Projects per year
The European (EU)-based industry for non-leisure games (so called Applied Games, AGs) 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 and even suggested to exceed the growth potential of the leisure games market. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help to seize these opportunities by making available an interoperable set of advanced Applied Game (AG) technology assets, as well as proven practices of using such AG assets in various real-world contexts. As described in , RAGE will finally provide a centralized access to a wide range of applied gaming software modules, relevant information, knowledge and community services, and related scientific documents, taxonomies, media, and educational resources within an online community portal called the RAGE Ecosystem. Besides this, an integration between the RAGE Ecosystem and relevant social network interaction spaces that arranges and facilitates collaboration that underlie Research and Development (R&D), as well as marketoriented innovation and exploitation will be created in order to support community building, as well as collaborative asset exploitation of User Generated Contents (UGCs) of the RAGE Ecosystem. In this paper, we will describe the integration of the Scientific Publication Platform (SPP) Mendeley  into the RAGE Ecosystem. This will allow for automating repetitive tasks, reducing errors, and speeding up time consuming tasks. On the other hand it will support information, UGC, and knowledge sharing, as well as persistency of social interaction threads within Social Networking Sites (SNSs) and Groupware Systems (GWSs) that are connected to the RAGE Ecosystem. The paper reviews relevant use cases and scenarios, as well as related authentication, access, and information integration challenges. In this way, on the one hand a qualitative evaluation regarding an optimal technical integration is facilitated while on the other hand design approaches for supporting features of resulting user interfaces are initiated.
|Journal||The GSTF Journal on Computing|
|Publication status||Published - 1 Aug 2016|
- social networking
- applied gaming
- digital ecosystem
- access and information integration
- know-how transfer
- scientific publication
Salman, M., Fuchs, M., Buechner, W., Vu, B., Brocks, H., Becker, J., Heutelbeck, D., & Hemmje, M. (2016). Integrating Scientific Publication into an Applied Gaming Ecosystem. The GSTF Journal on Computing, 5(1), 45-51.