This presentation explains how RAGE develops reusable game technology components and provides examples of their application.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
The European (EU)-based industry for non-leisuregames (so called Applied Games, AGs) is an emerging ...
Digital game technologies are a promising way to enable training providers to reach other target gr...
The established (digital) leisure game industry is historically one dominated by large international...
The presentation explains the approach of the RAGE project. It presents three examples of RAGE softw...
Overview of the RAGE project, showing opportunities for fellow H2020 projects both for using technol...
This presentation specifies potential student projects that explore the initial version of RAGE port...
Although many scholars recognise the great potential of games for teaching and learning, the EU-base...
This paper explains the RAGE project, which proposes a component-based software architecture to acco...
This presentation explains how RAGE develops reusable game technology components and provides exampl...
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initi...
This paper presents the architecture of the RAGE repository, a unique and dedicated infrastructure ...
For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme ...
The large upfront investments required for game development pose a severe barrier for the wider upta...
This paper presents and validates a methodology for integrating reusable software components in dive...
This paper describes the structural architecture of the RAGE repository, which is a unique and dedic...
The European (EU)-based industry for non-leisuregames (so called Applied Games, AGs) is an emerging ...
Digital game technologies are a promising way to enable training providers to reach other target gr...
The established (digital) leisure game industry is historically one dominated by large international...
The presentation explains the approach of the RAGE project. It presents three examples of RAGE softw...
Overview of the RAGE project, showing opportunities for fellow H2020 projects both for using technol...
This presentation specifies potential student projects that explore the initial version of RAGE port...
Although many scholars recognise the great potential of games for teaching and learning, the EU-base...
This paper explains the RAGE project, which proposes a component-based software architecture to acco...
This presentation explains how RAGE develops reusable game technology components and provides exampl...
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initi...
This paper presents the architecture of the RAGE repository, a unique and dedicated infrastructure ...
For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme ...
The large upfront investments required for game development pose a severe barrier for the wider upta...
This paper presents and validates a methodology for integrating reusable software components in dive...
This paper describes the structural architecture of the RAGE repository, which is a unique and dedic...
The European (EU)-based industry for non-leisuregames (so called Applied Games, AGs) is an emerging ...
Digital game technologies are a promising way to enable training providers to reach other target gr...
The established (digital) leisure game industry is historically one dominated by large international...