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The Video Games and Artificial Intelligence Innovation Unit at Universitat de les Illes Balears (UVJIA)
March 08, 2023.
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The unit was created on March 9th 2022 to promote transfer and innovation in the field of video games and AI (Artificial Intelligence), and the use of video games and their possible applications in different fields with a social and integrative character. It is managed by Dr. Francisco J. Perales López, University Professor of the Department of Mathematical and Computer Sciences (Director), by Dr. Pere Antoni Borras Rotger, full professor at the Department of Pedagogy and Specific Didactics (Assistant Director) and Dr. Francisca Negre Bennasar, professor of the Department of Pedagogy and Educational Psychology (Secretary).
At the beginning of 2023 Naxon Labs joined the unit as an external agent in the group of companies of video games and artificial intelligence, particularly bringing synergies with neurotechnology.


The Specific Objectives of the Unit

Be a model or guide to deepen and enhance this digital transformation especially in the fields of video games, e-sports and educational and therapeutic applications.

Sensitize the user with all the subjects specific to video games with special emphasis on the positive aspects of self-improvement, discipline, teamwork, knowing how to respect established rules and prevent pathological or additive use.

Enhance the aspects closest to the user in the field of AI, combining the most natural user interfaces with the most advanced AI systems (XAI)

Analyze the e-sports ecosystem as a potential field of diversification of tourist offer in the Balearic Islands

Design innovative didactic strategies in order to integrate video games as resources for the improvement of teaching-learning processes

Design services based on the concept of metaverses, initially composed of 3D virtual spaces, where to develop interactive multidimensional experiences of use.

Study advanced applications combining web 3.0, AR, VR, AI for video games offering advanced user experiences.



The use of video games and their applications in a multitude of areas in today's society is unquestionable evidence, and the rapid process towards the total digitization of leisure in all human areas is irreversible.

In the interconnected world we live in, video games are an increasingly popular and universal form of mass entertainment.

The new situations that encourage telepresence and online/distributed services justify that these video games are developed by multidisciplinary teams of computer engineers and other recognized qualified specialists.

Its plots and narratives are a concept generally used as metaverses, an immersive and multi-sensory experience with the applied use of various immersive technological developments that aid in the experience and socialization of the user.

Video games play a prominent role among artistic expressions, because they offer a realistic experience that serves to educate as well as entertain.

These facts highlight the need to unite the efforts of all professionals related to this growing industry and with an unknown potential in order to face the challenges of the coming years. With regard to this unknown potential, it is interesting to analyze its possibilities as a didactic resource and to study the impact that video games can have on improving teaching-learning processes.

It is also relevant to analyze the therapeutic applications of video games for
the rehabilitation of certain pathologies that require working on aspects such as memory, spatial orientation, problem solving, following instructions..., as well as studying their distraction capacity for the treatment of pain and other mood effects resulting from illness and/or disability.

The design and development of current video games involve many branches of knowledge, which is why the unit must foster this integrative and multidisciplinary spirit by applying knowledge with a common methodology and a language that is proper and accepted in social environments with professional solutions.

Digital competence emerges, more and more, as fundamental in technologically advanced societies. In this sense, the unit, based on the proposal of quality video games, will contribute to enhancing this competition between students and teachers and between society in general.



The activities planned by the Video Games and Artificial Intelligence Innovation Unit (UVJIA) are as follows:

•    Regular meetings, conferences and workshops held by specialists.
•    Reinforcement of the UIB's collaboration with commercial agents and society in general.
•    Study of possible economic sources of R+D+I in key projects in the digital transformation of society (video games, electronic sports, education, etc.).
•    Innovation, knowledge transfer and training in the field of video games and AI.
•    Analysis of the relationship between these activities (electronic sports) and sustainable and quality tourism.
•    Promotion of serious video games for health and advanced biosensors (electronic health or e-health ).
•    Study of the generation of local and national eSports competitions/tournaments and a UIB eSports club.
•    Study of the legal and sociological aspects of video games.
•    Proposed strategies for the prevention of video game addiction.


Members companies in computer graphics, computer vision, video games, AI, e-Health.

Mansion Games: Ms. Mar Gallardo Lara.
NeuronUp: Mr. Iñigo Fernández de Pierola Santo Tomas.
Didimo: Ms. Veronica Costa Orvalho.
LADAT Studios S.L.: Mr. Juan Montes de Oca Durán.
Remex Experience: Mr. Andreu Florit Moll.
Alisys Robotics: Ms. Beatriz Gómez
Icon Educational Solutions: Mr. Alex Fernandez
Onalabs: Ms. Elizabet del Valle
Naxon Labs: Mr. Martin Machin
Escapula Comics: Pau Rodriguez