Universidad Carlos Iii De Madrid Escuela Politécnica Superior

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Universidad Carlos Iii De Madrid Escuela Politécnica Superior UNIVERSIDAD CARLOS III DE MADRID ESCUELA POLITÉCNICA SUPERIOR INGENIERÍA TÉCNICA EN TELECOMUNICACIONES: SONIDO E IMAGEN PROYECTO FIN DE CARRERA DESARROLLO DE UN JUEGO EDUCATIVO DE CARÁCTER ESTRATÉGICO Autor: Jorge Gutiérrez Mesas Tutor: Pedro J. Muñoz Merino Diciembre de 2014 Agradecimientos AGRADECIMIENTOS Cuando uno comienza una carrera universitaria siempre se imagina este momento y se pregunta cuándo llegará. Hoy es ese día, ese instante anhelado desde un principio. Ha sido un largo trayecto, lleno de dificultades de distinta índole, que sin la ayuda de determinadas personas sin duda hubiera sido más complicado de realizar. En primer lugar, tengo que dar las gracias especialmente a mis padres. Su sacrificio y esfuerzo hizo posible que yo pudiera embarcarme en esta aventura y su actitud ante mí siempre es digna de elogio. Tanto ellos como mi familia han sido un pilar vital durante esta etapa. Particularmente quiero destacar la figura de mis abuelos y de mi tía Juana, su fe y su confianza en mí nunca se ha visto truncada pese a las adversidades. También quiero destacar el papel que han jugado los amigos y compañeros que he tenido el placer de conocer y con los que he tenido el placer de coincidir durante estas andanzas. Gracias a todos esos amigos incansables, que pese a que nuestros caminos se separaran en algunos casos, siempre han estado ahí apoyándome y alentándome cuando la motivación flaqueaba y cuando más lo necesitaba. A su vez, agradecer a aquellos que, pese a no haber conocido tan profundamente, han conseguido forjar un ambiente universitario de matrícula de honor. Asimismo, agradecer la labor de todos los docentes con los que he tenido la oportunidad de cruzarme en este camino; en especial aquellos que disfrutan con su trabajo y transmiten ese gusto y ese entusiasmo a la audiencia. No quisiera olvidarme de gratificar la labor de mi tutor, Pedro J. Muñoz Merino, cuya comprensión en momentos delicados y dedicación han sido claves para la consecución de este trabajo. Igualmente, agradecer la paciencia y apoyo de mis amigos fuera de la facultad. Han soportado estoicamente cuando mi discurso se volvía pesimista y han contribuido para darle la vuelta y mostrarme una imagen más confortante. También subrayar su ayuda y colaboración en este proyecto; sus consejos y aportaciones han sido muy importantes para mí. Y por último, y muy especialmente, a mi novia Cris. Agradecerle su apoyo, cariño y comprensión incondicional; el haber estado siempre al pie del cañón durante este largo recorrido, tanto a las duras como a las maduras; las palabras de admiración que siempre salen de su boca; y desearle toda la suerte para que este año ella también ponga el broche de oro a su etapa académica. ¡Pekeñaja, lo conseguimos! UC3M CHALLENGE 2 Índice general Índice general ÍNDICE GENERAL ........................................................................................ 3 ÍNDICE DE FIGURAS.................................................................................... 5 RESUMEN/ABSTRACT ................................................................................ 8 CAPÍTULO 1: INTRODUCCIÓN .................................................................. 10 1.1 Motivación ....................................................................................................................... 11 1.2 Objetivos .......................................................................................................................... 14 1.3 Estructura del documento ............................................................................................... 16 CAPÍTULO 2: ESTADO DEL ARTE ............................................................... 18 2.1 Evolución de los videojuegos .......................................................................................... 18 2.1.1 El origen de los videojuegos ....................................................................................... 19 2.1.2 La década de los 70 .................................................................................................... 20 2.1.3 La década de los 80 .................................................................................................... 23 2.1.4 La década de los 90 .................................................................................................... 26 2.1.5 Comienzo del siglo XXI ............................................................................................... 29 2.2 Estado del sector del videojuego en España ................................................................... 30 2.2.1 Primeros pasos en la industria ................................................................................... 30 2.2.2 Situación actual del mercado del videojuego ............................................................ 33 2.3 Videojuegos educativos. Los juegos serios ..................................................................... 37 2.3.1 Gamificación ............................................................................................................... 38 2.3.2 Origen de los juegos serios......................................................................................... 41 2.3.3 Análisis y diseño de los juegos serios ......................................................................... 45 2.3.4 El videojuego en las aulas ........................................................................................... 48 2.4 Juegos de mesa ................................................................................................................ 52 2.4.1 Risk ............................................................................................................................. 53 2.4.2 Trivial Pursuit .............................................................................................................. 55 CAPÍTULO 3: FASE DE ANÁLISIS ............................................................... 57 3.1 Identificación de requisitos ............................................................................................. 58 3.1.1 Requisitos de usuario ................................................................................................. 59 3.1.2 Requisitos de software ............................................................................................... 65 UC3M CHALLENGE 3 Índice general 3.2 Casos de uso ..................................................................................................................... 76 CAPÍTULO 4: FASE DE DISEÑO E IMPLEMENTACIÓN ............................... 83 4.1 Arquitectura del sistema ................................................................................................. 83 4.2 Modelo de datos .............................................................................................................. 86 4.3 Diagrama de clases .......................................................................................................... 89 4.4 Definición de las clases .................................................................................................... 91 4.5 Diagramas de flujo ......................................................................................................... 101 4.6 Herramientas y tecnologías empleadas ........................................................................ 109 CAPÍTULO 5: INTERFAZ GRÁFICA DE LA APLICACIÓN ............................ 112 5.1 Preparación de la partida .............................................................................................. 113 5.1.1 Registro .................................................................................................................... 114 5.1.2 Elección de personaje .............................................................................................. 115 5.2 Desarrollo de la partida ................................................................................................. 117 5.2.1 Etapa de reclutamiento ............................................................................................ 117 5.2.2 Etapa de los desafíos ................................................................................................ 118 5.2.3 Etapa de reagrupamiento ........................................................................................ 119 5.2.4 Eventos especiales ................................................................................................... 120 5.3 Interfaz gráfica de la partida ......................................................................................... 122 5.3.1 Mapa de la universidad ............................................................................................ 123 5.3.2 Menú de información del jugador ........................................................................... 130 5.3.3 Gestor del servicio .................................................................................................... 137 CAPÍTULO 6: EVALUACIÓN DE LA APLICACIÓN ...................................... 140 6.1 Objetivos y modelo de encuesta ................................................................................... 140 6.2 Resultados obtenidos .................................................................................................... 142 6.3 Análisis de los resultados obtenidos ............................................................................. 145 CAPÍTULO 7: CONCLUSIONES Y LÍNEAS FUTURAS ................................. 148 7.1 Conclusiones .................................................................................................................
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