Activities per year
Project Details
Layman's description
RAGE enables deploying new approaches, methods and tools that support social and educational stakeholders at reducing huge EU labour market mismatches, by using Applied Gaming solutions for speeding-up the creation of a modernised skilled workforce. The sustainability of this market innovation is fostered by the transfer of advanced technologies and know-how to accelerate growth of the EU Applied Game studios ecosystem and secure a competitive supply of skills building gaming products and services.
Extended description
RAGE enables deploying new approaches, methods and tools that support social and educational stakeholders at reducing huge EU labour market mismatches, by using Applied Gaming solutions for speeding-up the creation of a modernised skilled workforce. The sustainability of this market innovation is fostered by the transfer of advanced technologies and know-how to accelerate growth of the EU Applied Game studios ecosystem and secure a competitive supply of skills building gaming products and services.
Status | Finished |
---|---|
Effective start/end date | 1/02/15 → 31/07/19 |
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Explore the research topics touched on by this project. These labels are generated based on the underlying awards/grants. Together they form a unique fingerprint.
Activities
- 5 Talk or presentation (not at a conference)
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Realising an applied gaming ecosystem
Wim Westera (Speaker)
27 Mar 2018Activity: Talk or presentation types › Talk or presentation (not at a conference) › Academic
File -
Self-debriefing or Teacher-debriefing on a Game for Learning IT Communication Skills?
Rob Nadolski (Speaker)
5 Oct 2018Activity: Talk or presentation types › Talk or presentation (not at a conference) › Academic
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Games voor praktisch leren communiceren?
Rob Nadolski (Speaker), Rob Kommeren (Speaker) & Giel van Lankveld (Speaker)
8 Nov 2017Activity: Talk or presentation types › Talk or presentation (not at a conference) › Academic
File
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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., Jan 2020, In: Education and Information Technologies. 25, 1, p. 351-380 30 p.Research output: Contribution to journal › Article › Academic › peer-review
Open Access9 Citations (Web of Science)27 Downloads (Pure) -
Validation of a Cyberbullying Serious Game Using Game Analytics
Calvo-Morata, A., Rotaru, D. C., Alonso-Fernández, C., Freire-Morán, M., Martínez-Ortiz, I. & Fernández-Manjón, B., 2020, In: IEEE Transactions on Learning Technologies. 13, 1, p. 186-197 12 p.Research output: Contribution to journal › Article › Academic › peer-review
Open AccessFile8 Citations (Web of Science)205 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 24 p.Research output: Contribution to journal › Article › Academic › peer-review
Open Access14 Citations (Web of Science)1 Downloads (Pure)