Organization profile

Layman's description

Layman's description


This theme focuses on new models, methods and technologies for the creation of digital games and simulations for learning: how to design and develop effective games for learning.

Digital games and simulations are widely recognised as most powerful and highly engaging learning environments. They are complex and dynamic constructs that require appropriate designs of multimodal contexts and playful interactions, as well as productive pedagogical strategies and measures for preserving the efficacy and efficiency of learning.

Extended description

Extended description

The inherent richness and complexity of applied game environments (and simulations) makes the topic to be a cross-cutting one, embracing a variety of pedagogical and technological themes. On the one hand concepts and principles from pedagogy and instructional design need to be fully linked and integrated with the game design. That is, notwithstanding the need for game concepts such as challenges, rules, scores, competition and levels, the game design should address and accommodate principal pedagogical functions and variables such as instructional support, feedback, guidance, reflection, self-regulation, attention, motivation, cognitive flow and assessment. On the other hand, advances in digital gaming are primarily driven by cutting-edge technological innovations, which requires research into serious games architectures, data interoperability, machine learning, adaptive and personalised system design, sensors, affective computing and natural language processing, among other things. Many of these themes are currently covered by this topic in close collaboration with European research parties as part of the RAGE project, which is Europe’s principal applied gaming research project in the Horizon2020 Programme of the European Commission, led by the Open University of the Netherlands.


Fingerprint Dive into the research topics where Theme Applied Gaming and Simulation is active. These topic labels come from the works of this organisation's members. Together they form a unique fingerprint.

european identity Social Sciences
national identity Social Sciences
learning Social Sciences
video Social Sciences
Students Engineering & Materials Science
Serious games Engineering & Materials Science
E-learning Engineering & Materials Science
EU Social Sciences

Network Recent external collaboration on country level. Dive into details by clicking on the dots.

Projects 2015 2019

Rage: Realising an Applied Gaming Eco-system

Westera, W., Georgiadis, K., Saveski, G., van Lankveld, G., Bahreini, K., van der Vegt, W., Berkhout, J., Nyamsuren, E., Kluijfhout, E. & Nadolski, R.


Project: Research

Research Output 2015 2019

1 Downloads (Pure)

A fuzzy logic approach to reliable real-time recognition of facial emotions

Bahreini, K., van der Vegt, W. & Westera, W., Jul 2019, In : Multimedia Tools and Applications. 78, 14, p. 18943–18966

Research output: Contribution to journalArticleAcademicpeer-review

Open Access
Fuzzy logic
Fuzzy rules
2 Downloads (Pure)

Artificial intelligence moving serious gaming: Presenting reusable game AI components

Westera, W., Prada, R., Mascarenhas, S., Santos, P. A., Dias, J., Guimarães, M., Georgiadis, K., Nyamsuren, E., Bahreini, K., Yumak, Z., Christyowidiasmoro, C., Dascalu, M., Gutu-Robu, G. & Ruseti, S., 30 Jul 2019, In : Education and Information Technologies. p. 1 30 p.

Research output: Contribution to journalArticleAcademicpeer-review

Open Access
artificial intelligence

Bolstering Stealth Assessment in Serious Games

Georgiadis, K., Faber, T. & Westera, W., 27 Nov 2019, Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings. Liapis, A., Yannakakis, G. N., Gentile, M. & M. N. (eds.). Cham: Springer, p. 211-220 10 p. (Lecture Notes in Computer Science (LNCS), Vol. 11899).

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

Health care
Learning systems
Serious games

Activities 2015 2019

  • 4 Oral presentation

Self-debriefing or Teacher-debriefing on a Game for Learning IT Communication Skills?

Rob Nadolski (Speaker)
5 Oct 2018

Activity: Talk or presentation typesOral presentationAcademic

De digitale revolutie

W. Westera (Keynote speaker)
24 Mar 2016

Activity: Talk or presentation typesOral presentationAcademic