Projects per year
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.
|Title of host publication||Serious Games JCSG 2016|
|Editors||Tim Marsh , Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Stefan Göbel|
|Number of pages||13|
|Publication status||Published - 17 Oct 2016|
|Event||Joint International Conference on Serious Games: JCSG 2016: Serious Games - Brisbane, Australia|
Duration: 26 Sept 2016 → 27 Sept 2016
|Series||Lecture Notes in Computer Science|
|Conference||Joint International Conference on Serious Games|
|Abbreviated title||JCSG 2016|
|Period||26/09/16 → 27/09/16|
- Serious games
- Software assets
- Game assets
- Asset model
- Asset metadata model
- Metadata editor
FingerprintDive into the research topics of 'The RAGE Software Asset Model and Metadata Model'. Together they form a unique fingerprint.
- 1 Finished
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.
1/02/15 → 31/07/19