Abstract
The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented and needs to achieve critical mass to compete globally. Nevertheless its growth potential is widely recognized. To become competitive the relevant applied gaming communities and SMEs require support by fostering the generation of innovation potential. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help by making available an interoperable set of advanced technology assets, tuned to applied gaming, as well as proven practices of using asset-based applied games in various real-world contexts, and finally a centralized access to a wide range of applied gaming software modules, services and related document, media, and educational resources within an online community portal called the RAGE Ecosystem. It is based on an integrational, user-centered approach of Knowledge Management and Innovation Processes in the shape of a service-based implementation.
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This publication has been produced in the context of the RAGE project. The project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No. 644187. However, this paper reflects only the author’s view and the European Commission is not responsible for any use that may be made of the information it contains.
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Becker, J., van Lankveld, G., Steiner, C., Hemmje, M. (2016). Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and Transfer. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_58
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