The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initiative that aims to offer an ecosystem to support serious games’ development and use. Its two main objectives are to provide technologies for computer game-based pedagogy and learning and to establish an online platform for managing and sharing these technologies. Examples technologies are but not limited to real-time player performance assessment and game difficulty adaptation, emotion recognition from facial expressions, social gamification, and authoring tools for in-game storytelling and dialogues. These technologies are offered as open-source reusable tools that are freely available to serious game developers. The online platform aims to ...
The large upfront investments required for game development pose a severe barrier for the wider upta...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Digital educational games constitute a major opportunity for acquiring knowledge and competences in ...
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initi...
Digital game technologies are a promising way to enable training providers to reach other target gr...
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot...
The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented ...
This paper explains the RAGE project, which proposes a component-based software architecture to acco...
The presentation explains the approach of the RAGE project. It presents three examples of RAGE softw...
The established (digital) leisure game industry is historically one dominated by large international...
This paper describes the structural architecture of the RAGE repository, which is a unique and dedic...
Although many scholars recognise the great potential of games for teaching and learning, the EU-base...
This presentation explains how RAGE develops reusable game technology components and provides exampl...
Today, learners increasingly demand for innovative and motivating learning scenarios that strongly r...
The European (EU)-based industry for non-leisuregames (so called Applied Games, AGs) is an emerging ...
The large upfront investments required for game development pose a severe barrier for the wider upta...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Digital educational games constitute a major opportunity for acquiring knowledge and competences in ...
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initi...
Digital game technologies are a promising way to enable training providers to reach other target gr...
This paper presents the RAGE marketplace portal (gamecomponents.eu), which is intended as a hot spot...
The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented ...
This paper explains the RAGE project, which proposes a component-based software architecture to acco...
The presentation explains the approach of the RAGE project. It presents three examples of RAGE softw...
The established (digital) leisure game industry is historically one dominated by large international...
This paper describes the structural architecture of the RAGE repository, which is a unique and dedic...
Although many scholars recognise the great potential of games for teaching and learning, the EU-base...
This presentation explains how RAGE develops reusable game technology components and provides exampl...
Today, learners increasingly demand for innovative and motivating learning scenarios that strongly r...
The European (EU)-based industry for non-leisuregames (so called Applied Games, AGs) is an emerging ...
The large upfront investments required for game development pose a severe barrier for the wider upta...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Digital educational games constitute a major opportunity for acquiring knowledge and competences in ...