":"ref_8","doi-asserted-by":"crossref","first-page":"647","DOI":"10.1177\/1046878114552166","article-title":"Edutainement for sustainable development: a survey of games in the field","volume":"46","author":"Katsaliaki","year":"2015","journal-title":"Simul. Gaming"},{"key":"ref_9","doi-asserted-by":"crossref","first-page":"1053","DOI":"10.1016\/j.sbspro.2017.02.154","article-title":"Gaming Climate Change: Assessing Online Climate Change Games Targeting Youth Produced in Spanish","volume":"237","author":"Ouariachi","year":"2017","journal-title":"Procedia Soc. Behav. Sci."},{"key":"ref_10","unstructured":"Michaud, L., Alvarez, J., Alvarez, V., and Djaouti, D. (2010). Serious Games: Training & Teaching\u2013Healthcare\u2013Defence & Security\u2013Information & Communication, IDATE."},{"key":"ref_11","unstructured":"Markets and Markets (2019, September 08). Serious Game Market Worth $5448.82 Million by 2020. Recuperado el 25 de Febrero de 2017, de Markets and Markets. Available online: http:\/\/www.marketsandmarkets.com\/PressReleases\/serious-game.asp."},{"key":"ref_12","first-page":"1","article-title":"Los videojuegos en la implementaci\u00f3n de pol\u00edticas de mitigaci\u00f3n del cambio clim\u00e1tico","volume":"37","author":"Rojo","year":"2017","journal-title":"Ambitos Revista Internacional de Comunicaci\u00f3n"},{"key":"ref_13","unstructured":"Chatfield, T. (2010). Fun INC: Why Games Are the 21st Century\u2019s More Serious Business, Virgin Publishing Ltd."},{"key":"ref_14","unstructured":"Grimaud, E. (2017). Beau-Bien-Bon: La Formule Magique Pour Sourire \u00e0 la vie!, Marabout."},{"key":"ref_15","unstructured":"(2019, September 18). After Watching this Your Brain will not be the Same. Available online: https:\/\/www.youtube.com\/watch?v=LNHBMFCzznE."},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"95","DOI":"10.12795\/revistafuentes.2017.19.2.07","article-title":"Los \u201cjuegos serios\u201d como instrumento de empoderamiento y aprendizaje socio-laboral inclusivo","volume":"19","author":"Rojo","year":"2017","journal-title":"Revista Fuentes"},{"key":"ref_17","unstructured":"Lakoff, G. (2004). Don\u2019t Think of An Elephant. Know Your Values and Frame the Debate, Chelsea Green Publishing."},{"key":"ref_18","unstructured":"Kapp, K.M., Blair, L., and Mesch, R. (2014). The Gamification of Learning and Instruction Fieldbook Ideas into Practice, Wiley."},{"key":"ref_19","doi-asserted-by":"crossref","first-page":"54","DOI":"10.1006\/ceps.1999.1020","article-title":"Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions","volume":"25","author":"Ryan","year":"2000","journal-title":"Contemp. Educ. Psychol."},{"key":"ref_20","unstructured":"Werbach, K., and Hunter, D. (2012). How Game Thinking Can Revolutionize Your Business, Wharton Digital Press."},{"key":"ref_21","unstructured":"Frasca, G. (2019, September 08). Los Videojuegos Ense\u00f1an Mejor que la Escuela. Tedxtalks Junio de 2012 Monteviedo. Available online: https:\/\/www.youtube.com\/watch?v=TbTm1Lkm18o&t=11s."},{"key":"ref_22","doi-asserted-by":"crossref","first-page":"269","DOI":"10.1177\/1555412014559306","article-title":"Playing with Traume: Interreactivity, Empathy and Complicity with the Walking Dead Video Game","volume":"10","author":"Smethurst","year":"2015","journal-title":"Game Cult."},{"key":"ref_23","unstructured":"LNCS, and Nah, F.-H. (2014). Gamification of Education: A Review of Literature. HCI in Business, Springer."},{"key":"ref_24","unstructured":"Cervera, H. (2019, September 08). Diez Cosas que Aprend\u00ed de los Videojuegos. Enero de 2012 [V\u00eddeo de Youtube] Recuperado de. Available online: https:\/\/www.youtube.com\/watch?v=Q4nFUFO_rXw."},{"key":"ref_25","unstructured":"(2019, September 08). Design Principles for Video Games as Learning Engines. Available online: http:\/\/mgiep.unesco.org\/wpcontent\/uploads\/2016\/02\/3-webinar-reading-reference.pdf."},{"key":"ref_26","unstructured":"Contreras, R., and Eguia, J. (2019, September 08). Gamificaci\u00f3n en las aulas universitarias; (Bellaterra). Barcelona: Universidad Aut\u00f3noma de Barcelona. Recuperado a partir de. Available online: http:\/\/incom.uab.cat\/download\/eBook_incomuab_gamificacion.pdf."},{"key":"ref_27","unstructured":"McGonigal, J. (2015). SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient\u2014Powered by the Science of Games, Penguin."},{"key":"ref_28","unstructured":"Gonz\u00e1lez-Lim\u00f3n, M., and Serrano-Garc\u00eda, A. (2018). Innovaci\u00f3n en las Ense\u00f1anzas Universitarias Para el Aprendizaje del Sector Empresarial Asegurador: Una Experiencia con BugaMAP en la Universidad de Sevilla. Innovaci\u00f3n en la Pr\u00e1ctica Educative, Egregius Ediciones."},{"key":"ref_29","unstructured":"(2019, September 08). Fundaci\u00f3n Mapfre Website. Available online: https:\/\/www.fundacionmapfre.org\/fundacion\/es_es\/programas\/formacion\/congresos-jornadas\/juego-estrategia-seguros-bugamap.jsp."},{"key":"ref_30","doi-asserted-by":"crossref","first-page":"391","DOI":"10.1177\/0013164404266386","article-title":"My current thoughts on coefficient alpha and successor procedures","volume":"64","author":"Cronbach","year":"2004","journal-title":"Educ. Psychol. Meas."},{"key":"ref_31","unstructured":"(2019, September 18). Encuesta BugaMAP 2018 de opini\u00f3n y actitudes de los estudiantes de la Universidad de Sevilla sobre BugaMAP. Available online: https:\/\/docs.google.com\/forms\/d\/1EPZen9vYYvRRRqMzMQsY-Z-9yPk3lOoAS5uIPYg9co8\/viewform?edit_requested=true."}],"container-title":["Informatics"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2227-9709\/6\/3\/42\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T13:21:39Z","timestamp":1760188899000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2227-9709\/6\/3\/42"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,9,19]]},"references-count":31,"journal-issue":{"issue":"3","published-online":{"date-parts":[[2019,9]]}},"alternative-id":["informatics6030042"],"URL":"https:\/\/doi.org\/10.3390\/informatics6030042","relation":{},"ISSN":["2227-9709"],"issn-type":[{"type":"electronic","value":"2227-9709"}],"subject":[],"published":{"date-parts":[[2019,9,19]]}}}