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Amplifying applied game development and uptake

dc.conference.date8-9 October,
dc.conference.placeSteinkjer, Norway
dc.conference.titleECGBL 2015
dc.contributor.authorHollins, Paul
dc.contributor.authorWestera, Wim
dc.contributor.authorManero Iglesias, José Borja
dc.date.accessioned2023-06-19T16:04:32Z
dc.date.available2023-06-19T16:04:32Z
dc.date.issued2015-01
dc.description.abstractThe established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios, distributors and retailers. New modes of digital distribution and development practice are challenging this business model and the leisure games industry landscape is one experiencing rapid change. The established (digital) leisure games industry, at least anecdotally, appears reluctant to participate actively in the applied games sector (Stewart et al., 2013). There are a number of potential explanations as to why this may indeed be the case including ; A concentration on large scale consolidation of their (proprietary) platforms, content, entertainment brand and credibility which arguably could be weakened by association with the conflicting notion of purposefulness (in applied games) in market niches without clear business models or quantifiable returns on investment. In contrast, the applied games industry exhibits the characteristics of an emerging, immature industry namely: weak interconnectedness, limited knowledge exchange, an absence of harmonising standards, limited specialisations, limited division of labour and arguably insufficient evidence of the products efficacies (Stewart et al., 2013; Garcia Sanchez, 2013) and could, arguably, be characterised as a dysfunctional market. To test these assertions the Realising an Applied Gaming Ecosystem (RAGE) project will develop a number of self contained gaming assets to be actively employed in the creation of a number of applied games to be implemented and evaluated as regional pilots across a variety of European educational, training and vocational contexts. RAGE is a European Commission Horizon 2020 project with twenty (pan European) partners from industry, research and education with the aim of developing, transforming and enriching advanced technologies from the leisure games industry into self-contained gaming assets (i.e. solutions showing economic value potential) that could support a variety of stakeholders including teachers, students, and, significantly, game studios interested in developing applied games. RAGE will provide these assets together with a large quantity of high-quality knowledge resources through a self-sustainable Ecosystem, a social space that connects research, the gaming industries, intermediaries, education providers, policy makers and end-users in order to stimulate the development and application of applied games in educational, training and vocational contexts. The authors identify barriers (real and perceived) and opportunities facing stakeholders in engaging, exploring new emergent business models ,developing, establishing and sustaining an applied gaming eco system in Europe.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.sponsorshipUnión Europea. H2020
dc.description.statuspub
dc.eprint.idhttps://eprints.ucm.es/id/eprint/35976
dc.identifier.officialurlhttp://www.academic-conferences.org/conferences/ecgbl/ecgbl-future-and-past/
dc.identifier.urihttps://hdl.handle.net/20.500.14352/36139
dc.language.isospa
dc.page.final241
dc.page.initial234
dc.relation.projectIDRAGE (644187)
dc.rights.accessRightsopen access
dc.subject.cdu004.928
dc.subject.cdu004.94
dc.subject.keyword​Applied Games
dc.subject.keywordSerious Games
dc.subject.keywordGame Assets
dc.subject.keywordEcosystem
dc.subject.keywordGamification
dc.subject.ucmInteligencia artificial (Informática)
dc.subject.unesco1203.04 Inteligencia Artificial
dc.titleAmplifying applied game development and uptake
dc.typeconference paper
dspace.entity.typePublication
relation.isAuthorOfPublication0e709211-9a4b-47f4-90a8-0397add3b32a
relation.isAuthorOfPublication.latestForDiscovery0e709211-9a4b-47f4-90a8-0397add3b32a

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