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Course in Gamification Applied to Insurance

Online 300 h course in gamification applied to insurance. 6 modules covering Regulation (EU) 2016/679 (GDPR), Directive 2005/29/EC on unfair commercial practices and Figma. Assigned tutor and open enrolment.

Duration300 h
ModeOnline
Start datesSet by the faculty
AwardSEIUM Institute diploma
Virtual lab · try it before you enrol

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Learning outcomes

What you will be able to do

01

Explain the fundamentals of gamification and its main mechanics.

02

Design a gamified experience aimed at an insurance business objective.

03

Apply game incentives to insured-party risk prevention.

04

Assess the lawfulness of data processing under the GDPR.

05

Detect dark patterns and ethical risks in design.

06

Define indicators of participation, retention and claims frequency.

07

Plan the implementation and measurement of a gamified pilot.

Profile

Who it's for

  • Customer experience designer in insurance who wants to specialise in Gamification applied to insurance.
  • Loyalty manager who wants to specialise in Gamification applied to insurance.
  • Product manager of insurer apps who wants to specialise in Gamification applied to insurance.
  • Risk prevention specialist who wants to specialise in Gamification applied to insurance.
  • Customer behaviour analyst who wants to specialise in Gamification applied to insurance.
  • Digital engagement consultant who wants to specialise in Gamification applied to insurance.
  • Graduates in engineering or sciences seeking to enter insurance companies.
Standards & tools

What you'll work with

  • Regulation (EU) 2016/679 (GDPR)
  • Directive 2005/29/EC on unfair commercial practices
  • Regulation (EU) 2022/2065 on digital services (dark patterns)
  • Directive (EU) 2016/97 on insurance distribution (IDD)
  • Organic Law 3/2018 (LOPDGDD)
  • ISO 9241-210 (human-centred design)
  • ISO 39001 (road traffic safety management systems)
Syllabus

6 modules · 300 h

  1. 1.1Definition and difference from play
  2. 1.2Intrinsic and extrinsic motivation
  3. 1.3Mechanics, dynamics and aesthetics
  4. 1.4When gamification works and when it does not
  5. 1.5The risk of trivialising a serious product
  6. 1.6Business objectives it can serve
  7. 1.7Application in insurance: prevention and loyalty
  8. 1.8Sector vocabulary and acronyms
  9. 1.9Market cases and results
  10. 1.10Exercise: defining the objective of an initiative
  1. 2.1User profiles and player types
  2. 2.2Interaction and progression loops
  3. 2.3Points, levels, badges and ranks
  4. 2.4Challenges, missions and personal goals
  5. 2.5Immediate feedback and its design
  6. 2.6Leaderboards and social comparison
  7. 2.7Tangible and intangible rewards
  8. 2.8Narrative and the sense of the activity
  9. 2.9Accessibility and inclusion in design
  10. 2.10Practice: designing an interaction loop
  1. 3.1Safe driving and its measurement
  2. 3.2Healthy habits and their monitoring
  3. 3.3Preventive vehicle maintenance
  4. 3.4Insured-party training as a game
  5. 3.5Linking to premium discounts
  6. 3.6Evidence of real behaviour change
  7. 3.7Persistence of the effect over time
  8. 3.8The risk of incentivising improper conduct
  9. 3.9Designing metrics that are hard to manipulate
  10. 3.10Practice: a safe driving programme
  1. 4.1Necessary data and data minimisation
  2. 4.2Informed and understandable consent
  3. 4.3Transparency about use in pricing
  4. 4.4Risk of exclusion and discrimination
  5. 4.5Social pressure and genuine voluntariness
  6. 4.6Persuasive design and its limits
  7. 4.7Protection of minors and vulnerable people
  8. 4.8Applicable data protection regulation
  9. 4.9Commercial practices regulation
  10. 4.10Practice: ethical assessment of a mechanic
  1. 5.1Defining success indicators
  2. 5.2Experimental design and control groups
  3. 5.3User testing and adjustment
  4. 5.4Integration with the organisation's systems
  5. 5.5Programme cost and return
  6. 5.6Communication and launch
  7. 5.7Sustaining interest over time
  8. 5.8Withdrawal or evolution of the programme
  9. 5.9Documented common mistakes
  10. 5.10Practice: a measurement plan for a programme
  1. 6.1Choosing the business objective
  2. 6.2User profiles and motivations
  3. 6.3Complete design of the mechanic
  4. 6.4Linking to the insurance product
  5. 6.5Ethical and privacy assessment
  6. 6.6Experimentation and measurement plan
  7. 6.7Implementation and communication plan
  8. 6.8Cost and return model
  9. 6.9Project report
  10. 6.10Project defence
Methodology, software & labs

How you'll learn

100 % online training on the SEIUM campus, with downloadable material, recorded classes and an assigned technical tutor. There are no fixed timetables: students progress at their own pace within the intake, which makes it possible to combine study with work.

Each module combines theory, guided reading of the original standard and applied exercises. The working software is Figma, Unity, Mixpanel, Google Firebase, in free, academic or evaluation versions. Tests are studied through real prototyping and user-testing procedures, A/B tests of game mechanics, and prevention pilots with a driving app. Assessment is continuous, module by module, plus the final integrative project.

Accreditable laboratories(EN ISO/IEC 17025) with rotor test rig, EMC/Lightning pre-compliance, HIL/SIL, vibration/acoustics.
Evidence-oriented Master's Thesis:safety case, test plan, compliance dossier and operational limits.
Industry-led mentoring:lecturers with a track record in training, , eVTOL/UAM and flight test.
Flexible study mode(hybrid/online), international cohorts and support from SEIUM Career Services.
Ethics and safety:a safety-by-design approach, with OT cyber security, DIH and compliance as pillars.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Choosing the business objective

Explain the fundamentals of gamification and its main mechanics.

User profiles and motivations

Design a gamified experience aimed at an insurance business objective.

Complete design of the mechanic

Apply game incentives to insured-party risk prevention.

Linking to the insurance product

Assess the lawfulness of data processing under the GDPR.

Ethical and privacy assessment

Detect dark patterns and ethical risks in design.

Career opportunities

Where this takes you

Customer experience designer in insuranceLoyalty managerProduct manager of insurer appsRisk prevention specialistCustomer behaviour analystDigital engagement consultant
Admissions & scholarships

Requirements

  • No prior qualification is required.
  • Internet connection and a computer capable of running the programme's software.
  • Sufficient Spanish to follow technical regulatory texts.

Ready to start?

Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.

FAQ

Frequently asked questions

The programme totals 300 hours, spread over 3 to 5 months. That is an average of 10 to 15 hours per week, compatible with a full-time job.

The programme works with Figma, Unity, Mixpanel, Google Firebase. Free, academic or evaluation versions are used, and the tutor indicates the open-source alternative where one exists.

A SEIUM's own diploma upon passing the continuous assessment and the integrative project. It is in-house training, not an official Ministry qualification.

Yes. Modules passed in a course or postgraduate diploma in the same area can be credited towards the advanced programme. Check the recognition policy when you enrol.

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