Well, we're at the end of this first module and we will now make a small summary of the basic concepts we've talked about on this first module. To begin, video games mix traditional game and technology. It is very important to not forget that. The traditional game part is very important, it touches many fields, many areas and we must take them all into account in aim to properly understand what video games are. Regarding the history, video games history has evolved through the technological changes, content changes, social changes and, especially, through the different business models that have appeared. Video games affect the society in many ways. Society is a living system which changes through the ages. Video games have an important weight which influences society, and in the same way, society and its aspects also influence video games and their nature. There are many platforms in which video games can be consumed. Let's not forget that the different platforms evolve with the ages. Some appear, some lose importance, but they give us an important variety of options when thinking of where we can create a video game so that the public enjoys it. Industry presents many business and exploitation models. If we want to create video games, if we want to design video games, it is very important to know properly how the industry works and how we can sell our product. Especially during the last years, this has really earned a lot of importance, as mobile devices favor the titles' self-publishing. The games design has many roles. It is also appropriate to know how the design tasks are structured inside a development team and to know how they are divided depending on the studio's size. If it's small, if it's big, and also the different profiles of designer, levels, game, if he's Junior, Senior, depending on the experience and the assumed responsibility. Finally, designing is more than creating, more than thinking, more than conceptualizing. The creative part is very important, but let's not forget designing implies more things. Once we've seen the summary we are going to talk on what we'll see in the next module. We'll get into the main design elements, as until now we've seen general concepts and now we'll get into the design nucleus in a deeper level. We'll begin with the experience, how to provide the user experiences and how to study this experience and how we can adapt to the player we want to target. Next we will talk on the more creative part, where do the ideas come from and how can we be a little more creative to distinguish some elements, that although we might think of them when we design a video game, they aren't exactly elements of the game design from the programming part, the interface part or the purely art part. And then mechanics, control, balance and playability, which are the nucleus of design and which will require us a lot of attention during the next module. So see you in the next module. Until then, salutations. See you!