The RAGE Software Asset Model and Metadata Model

Atanas Georgiev, Alexander Grigorov, Boyan Bontchev, Pavel Boytchev, Krassen Stefanov, K. Bahreini

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


Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.
Original languageEnglish
Title of host publicationSerious Games JCSG 2016
ISBN (Electronic)978-3-319-45841-0
ISBN (Print)978-3-319-45840-3
Publication statusPublished - 17 Oct 2016
EventJoint International Conference on Serious Games: JCSG 2016: Serious Games - Brisbane, Australia
Duration: 26 Sep 201627 Sep 2016

Publication series

SeriesLecture Notes in Computer Science


ConferenceJoint International Conference on Serious Games
Abbreviated titleJCSG 2016
Internet address


  • Serious games
  • Software assets
  • Game assets
  • Asset model
  • Asset metadata model
  • Metadata editor
  • Gamification

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