“…Using a methodological approach based on inter/crossdisciplinarity (web programming, computer graphics, biomechanics, sensory perception, robotics, and video games), the expected learning outcomes have always been acquiring design methods and operational tools applicable in creative contexts related to Digital Humanities. In a preliminary article [11], the 2 year experience was described, and the educational experience was built with an innovative method using the theme of a TV series such as Stranger Things (Netflix), Westworld (HBO), Altered Carbon (Netflix), Psycho-Pass (Fuji TV), Upload (Amazon Prime Video), The Good Place (NBC), and Cyberpunk Edgerunner (Netflix). In the principle of inclusive and participatory gamification, the learning of skills and motivation was improved.…”